Mortal Kombat 1/Reptile/Introduction: Difference between revisions

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* '''"To Catch Me...":''' Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his kombo structure to cover the startup.
* '''"To Catch Me...":''' Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his kombo structure to cover the startup.
* '''Krocodilian D2:''' Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain kombos will also use a D2 to lead into a reset.
* '''Krocodilian D2:''' Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain kombos will also use a D2 to lead into a reset.
* '''Versatile Kameo Choice:''' With long suspends and useful confirmable mids, Reptile can easily fit Kameos into his gameplan. Common choices include Scorpion (to kombo from nearly any normal), Motaro (for even better pressure from EX Force Ball, new kombo routes from EX Acid Spit, and easier Fatal Blow kombos), and Darrius (for deadly HTB setups from his B313).
* '''Versatile Kameo Choice:''' With long suspends and useful confirmable mids, Reptile can easily fit Kameos into his gameplan. Common choices include Scorpion for combos and invisibility setups, Motaro (for even better pressure from EX Force Ball, new kombo routes from EX Acid Spit, and easier Fatal Blow kombos), and Mavado for combos from throws and sweeps.
|cons=
|cons=
* '''Meter-Dependent Neutral:''' While Reptile rarely needs to spend meter on kombos, his neutral gameplan is highly meter dependent to create space with EX Acid Spit and Force Balls, advance with EX Elbow Dash, or swiftly enter Invisibility.
* '''Meter-Dependent Neutral:''' While Reptile rarely needs to spend meter on kombos, his neutral gameplan is highly meter dependent to create space with EX Acid Spit and Force Balls, advance with EX Elbow Dash, or swiftly enter Invisibility.
* '''Mediocre Armored Reversal:''' Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
* '''Mediocre Armored Reversal:''' Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
* '''Flawless Blocked:''' Reptile is uniquely vulnerable to flawless block, with most of his safe enders becoming absurdly punishable. Elbow Dash can mess with the enemy's flawless block timing, but it itself can also be punished on FB.
* '''Flawless Blocked:''' Reptile is uniquely vulnerable to flawless block, with many of his string enders becoming exceptionally unsafe on flawless block. He can use EX Elbow Dash to be safe, but it creates an armorable gap and costs meter.
* '''Lacks X-Factor:''' Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.
* '''Lacks X-Factor:''' Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.
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Latest revision as of 16:40, 8 April 2025

Introduction

Zaterran Slave

”Reptile is Zaterran, one of the reptiloid race which lives on Outworld’s fringes. Like other reptiles, Zaterrans can camouflage themselves. But Reptile possesses a unique mutation: one which allows him to shift shape to appear human. Bullied mercilessly by Zaterrans for this ability, Reptile left home to make his future elsewhere.”

Reptile is a Rushdown/Mixup kombatant that excels at playing neutral with close and mid-range buttons to whiff-punish and/or hit-confirm into kombos; he has different string starters that share the same enders which launch meterlessly or convert into juggles with Kameos, safe longer-reaching Low attacks (i.e. B3, B4), and a High-Mid S3 tail whip that can be cancelled after the first hit into his aerial Overhead DB4 (which can also be cancelled to establish pressure/mix and extend grounded kombos). Despite weaker zoning from fullscreen, his Mid projectile Force Ball (DF3) has a large hitbox that reaches midscreen and provides a meterless launch that can be extended with another Force Ball in the same juggle kombo by using the EX version or changing its speed. Reptile’s mixup game is enhanced by setting up his Invisibility manually (DU4) or automatically after cancelling (Air) DB4, which disappears if the opponent connects with him on hit or block; this helps him establish unseeable mix and bait the opponent into throwing out whiff-punishable attacks in an attempt to hit him and terminate the invisibility.

Strengths Weaknesses
  • Flexible Lizard: Reptile boasts a robust moveset that has tools for every range; the double hitting mid Force Ball from a distance, numerous normals for the midrange, and close range stagger and mix options.
  • Nimble Lizard: With strong dashes, above average walk speed, and a command dash, Reptile is a highly mobile fighter on the ground.
  • Hard to Keep Out: On top of his solid mobility, Reptile can can cover his approach with a slow EX Force Ball. The forceball also allows him to safely apply his skip-neutral moves: Dash Attack (BF2), a fast command dash with a safe on block EX version, Falling Fangs (DB4), a tracking overhead teleport, and Death Roll (BF4), a low profiling, 3/4ths screen armored reversal.
  • Beware the Tail: While Reptile is comfortable at any range, he is at his strongest in the midrange, where he can apply a variety of space controlling normals. Foremost among them is his B313 string, a confirmable advancing Low that can be special cancelled at any point.
  • Meter Efficient Kombos: With two meterless Force Balls per juggle, two kombo starting strings, a safe jabstring that starts kombos in the corner, and two aerial strings that suspend the enemy, Reptile rarely needs to spend primary meter to perform kombos.
  • "To Catch Me...": Reptile is one of the two characters with access to invisibility. Though it has a bit of a delay, he can implement it in his kombo structure to cover the startup.
  • Krocodilian D2: Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain kombos will also use a D2 to lead into a reset.
  • Versatile Kameo Choice: With long suspends and useful confirmable mids, Reptile can easily fit Kameos into his gameplan. Common choices include Scorpion for combos and invisibility setups, Motaro (for even better pressure from EX Force Ball, new kombo routes from EX Acid Spit, and easier Fatal Blow kombos), and Mavado for combos from throws and sweeps.
  • Meter-Dependent Neutral: While Reptile rarely needs to spend meter on kombos, his neutral gameplan is highly meter dependent to create space with EX Acid Spit and Force Balls, advance with EX Elbow Dash, or swiftly enter Invisibility.
  • Mediocre Armored Reversal: Death Roll low profiles and has great range, but its slow startup makes it vulnerable to armor breaks, easy to safe jump, and prone to unintentional whiffing on certain gaps. It also creates almost no space on block, making the punish basically guaranteed.
  • Flawless Blocked: Reptile is uniquely vulnerable to flawless block, with many of his string enders becoming exceptionally unsafe on flawless block. He can use EX Elbow Dash to be safe, but it creates an armorable gap and costs meter.
  • Lacks X-Factor: Reptile lacks the extreme damage, relentless pressure, and terrifying mix of the game's top tiers. He must rely on a disciplined, fundamentals-centered gameplan to win.