It’s best to use this after combos such as Deadly Venom (1,4). If you can avoid everything you will still become visible again after a short time. While Reptile is invisible you can more around and attack like normal, but if you block anything or get hit you will become visible again. You can also use Invisibility (Down, Down+3+Block) to go straight to being invisible at the cost of spending meter, but it also has armor. If you hold 3 (Down, Down+Hold 3) Reptile will take a bit longer and turn completely invisible. If you don’t want to spend any meter you can use the basic Stealth (Down, Down+3) which turns Reptile invisible, but he has a Predator-like glimmer so your opponent can still see Reptile’s general location. You have two options when it comes to this trademark ability. The Deceptive variation gives Reptile the ability to turn invisible. However, if Slime Trail hits you can even add a Fast Slimeball (Down, Forward+3+Block) at the end to extend the combo (or use the enhanced version of Klaw Bounce). You can end Bad Blood with an overhead/low special move mix-up, or do the same for Slime Trail. Bad Blood is safe if the opponent blocks, while Slime Trail is difficult to punish. The second hit in both combos is an overhead (which you mix-up with a Slide for a quick overhead/low mix-up). This is a great way to punish an opponent after you block an unsafe attack.īad Blood (Forward+4,1) and Slime Trail (Forward+4,1,2) are also interesting combos. You can also finish the Hybrid Krush string to create he Carnivore Bash combo (2,1,2,4), which launches the opponent into the air so you can follow with a juggle combo. Follow the first two hits with either the Slide (for a low attack) or Klaw Pounce (for an overhead attack). Hybrid Krush (2,1) and Nocturnal (3,4) are good poking combos that you can use to force your opponent into an overhead/low mix-up. The Klaw Pounce will miss if the combo connects, which leaves Reptile vulnerable, but it’s a good mix-up if the opponent blocks. You can also use a Slide which will connect if the combo hits, or even mix it in the Klaw Pounce overhead if you expect the opponent to block low. This allows Reptile to continue offensive pressure if the Forceball is blocked, or go right into a juggle combo if it hits. If they block the Forceball Reptile is left at advantage due to the timing of the Forceball (it hits meaty, meaning it’s already over the opponent as they stand up into it). You can also fake this by using the normal Acid Spit instead, then block whatever special move your opponent uses to try to escape the setup.ĭeadly Venom (1,4) is an interesting combo because you can end it with a Forceball and most opponents will stand up right into it. A smart opponent can use certain special moves to get out of this, but it depends on the character. If Toxic connects you can follow with the Acid Puddle (Down, Forward+1+Block) to get some additional damage over time. Even if the Toxic combo is blocked, most characters can’t punish it, and those who can generally won’t be able to get much of a punishment. The Double Down (Back+3) and Spinning Carnivore (Forward+3) are safe low attacks, with Double Down leading into the Toxic combo (Back+3,4). Normally the Reptilian Dash is easily punished if it’s blocked, but the Forceball makes it very difficult for an opponent to punish it without getting hit. With proper timing the Slow Forceball stops right in front of the opponent, which is right where Reptile stops if the Reptilian Dash is blocked. For example, if you end the Slime Trail combo (Forward+4,1,2) with the Slow Forceball, then immediately use Floating Ball to stop the projectile in place, you can follow with a Reptilian Dash that is very difficult to punish. You can end combos with a Forceball, then immediately use the Floating Ball to stop it in place to make your next attack safe from punishment. As soon as you’ve recovered from a Forceball, press Forward, Down, Back+Block (Floating Ball) to spend one bar of your super meter to stop the projectile from moving. You can also stop all of Reptile’s Forceballs in mid air. The normal notation shoots a fast Forceball, but he also has a Slow Forceball (Down, Back+3) which can throw off your opponent’s timing and cause them to jump onto a Forceball or make some other mistake and get hit. Reptile’s various Forceball projectile attacks are very versatile.
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