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    Reptile by akaCitizenSnips

    Version: 1.0 | Updated: 09/11/11 | Printable Version | Search This Guide

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    Mortal Kombat 9 Reptile Guide
    
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    1.0) Introduction
    2.0) Mortal Kombat Fundamentals
       2.1) Why use Reptile?
    3.0) Reptile's Combos
       3.1) Reptile's Basic Juggles
       3.2) Reptile's Advanced Juggles
       3.3) Reptile's Corner Combos
       3.4) The Elbow Dash Combo
       3.5) Why the lack of EX use?
    4.0) Reptile's Specials
       4.1) Basic Combo Strings + Specials = MIXUP MADNESS
       4.2) Is Invisibility useless?
       4.3) Wakeup attacks
       4.4) X-Ray
       4.5) EX Slow Forceball Strategies
    5.0) General Reptile Strategies
       5.1) Specific Matchups
    6.0) Contacts
    7.0) Credits
    
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    [1.0] Introduction
    
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    Hello everybody, I am writing this guide for players just learning how to use
    Reptile and to those who are already Reptile users and are looking for some
    extra advice and tactics. I have played over 1000 matches as Reptile so I have
    a decent amount of experience and have learned a lot through my wins and my
    losses. I am by no means a great Reptile player but I believe I have a firm 
    grasp on the mechanics of the game and the strengths/weaknesses of Reptile.
    This is my first guide so it may not be perfect right now, and I welcome
    any comments or criticisms.
    
    Reptile's MK9 bio:
    
    "His home realm of Zaterra is gone, mysteriously destroyed ages ago. Reptile 
    is the last known surviving member of his race. He has since made Outworld his 
    home. Shao Kahn has made use of Reptile’s mastery of stealth to spy on 
    suspected traitors and slay known enemies of the empire. But the knowledge 
    that he is the last of his kind gnaws at Reptile. He would give anything, 
    destroy anyone, if it would bring his realm back from the abyss. Self-pity 
    fuels his aggression as he inflicts suffering and death on others."
    
    Reptile has appeared in most of the MK games. He pretty much always is a
    henchmen of somebody and tries desperately to revive his race. In MK9 they
    decided to give him a more Reptilian look compared to his human look.
    
    Costume 1- Green pants, and a mask covering his mouth. His green skin is
    easily visible.
    
    Costume 2- Reptile has more of a Klassic ninja outfit on.
    
    MK1- Reptile's Klassic MK1 costume. I use this 99% of the time.
    
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    [2.0] Mortal Kombat Fundamentals
    
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    This section is dedicated to touch on the basic mechanics of the game. Many
    new players have the mindset of thinking that they can win solely on knowing
    the highest damaging combo. While knowing the strongest combo is important, 
    it is not the deciding factor of a fight. Also in this section are short
    summaries of some basic tactics people like to use.
    
    Zoning- This is a tactic used by players trying to control the position of the
    opponent through the use of projectiles and other specials. A zoner is often
    accused of spamming due to how zoning is typically accomplished. A zoner will
    try to keep you at a specific distance in order to slowly chip away health or 
    to force the opponent to make a specific move such as jumping or teleporting.
    An opponent constantly firing projectiles is zoning by keeping the opponent
    away from him/her. 
    
    Turtling- This is a tactic characterized by blocking and punishing. Punishing
    refers to attacking the opponent once they finish their attack and have no
    time to block or get out of the way. Turtling can be useful if the opponent
    is too aggressive and has attacks that are highly punishable such as blocking
    Mileena's roll attack.
    
    Rushdown- This is a tactic that involves pressuring by the way of combos and
    aggressive attacks. A rushdown character will use fast, safe combos constantly
    even if they are blocked. Rushdowns are especially effective against people
    trying to zone or turtle or enemies who are not good at close range combat.
    
    Poking- This refers to single fast and safe moves used to keep the opponent
    from getting too close and to keep the opponent from pulling off combos. 
    Simple low kicks and punches can be used to interrupt the opponent's advance
    and to set up your own distance to start your own attacks.
    
    
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    [2.1] Why use Reptile?
    
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    Reptile is fast, relatively safe and his combos aren't too difficult
    aside from his most advanced ones. He is versatile and doesn't have
    too many nightmare matchups. You also won't see a ton online so you will
    stand out and many people won't know how you play.
    
    Reptile's downside is that he lacks a teleport and isn't really the
    best at anything. His more advanced combos can be frustrating to learn
    and he lacks a low launch, something that a couple other characters
    have. People will also cry about your elbow dash, but that shouldn't
    turn you away from him.
    
    Pros:
    + Versatile
    + Safe combos
    + Good damage
    + Fast combos and specials
    + Decent mix-up game
    
    Cons:
    - No teleport
    - Slow dash
    - Lacks a low launch
    - Weak anti-air
    
    
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    [3.0] Reptile's Combos
    
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    This is the section many people will skip to. Reptile has flashy combos that
    are pretty safe and some are very easy to learn. Since this guide is both
    for the Xbox 360 version and PS3 version, this is the button layout I will
    be using. I will not list all combos he has, only the ones that you should
    use and know how to use effectively.
    
    U = up
    D = down
    B = back 
    F = Forward
    1 = X, Square
    2 = Y, Triangle
    3 = A, X
    4 = B, O
    EX = Enhanced version of the special
    
    Basic, useful combos:
    
    
    1, 2, 2, 1 
    This combo contains an overhead on the second 2. If the opponent is blocking
    low all the time, this will hit them. This combo also sends the opponent
    flying away from you. This is a very fast and safe string to use. It also
    starts off of a poke. 11% damage.
    
    
    3, 2, 1
    This combo hit's all high so an opponent blocking low will not get hurt.
    13% damage.
    
    
    1, 2, B1
    Starts off similar to the first combo, but hits low at the end instead of
    overhead. Use this if the opponent keeps blocking high. 9% damage.
    
    
    3, 2, B4
    This hits low at the end. If you start off the 3, 2 string and the opponent 
    for some reason is blocking high the whole time, the last hit will sweep
    them. 11% damage.
    
    
    F2, B1
    Hits over head and sends the enemy flying away. This combo is good to use
    if the enemy is backed into a corner. 7% damage.
    
    
    2, F3, 1+2
    Hits high then overhead. If the first hit is blocked, then the third can
    be punished. 17% damage.
    
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    [3.1] Reptile's Basic Juggles
    
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    1, 2, 2, fast forceball, 3, 1+2
    24% damage. Easy juggle to learn that incorporates only one special move.
    To activate the fast forceball, simply input the button command before
    the 1, 2, 2 part even finishes.
    
    
    1, 2, 2, fast forceball, 3, 2, 1, slide
    26% damage. This basic juggle will open the door to a much more damaging
    combo. However, if you are just starting out then nailing this combo will
    help you get the feel of the timing of his combos and how they work. This
    combo includes an overhead, so an opponent blocking low will get caught.
    Most combos will end with a slide to add a few extra damage. Like using
    the forceballs, input the slide command right after you dial in 3, 2, 1.
    
    
    fast forceball, slow forceball, 3, 2, 1, slide
    25% damage. This combo is used if you hit an opponent with a fast forceball.
    If you are zoning and catch someone with a forceball this is a combo you
    can finish off with. You can also switch it so that if slow forceball 
    starts the combo, you can fast forceball then do the rest of the combo.
    
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    [3.2] Reptile's Advanced Juggles
    
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    1, 2, 2, fast forceball, 3, 2, slow forceball, 3, 2, 1, slide
    31% damage. This is a longer version of his first basic juggle. Once you
    learn this, you will not need to use the basic version. Again, this combo
    hits opponents blocking low so this is especially useful against people
    inexperienced against Reptile and those who tend to block low. People
    tend to stop blocking right before you forceball because they think
    your combo is over. This can catch people new to fighting Reptile a few
    times before they realise they should block. However, if they begin to
    block the whole combo, then don't use this because you will get punished
    if they block the forceball. This combo will get you through many fights
    and is very easy to perform once you get it down.
    
    
    1, 2, 2, fast forceball, njp, 3, 2, slow forceball, 3, 2, 1, slide
    34% damage. This is an example of a neutral jump punch (njp) combo. This
    is more damaging than the combo above and should be used once you can
    hit the njp. This is also helpful to learn to prepare for the following
    combos. To do a njp, just perform a jump straight up and immediately 
    punch. If it works correctly, the enemy should bounce off the ground.
    
    
    3, 2, 1, elbow dash, njp, 3, 2, slow forceball, fast forceball, 3, 2, 1
    slide
    37% damage. Chances are you are looking at this and thinking "wtf!" This
    combo is an example of an elbow dash combo. For tips on how to do this 
    read the section 3.4 after this. This combo should be started with a jump
    in punch because it is hard to just land out of the blue.
    
    
    3, 2, 1, elbow dash, njp, 3, 2, slow forceball, 3, 2, EX fast forceball,
    3, 2, 1, slide
    40% damage. This is essentially the same combo as the one before it but
    with an extra two hits and an EX move. You must use the EX or else the
    forceball will not hit the enemy. If you can spare one meter, do this
    one instead of the meterless combo.
    
    
    1, 2, 2, EX Acid hand, elbow dash, 3, 2, slow forceball, fast forceball,
    3, 2, 1, slide
    35% damage. Use if the enemy is blocking low the whole time. Uses an EX
    meter but does good damage. 
    
    
    3, 2, 1, elbow dash, njp, EX Acid Hand, dash 3, 2, EX Fast force ball, 
    3, 2, Slow force ball, 3,2,1, EX Slide
    50+% damage. This combo is pretty difficult to do, but does high 
    damage. EX acid hand and EX fast forceball are required. EX slide is
    not and I would not use it. After EX acid hand you have to dash in
    order to finish the rest of the combo. If you are too slow, you
    will whiff the 3, 2 part. If you are too fast the 2 or forceball
    might miss. Vid pasted below shows this combo.
    
    http://www.youtube.com/watch?v=1G3epg-V50A
    
    
    Anti-Air juggles (when opponent is attempting crossover)
    
    D1, EX forceball, 3, 2, forceball, 3, 2, 1, slide
    Good to use if you don't want to always elbow dash away from crossover.
    The timing can be a bit difficult, but here's a short video I made so
    you can see what it looks like.
    
    http://www.youtube.com/watch?v=QHRbNFSmmx8&feature=related
    
    
    D1, dash, 3, 2, forceball, 3, 2, 1, slide
    No meter but a bit harder to do. You have to dash very quickly before
    you hit 3, but it isn't a full dash.
    
    http://www.youtube.com/watch?v=EtICi0o4nj4&feature=related
    
    
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    [3.3] Reptile's Corner Combos
    
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    F2, B1, 3, 2, 1, fast forceball, 3, 2, 1, slow forceball, 3, 2, 1,
    slide
    35% damage. This is an overhead so a low blocking opponent will get hit.
    This combo is slightly difficult to land and I personally don't go for
    it often.
    
    
    1, 2, 2, 1, 3, 2, 1, slow forceball, 3, 2, 1, fast forceball, 3, 2,
    1, slide
    36% damage. This is an overhead as well. The timing can be difficult to
    get down once you start. If you find the enemy hitting the ground too 
    early, then you are hitting him too late. If the enemy flies above you
    to the other side, then you are hitting him too early.
    
    
    3, 2, 1, slow forceball, 3, 2, 1, fast forceball, 3, 2, 1, slide
    35% damage. This combo can be the easiest to do if you are familiar with
    the 3, 2, 1 string. The only downside to this combo compared to the other
    two is that it hits high the entire time.
    
    
    EX elbow dash, 3,2,1 fast ball, 3,2,1, EX slow ball, 3,2,1 slide
    40+% damage. This combo is done when you are cornered. EX elbow dash will
    get you out of the corner and pop the enemy up towards the corner. From
    there you basically do the combo listed before this. EX slow forceball
    is needed so the whole combo should take 2 meters. The timing is similar
    to the combo listed above.
    
    
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    [3.4] The Elbow Dash combo
    
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    Listed in 3.2 are combos involving the elbow dash. What is supposed to
    happen is that after the 3, 2, 1 part, you elbow dash as the enemy is 
    in the air so that you end up right next to him as he is falling. The
    njp is essential because it bounces the opponent up to continue the
    combo.
    
    To get the elbow dash part down, input the command after 3, 2, 1. Do
    not wait for the animation of 3, 2, 1 to finish. Immediately when you
    see the dash hold UP and hit both punch buttons. This will make the
    njp come out easier. You can try to mash punch while holding up but
    often times you will whiff the punch due to pressing too late or early.
    What I like to do is slide my fingers across both punch buttons two
    or three times. I find this to be the best way to consistently hit the
    combo even online.
    
    If you punch after elbow dash without jumping, then you are not holding
    up. If you jump and your punch misses then you aren't pressing punch
    fast enough. If you jump and no punch comes out, then you hit punch
    too late.
    
    This will take a while to learn, but once you have it down, it won't
    be too difficult to pull off. If there is lag online, then the combo
    will be hard to land, but offline you should be good.
    
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    [3.5] Why the lack of EX use?
    
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    The reason why EX isn't implemented more into combos is due to the fact
    that post patch, Reptile's damage scale has been lowered. Adding EX to
    his combos barely adds any damage, usually only 1%. This is the same
    reason as to why xray combos aren't really useful.
    
    In the next sections I will talk about what the EX moves do and how they
    should be used. But I do not like to use them mid-combo. If you are going
    to use EX mid-combo, then do it on combos with few hits because the damage
    scale won't hurt you too much. For example, if you are doing the 1, 2, 2
    string and they keep blocking high, you can end with an EX slide for 
    damage assuming that they will keep blocking high.
    
    HOWEVER, using EX for pressuring reasons is highly recommended. What I mean
    is that shooting a EX slow forceball out and using it to close the distance
    is not only a good idea, but a great idea and something that makes Reptile
    very unique and hard to fight against. I typically burn through meter now
    because I love putting the forceball on the screen. However this tactic can
    be hard to use against strict zoners. Alsi, be wary of moves like EX Shadow
    Kick which will bust through it like nothing.
    
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    [4.0] Reptile's Specials
    
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    Acid Spit- DF1
    8% damage. This move is fast and travels full screen. Enemies can
    duck under it. This is an essential tool if you are trying to zone.
    It doesn't matter if you actually hit the enemy with this all the time,
    chipping health away and building your meter is good too. EX version
    does 12% but doesn't travel full screen. Use the EX version at the end
    of combos if you want to avoid a wakeup attack or if they might breaker
    and you want t force them not to use it.
    
    
    Slow Forceball- BB1
    5% damage. This move pops the enemy up. You see this move used in
    basically all of Reptile's combos. Moves slowly and can be on screen 
    while you are acid spitting. EX version does 8% damage and can be
    charged. Charging the EX version is important because the ball gets
    massive and stays on sceen. You can move in while it slowly approaches
    the enemy.
    
    
    Fast Forceball- BB3
    8% damage. This is basically slow forceball... but faster. The EX
    version isn't as useful since it moves too fast to stay on screen.
    
    
    Slide- BF4
    8% damage. Hits low. This can travel under some projectiles. This 
    move is not safe on block. If the opponent blocks it, they can hit
    you with a full combo. The EX does 12% damage and he moves further
    across the screen. I do not recommend using this move too often
    due to how unsafe it is.
    
    
    Elbow Dash- BF2
    11% damage. You will learn to love this move. This is not only FAST
    but it is STRONG! Reptile is a slow normal dasher, but his elbow
    dash has great range and speed. This is safe enough so that you don't
    have to really time it perfectly all the time, but if the opponent
    catches on, they can punish with an uppercut or specials. The EX 
    does a whopping 17%. Not only that, but the EX can be used to escape
    from corners. Basically, even if they block it, you will end up on
    the other side of the opponent. But beware, if the EX is blocked, the
    enemy can punish mid way through the move, so use with caution.
    
    
    Acid Hand- DB2
    11% damage. Strong move that hits overhead. If you end up sliding
    too much the enemy will start blocking low. Once this happens you
    can switch to acid hand because it is an overhead and will nail them.
    If blocked, it pushes them away so it isn't completely unsafe. EX 
    only does 9% but pops the enemy up for juggles.
    
    
    Invisibility- DU4
    Turns you invisible as the name suggests. The EX version makes 
    Reptile completely invisible and gives him a damage boost. Right when
    you activate the move, you are invincible as well so if you time it right
    whne a projectile is about to hit you, you will essentially dodge it.
    
    
    Fatality 1- FFDU, 3 (Sweep)
    Reptile spews acid into the enemies mouth then rips their stomach out.
    
    
    Fatality 2- DDFB, 1 (Sweep)
    Reptile goes invisible then cuts the enemies throat and stomach. He then
    turns visible and inserts a forceball into the enemy and blows them up.
    
    
    Fatality 3-  BBFD, Block (Jump)
    Reptile unmasks himself then shoots his tongue out and rips the enemies
    head off and eats it.
    
    
    Babality- BFBD, 3 (Jump)
    If Reptile gets Babalitied, he turns into an egg, hatches then cries and
    spews acid from his mouth.
    
    
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    [4.1] Basic Combo Strings + Specials = MIXUP MADNESS
    
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    1, 2, 2 String
    At the end of this string you have plenty of options. End it with a
    forceball to juggle if you hit them from the start. If they are 
    blocking, then you need to mix it up. End with slide if they are
    blocking high. End with acid hand if they are blocking low. Since
    this string always at least hits overhead, they will have to block
    high at some point. This means that at first they will probably
    keep blocking high. Once you hit them with a couple slides, they
    will learn to block low. Then comes the acid hand. Even if they
    block the acid hand, they won't punish you 100% of the time due 
    to the push it does. DO NOT UNDERESTIMATE THE MIXUPS! You might
    feel like a boss when you are juggling beginners, but against
    more experienced players, it will be hard to get the juggles
    consistently.
    
    
    3, 2, 1 String
    Same concept as the one above. Since this always hits high, the
    enemy might just block low the entire time. You can substitute the
    1 with a special to end the combo early. You can also attach invisibilty
    at the end even if they block the whole combo. This way you push the
    enemy away and have invisibilty at the end. You can also substitue the
    1 at the end with a special. This gives you more options to trick the
    opponent and keep them guessing. 
    
    
    EX Acid Hand
    Acid hand is a good overhead to mix up with and EX pops the enemy up.
    This essentially gives you another chance to pop the enemy up. For 
    example, if the enemy is blocks 3, 2, 1 or 1, 2, 2 successfully, they 
    will block forceball no matter if they are blocking low or high. EX
    acid hand will hit the enemy if they are blocking low and then you can
    proceed with combos.
    
    
    D4-cancel
    D4 can be canceled into any of Reptile's specials. It is especially useful
    to do a D4-Acid hand. This is an OTG move the opponent will be forced to
    predict how to block the special. D4 hits low and acid hand hits overhead.
    You can also cancel D4 into slide or any of other specials, but acid
    hand is the most useful in terms of how safe it is and the potential to
    hit them.
    
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    [4.2] Is Invisibilty useless?
    
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    Invisibility can be seen as useless to many players. Getting hit or 
    blocking anything takes it off. EX version makes it so you can't
    see yourself. However, invisibilty can be used effectively with
    your mixups. People tend to either attack furiously or turtle once
    they see you go invisible. People turtling are your favorite when
    you are invisible. Turtles are vulnerable to all your mixups when
    you are invisible. Those who have projectiles will use them in order
    to get you out of invisibilty, but you just have to learn to enter
    the matrix and dodge like a boss.
    
    I am still experimenting with invisibility, but it seems like a 
    good way to change the pace of the fight. Mixups are nasty because
    they will have to literally guess how to block with no visual
    clues.
    
    A good way to use invisibilty is to use it at the end of a combo. For
    example, if the enemy blocks 3, 2, 1, you can slap on invisibilty at the
    end. If you catch someone with a forceball, you can use invisibilty as
    they are in the air. Any time you knock down an enemy you can go invisible.
    Invisibilty is esepcially good if the enemy is cornered. Once cornered they
    have limted options as to where they can go and will most likely turtle.
    
    If timed right, you can go invisibile right a projectile is about to hit 
    you and you will dodge the projectile and be invisible. 
    
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    [4.3] Wakeup attacks
    
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    Wakeup attacks are performed when you are knocked down. Reptile does
    not have a strong wakeup game. Slide is easily punished. Elbow dash
    is what I tend to use, but you have no armor on the wakeup with this
    move. I tend to just roll instead of using a wakeup attack.
    
    More to come...
    
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    [4.4] X-Ray
    
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    Reptile's Xray includes eye gouging, neck breaking and dinosaur kicking.
    It comes out fast and he travels practically full screen.
    
    Reptile's Xray is better off used without a combo. Due to the damage
    scaling, using the xray just burns meter for an extra 1-3% damage.
    The bets way to use his xray is as an anti-zoning tool. Reptile isn't
    horrible at zoning, but he isn't the best. When you are under rapid
    fire from hats, knives, gun shots and other projectiles, you can xray
    across the screen to hit them. The move does 33% damage and has armor
    so you will go through the projectile like a tank and ROFL as they
    say "wow xray are you serious?"
    
    People say at high levels, xrays aren't important as EX moves and
    combo breakers. My take on this is that you shouldn't build meter
    specifically to get the xray. I will combo break if I don't think
    I can take the damage and win. I will use EX moves if I think it will
    end the match or if I am certain it will connect such as using EX
    elbow dash as a punish. I also use meter during a few combos for that
    extra 3%.
    
    However, I DO use xray if I have the meter and am against a zoner or
    if the fight is really close and it can end the match. As I stated, 
    against a zoner the xray will be a blessing. There is no point in
    trying to combo break if the guy isn't good at combos.
    
    Xray is also good for anti air. If you are zoning and have the full meter,
    the enemy might start jumping over your projectiles. You can hit them
    with xray right as they are about to land, they will not be able to 
    block it.
    
    
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    [4.5] EX Slow Forceball Strategies
    
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    EX slow forceball can be very good for pressuring and rushdowns. At the 
    end of any juggle with a slide at the end, you can instead substitute a 
    charged EX slow forceball. The point of this is that once the enemy gets
    up, they will have a giant forceball slowly stalking them. Right after you
    use the forceball, elbow dash to get in front or next to it. The enemy will
    either have to block. If they try to punish you for getting close, the 
    ball will hit them and you get a free combo. As they turtle, you are free
    to do whatever you want. If you have an extra meter you can also go
    EX invis right after the forceball and approach like that.
    
    I am not 100% sure but I believe once you are next to the forceball or
    in front of it, if the enemy teleports they should get hit by the ball
    as long as the ball is behind you. Using the EX slow forceball adds another
    mixup to your game and it can force your opponent to turtle.
    
    A way to get this on screen is to do:
    
    1, 2, 2, Fast forceball, 3, 2, 1, slow forceball, 3, 2, 1, EX Slow forceball
    
    So the 3, 2, 1 end string will launch the enemy away from you, and you will
    be charging a slow forceball. After you send the EX slow out, you can turn
    invis. Then approach with elbow dash.
    
    You don't even need to use the charged forceball at the end of a combo. 
    Instead you can just shoot a quick one out and then quickly move from there.
    I like to slide just as the forceball is about to hit the enemy  because
    the opponent will be forced to block low then just sit there. Sometimes
    the opponent will just block high in anticipation of getting hit by the 
    forceball and you can hit them witha  slide or two before the ball catches
    up. People with a habit of punishing on reaction might punish the slide if
    they block it then get hit by the forceball for their troubles.
    
    
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    [5.0] General Reptile Strategies
    
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    One reason why Reptile is so appealing is the fact that he is very
    versatile. He isn't the best at anything but he is good at everything.
    Mixing up your playstyle can confuse your opponent and catch him 
    with things he/she normally would have avoided, such as a forceball
    shot from mid distance.
    
    Reptile does not have many options to start his combos. Adding in a jump in
    punch will increase damage and also hits mid so crouching enemies will get
    hit. Try to get jump in punches, but they aren't essential. As you see from
    the guide, 3, 2, 1 and 1, 2, 2 are his only ways to rack up damage. To
    people used to fighting Reptile, expect them to know how to block. Since
    he has limited ways to start combos, you must learn how to use his mix
    ups as shown in the earlier sections.
    
    Rushdown- Rushing people down as Reptile is fun and somewhat easy to do.
    Elbow dash to get close and once you are in their face, you can utilize
    the 1, 2, 2 string and mixup or try to juggle. Do not slide too much
    because it is unsafe. The best way to continue rushing the opponent is
    to execute safe combos to keep them from getting away or punishing you.
    Going invisible and rushing down is also effective especially against
    turtles. If you are getting zoned out, approach by dashing and blocking.
    You'll take chip damage, but it's something you might have to do. You
    can try jumping too but note that some characters will be baiting you
    to do so. Also, use a jump in punch to start your combos to add extra
    damage. The jump in punch also hits mid so enemies blocking low will
    get hit. USE THE EX FORCEBALL STRATEGIES TO APPLY PRESSURE.
    
    Turtling- Reptile is a good turtle. Elbow dash can punish many specials
    and combos even if you get pushed away. His D3 and D4 pokes are fast and
    have decent reach. I do not like to uppercut because it seems slow and
    unsafe to me. It could be that I am terrible with uppercuts, or it 
    could be that Reptile's is slow. I've read that his is one of the slower
    ones but I am not certain. Reptile's anti-air game is not that great.
    Besides trying to catch a guy with forceball from far away, you do not
    have many options if the enemy is trying constantly to jump in punch 
    you.
    
    Zoning- Reptile can zone somewhat efficiently. He has 3 projectiles
    but he gets outzoned by Liu Kang among others. You can shoot a slow
    forceball then acid spit. If your opponent tries to jump over your
    projectiles then you can time your projectiles so that they land
    on a forceball.
    
    The best way to play Reptile is to mix these three approaches. If
    you switch to zoning after initially playing a successful rushdown 
    game, they will not be used to the timing of the projectiles. If
    you start by zoning they might underestimate your mixup game once
    you decide to get in their face. I tend to turtle against specific
    characters but I don't do it to everyone.
    
    
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    [5.1] Specific Matchups
    
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    Ermac- Ermac's telelift leads to high damaging combos. Many Ermac
    players will try to hit this special from some distance away due
    to its range. Once you start closing in on Ermac, prepare for the
    telelift. I like to dash block because I know that many Ermac's 
    will activate the lift once you are just outside sweep distance.
    Once you block the lift, you can easily punish with elbow dash.
    I would not recommend zoning for too long against Ermac unless
    you hold a health lead. His teleport isn't the fastest so you
    can bait him to do so by zoning. Once you are in Ermac's face,
    you don't have to worry too much. His mixup game isn't great.
    But beware, on wakeup he can teelift. To counter that, just go
    towards the Ermac as he is down and block as he is getting up.
    Then after the block, continue to combo him or elbow dash.
    I also like to create some distance as he is knocked down
    and shoot a forceball. This sometimes will catch him or the
    timing can be off and you get caught in telelift due to its
    armor on wakeup. Once you get used to fighting Ermac, he is not
    hard to fight.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Sub Zero- Personally, Sub Zero remains to be one of my harder
    matchups but after playing many good ones I realized that it's 
    not that bad unless you don't understand how to fight him. You
    can't be too reckless but at the same time you can't let him 
    put you in a corner. If there is some distance between you two,
    don't elbow dash in. You can outzone him from full screen but
    beware of EX iceball because if they time it right, then you 
    will get hit. Watch Sub's meter and try not to rushdown too
    obviously. The key to this matchup is to avoid the iceclone 
    and make Sub Zero work hard to get in close.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Mileena- Mileena is a horrible matchup for Reptile. Due to Reptile's
    weird hit box, Mileena can divekick in and virtually not be punished.
    You can't zone her and you can't rushdown easily. The best way to beat
    her is to bait her telekick and ball with charging enhanced forceballs.
    If she telekicks, crouch block and I believe you can D4-acid hand. When
    you knock her down prepare for telekick on wakeup, so don't get too 
    aggressive.
    
    Difficulty- 8.5/10
    Favored- Mileena
    
    
    Smoke- Smoke can be annoying to fight. Teleport spammers are easy to
    block and beat, but the good Smoke players can give Reptile fits. Many
    will try to keep distance and throw smoke bombs at you. Smoke has a 
    projectile counter, so trying to zone isn't a good idea. The best thing
    to do is just dash-block towards him. Once you get just outside sweep
    distance you can bait Smoke to throw a bomb and punish with elbow
    dash. This is similar to baiting Ermac's telelift moves. Smoke up front
    shouldn't be a problem. His combo looks like he is attacking low, but just
    block high because it is an overhead. The only danger I know of up close
    is his sweep, otherwise you can basically block high the whole time. Be
    cautious of grabs because because then you will be forced to dash-block
    to him again. His EX teleport has 3 hits so make sure you block the whole
    thing. Both teleports are punished by a full combo.
    
    Difficulty- 6.5/10
    Favored- Reptile
    
    
    Raiden- Raiden is a really good character, arguably the best character.
    However, Reptile is not so bad against him. Whenever Raiden teleports,
    immediately do an elbow dash behind you. This should catch him every time.
    When you knock Raiden down, create some distance between you two and shoot
    out a forceball. If he supermans as a wake-up attack, he should get hit.
    But if you are too close he will bust through the forceball because of 
    armor he gets on wake-up. Up close Raiden should be easy to beat. If
    he starts zoning you, you can try to acid spit a lot to force him to 
    teleport and then use elbow dash. It might take time to get used to, and
    he is still hard to fight, but not impossible.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Scorpion- New Scorpion players should be easy to destroy. Block his 
    teleport and he is easy to beat. However, good Scorpion players can be a
    hassle. Scorpion has fast combos and he can jump and teleport once it 
    finishes. Hellfire is unblockable and many players will activate it once you
    get knocked down, so don't turtle up if you get knocked down. Scorpion can
    end his combos with a spear or sweeping kick attack. I do not think he has
    an overhead at the end of his combos so you should block low.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Kung Lao- Kung Lao is a hard match-up for every character. He can be at
    any where on the screen and cause problems. If he tries to zone, you can
    acid spit and try to force him to teleport. When Kung Lao teleports, you
    should be able to punish with just about everything. Try not to turtle when
    he teleports. Kung is very hard to fight against because even up close you
    don't have a significant advantage. What I like to do when I knock a Kung
    Lao down is to pretend like I am going to close in, then quickly dash back 
    and fire a forceball. When he sees you getting close he might spin on wake
    up so your forceball should hit him. The best thing to do against Kung Lao
    is to just counter and punish. It's difficult to apply a lot of pressure
    on him.
    
    Difficulty- 8/10
    Favored- Kung Lao
    
    
    Liu Kang- Liu Kang is similar to Reptile in that he can zone and also be a
    good rushdown character. Avoid projectile wars against him because Liu
    Kang has faster ones and can hit low as well. Once you get close to Liu
    you should be favored. Liu Kang players like to string combos over and over
    even if you are blocking. You can elbow dash to punish if they contine to
    use strings, but be aware that they can do the string then block and
    basically bait your elbow dash. Up close Reptile doesn't have a significant
    advantage if any at all.
    
    Difficulty- 7.5/10
    Favored- Liu Kang
    
    
    Kano- Kano's knives are incredibly fast. His upball also limits your ways
    to get to him. If you find yourself far away from him, your best option
    is to dash block to him. If you crouch without holding block, the knives
    will go past you and you won't take chip damage. When you get close, Kano
    should easily get destroyed. All you really need to watch for is his xray
    that does 41% damage and is unblockable. If Kano is able to zone you out, 
    then it will be a very difficult battle for you. 
    
    Difficulty- 7/10
    Favored- Even
    
    
    Johny Cage- Cage is a rushdown character. He has very fast combos and has
    good damage. His anti-air is prety good, so do not jump alot.
    With the recent buffing of his EX Shadow Kick, the matchup is even imo
    or possibly in Cage's favor slightly. His kick makes your projectiles
    worthless and you really have to be cautious when he has meter built up.
    Cage's ability to constantly combo seemingly nonstop (Johny "Frametrap"
    Cage) also makes it so Reptile doesn't have a distinct advantage when
    up close. However, if you are cautious about Cage's meter and can even
    bait the kick, then the matchup isn't too bad. You can try to bail out
    through elbow dash but it can be hard to do in lag online.
    
    Difficulty- 7/10
    Favored- Even 
    
    
    Noob Saibot- On paper, it seems like Reptile will be horrible against Noob.
    Since Noob will try to shadow tackle you to death, you probably think it 
    will be a pain getting to him. Once you get used to block dashing without
    thinking, Noob should be easy. When you get close, do not jump. He has an 
    anti-air attack and you do not want to make your closing in go to waste.
    Up close Noob is easy to beat. His combos are slow and he doesn't have
    great mixups. Refrain from blocking too much up close because he will try
    to grab you and start zoning again. If you find yourself far away and with
    an xray, just bait him to send a clone and finish him off with an xray.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Cyber Sub Zero- CSZ has good specials which can be frustrating to fight
    against. Specifically his dive kick can be annoying because on block,
    you get stunned a bit and he pushes himself away. Elbow dashing should hit
    him but I am not 100% sure. Up close he can be a bit tricky. He has a low
    kick move which can be switched to an over head and can combo off that.
    Do not jump close to him because of dive kicks and his xray is an done in
    the air. You can try to zone him from far away, but he has a teleport and 
    his dive kick can go about mid screen. I tend to have problems fighting
    good CSZ because of his combo mixups and divekicks.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Kitana- Kitana can be outzoned and her square boost is punished by elbow
    dash. Just don't jump against her and once she gets close, watch out for 
    that D1. Best way to fight her is to throw out forceballs and spit and 
    force her to square boost in. If she gets close, try to knock her away
    and repeat the zoning strategy.
    
    Difficulty- 6.5/10
    Favored- Reptile
    
    
    Jade- After playing a couple of good Jade players, I have to say that Jade
    despite being underused, is a very good character if played right. Her shadow
    glow essentially negates your EX forceball shenanigans. This can disrupt your
    pressure and she can bait you into her combos like this. Still, you don't
    have to worry about her zoning you but you have to be careful on rushdowns.
    As long as you are careful, you should be able to outspeed her, but it's not
    as easy as I first thought it was. 
    
    Difficulty- 7/10
    Favored- Even
    
    
    Baraka- Baraka should be easy to beat. He lacks a good projectile so you can
    destroy him with acid spits/forceballs. Mid range you have to be careful of
    his blade charging move because it is pretty fast. When approaching Baraka,
    do not jump because he has an anti-air move where he chops like crazy and it
    does a ton of damage. He has some strong combos, but he isn't particularly
    fast so you should have an advantage.
    
    Difficulty- 5/10
    Favored- Reptile
    
    
    Sonya- Sonya can be annoying to fight up close and far away. Her projectile
    isn't particularly great but she can close the distance quckly with her
    arc kick. Jumping against her is a bad idea due to that kick. Up close Sonya
    has some nasty combos too. I tend to rushdown Sonya players and have mixed
    results. Zoning with projectiles might be a better idea, but not too sure.
    
    Difficulty- 7.5/10
    Favored- Sonya
    
    
    Stryker- You can easily turtle against Stryker. His combos aren't fast and 
    his projectiles are easy to predict and acoid. Up close you should be able
    to beat him down without much effort. If you find yourself far away and
    trying to close in, just dashblock or duck under the gun. Beware midrange
    he has a rolling attack that does good damage. Once you get close you should
    smack him down.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Jax- Jax should not be too hard to fight. His projectile isn't that good
    so you can acid spit/forceballs to chip away health. Mid range he has a 
    superman punch which comes out fast and does decent damage. Do not approach
    with a jump because he can command grab you. Up close he doesn't have much
    to offer. His xray is just like Kano's, unblockable and does 41% damage.
    He has an unblockable ground smashing move that has multiple ranges. You
    can jump to avoid getting hit.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Nightwolf- Nightwolf is a good all around charactr like Reptile and also has
    an anti-projectile move. Do not try to zone him with projectiles too much.
    Up close Nightwolf does good damage and has relativley fast combos. At
    midrange you have to watch out for shoulder charge. However on a blocked
    shoulder charge you can punish with elbow dash. Nightwolf has an unblockable
    lightning move so do not turtle from far away and don't block after you get
    knocked down. Nightwolf's EX shoulder charge busts through EX forceball
    so don't get too used to using that when you knock him down.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Cyrax- Cyrax can due high damage if he nets you or grabs you. If you are far
    away or mid distance, prepare to block a net. Once you get close, don't 
    block too often or else he'll grab you. Both the net and grab are your worst
    enemies against Cyrax. What I like to do is get mid range and bait him to 
    net. After a blocked net he is open to get elbow dashed. Up close you should
    be able to outspeed him with combos. I would save my breaker in this matchup
    because of how much damage he can do if he catches you with a grab or net.
    
    Difficulty- 7/10
    Favored- Even
    
    
    Sektor- Sektor's missiles are a pain in the ass. Once you get knocked down,
    it is a bad fight for Reptile. You can't compete with his zoning. Jumping
    against Sektor asks for an ass whooping so your best bet is to close in.
    Once you start getting close, Sektor might try to flamethrower so don't
    aautomatically assume you will be jumping over a missile.
    
    Difficulty- 7.5/10
    Favored- Sektor
    
    
    Kabal- Kabal has better projectile options and is no slouch in close combat.
    He can shoot his projectile in the air, so don't jump too often. He has a 
    high and low projectile. If you can get your projectiles off first, you will
    be able to out zone him. But once Kabal gets started with his own projectiles
    you can find yourself having a hell of a time trying to close in. Midrange
    he can dash attack you which leaves you open to get combo'd. I like to 
    elbow dash immediately once in range. Up close Kabal has an overhead so
    don't block low all the time. Kabal isn't too fast up close but he can be
    tough to block against because of his dash canceling and his low projectile.
    On wake-up Kabal players tend to use his low saw move. I like to shoot a 
    forceball and take the saw hit in order to get him with the forceball. I 
    think you should do more damage this way.
    
    Difficulty- 7.5/10
    Favored- Kabal
    
    
    Shang Tsung- Shang Tsung has some nice projectiles and flashy combos. It's
    better to fight him up close then far away. However, if a good Shang Tsung
    keeps you at one side of the screen, you are boned. Once you get close, 
    you should have no problems. IF you are in the crappy position of being
    across the entire screen, prepare to eat chip damage as you have to slowly
    move towards him. Refrain from jumping much, instead just dash-block. If
    He keeps shooting the ground skull or from the air skull, elbow dash to 
    cover a lot of ground.
    
    Difficulty- 6.5/10
    Favored- Reptile
    
    
    Quan Chi- WOOLAY. Quan Chi is not hard to fight against. His projectile
    isn't too fast and his combos aren't too fast. He does have a low launch
    and an overhead so be careful of those. I think his low move is a kick,
    so if you see a kick coming out during his combo, block low. From sweep
    range Quan Chi players like to use trance. Block this and you get a free
    elbow dash. You should be able to rushdown QuanChi and beat him. His
    teleport stomp is punishable but if you get hit, he gets to combo you.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Sindel- Sindel players most likely will try to zone you. She has a plethora
    of projectiles so it's better to just stalk her down and beat her up. Not
    much advice to give besides to approach with caution then unleash combos
    when you are close to her.
    
    Difficulty- 6/10
    Favored- Reptile
    
    
    Sheeva- I have not faced a good Sheeva player. Most players online are just
    trolling with her unblockable stomp attack. If you see her go offscreen, 
    jump away and punish when she lands.
    
    Difficulty- 5/10
    Favored- Reptile
    
    
    Reptile- I hate mirror matches. You have to watch out for the same tricks 
    you use. From mid distance, expect a slide or elbow dash. It's better to
    just block low in this distance because Reptile won't hit you with an 
    overhead. If the enemy starts zoning, it is better to fight back with
    forceballs than acid spit. Once you get hit with a forceball, the enemy
    will be able to zone you out. Close range try to be the one rushing down.
    Don't end combos in slide unless you know they won't block it.
    
    Difficulty- 7/10
    Favored- Reptile...
    
    
    
    
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    [6.0] Contacts
    
    -----------------------------------------------------------------------------
    
    CitizenSnipsMAH@gmail.com
    Ask any questions and I will try to help the best I can.
    
    -----------------------------------------------------------------------------
    
    [7.0] Credits
    
    -----------------------------------------------------------------------------
    
    testyourmight.com for a lot of combos and ideas.
    
    mortalkombatunited.com for Reptile discussions
    
    gamefaqs.com forums for sharing ideas and playing others and putting my guide
    up. gamefaqs users who frequent the 0GFAQS and 0JUSTICELEAGUE lobbies for
    good matches (Krebs, THTB, JGuthrie, Spartan CHAOS, Vlad the Bunny, Ishimura
    etc.)
    
    The Justice League (Milky, Lion, Shady, K7, War Mouse, SSJGrim, LadyLyn, 
    Altair, Cilander and others if I forgot anyone sorry) for providing a lot
    of good matches
    
    Black_Rex for destroying me the first week I had the game and
    showing me the elbow dash njp combo.
    
    Homicidal_Seph
    
    Recklessfire27
    
    Netherrealm Studios for making this game.
    
    Neoseeker.com