- Good Rushdown: Reptile's pressure consists of kara jabs and knee staggers. The Forceballs act as Reptile's mid combo launcher.
- Great Zoning: Reptile fills the screen with projectiles that he can confirm into full combos.
- Male Ninja Normals: Male Ninjas have a great LP, HP, HK, RH and Uppercut.
- High Combo Damage: Optimal Reptile combos generally do around 70-100%.
- Multiple Infinites: Reptile has very practical infinite combos vs Male Ninjas, Jax, Kano, Unmasked Sub-Zero, Sindel and Stryker.
- LK, HK, Sweep Punish: Reptile can punish LK, HK and Sweep with Slide. This is especially useful when kara jabbing and glitch jabbing his launcher.
- Glitch Jab Launcher: Reptile's launcher (HPHPdLP) begins with HP, so it can be glitch jab option selected.
- Invisibility: Invisibility is generally broken. Reptile can confuse opponents by moving across the screen quickly with Elbow Dash while invisible. Invisibility is also useful to bait opponents into doing unsafe attacks.
- Good Anti Airs: Reptile can anti normal jump attacks with HP, HK and RH. Reptile can anti air crossups with Slide and Elbow Dash.
|
- Male Ninja Hurtbox: The Male Ninja hurtbox is the status quo for UMK3 combos. Expect most combos to work against you.
- Poor Throw: The Male Ninja throw is negative on hit. At worst, it is universally punishable by uppercut in the corner.
- High Execution: Reptile's optimal combos and infinites require high execution.
- Tall Running Hitbox: Reptile can not run under instant air projectiles like Kabal's instant air Gas Blast or Mileena's instant air Sai.
|