Mortal Kombat 1/Reptile

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Reptile is a versatile character without glaring weaknesses, well suited to players with a strong grasp of approaches, spacing, and hit confirms. The pillar of his moveset is the Force Ball (DB3), a mid projectile that pops up the enemy for meterless combos. Two meterless Force Balls can be used per juggle (TBC)

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 Combos: With two meterless Force Balls per juggle, two combo starting strings, a safe jabstring that starts combos in the corner, and two air strings that suspend the enemy, Reptile rarely needs to spend primary meter to perform combos.
  • "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 combo structure to cover the startup.
  • Crocodilian D2: Reptile's D2 has a huge semicircular hitbox, boasting superb vertical and horizontal coverage. Certain combos 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 combo from nearly any normal, Motaro for even better pressure from EX Force Ball, new combo routes from the EX Acid Spit, and easier Fatal Blow combos, and Darrius for deadly HTB setups from his B313.
  • Meter Efficient Combos, Meter Dependent Neutral: While Reptile rarely needs to spend meter on combos, 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 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.
  • 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.
Reptile
Mk1 reptile portrait.png
Base Health

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - {{{flawlessBlockAdv}}} -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - {{{flawlessBlockAdv}}} -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - {{{flawlessBlockAdv}}} -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - {{{flawlessBlockAdv}}} -



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