A high into mid attack that is 0 on block and is used at close-range to punish unsafe moves.
Killer Kick1,1,4High, Mid, Mid
A high into mid attack that can be cancelled into (Air) Falling Fangs.
Devastating BlowB+2Overhead
An overhead attack that is unsafe at -13 on block and is used at close-range for mix-ups. It can be charged by holding 2 and cancelled into Special Moves while charging. It becomes safer the longer it's charged.
Raking BlowF+2,1Mid, Mid
A 12 frame mid attack that is used at close-range and can be hit confirmed into a combo.
Bloody TrailB+3,1Low, Mid
A low into mid attack that has very good range and can be hit confirmed into a combo.
Die-ving For ItB+4Low
A quick low attack that has very good range.
Special Moves
Acid SpitDF1High
A high attack with very good range. By holding 1, it fires a high projectile across the screen. When enhanced, it becomes an unbreakable mid attack. It can be thrown out occasionally from mid-range to stop approaches.
Dash AttackBF2Mid
A fast advancing mid attack that travels across the screen. When enhanced, it's followed up with an overhead attack that is safe on block. It can be difficult to punish on whiff due to its fast recovery. It can also be used to punish unsafe moves from a distance or thrown out occasionally as a surprise attack.
Force BallDF3Mid
A slow mid projectile that travels across the screen and launches for a combo. Its speed can be altered by inputting B or F. When enhanced, it lasts for a longer duration.
Death RollBF4Low
An advancing low attack. When enhanced, it grants armor and becomes unbreakable.
InvisibilityDU4
Grants invisibility for a duration. When enhanced, Reptile becomes invisible earlier after use. It can be set up during or at the end of combos, strengthening Reptile's offense.
(Air) Falling FangsDB4Overhead
An aerial overhead attack. When enhanced, it grants armor and becomes unbreakable. It can be cancelled by holding D, which grants invisibility at the cost of 1 bar of Super Meter. Enhanced (Air) Falling Fangs is one of Reptile's best moves for setting up his offense.
Reptile's combos start by using attacks such as B+3,1 and hit-confirming into Fast Force Ball (DF3,F). The fast version of Force Ball is advised because if hitting the opponent from a distance, the other versions may not reach in time. Both Reptile's F+2,3 and Force Ball (DF3) can be used to keep opponents juggled in combos. In general, combos are ended with F+3,2 followed by Death Roll (BF4).
B+3,1 DF3,F F+2,3 FF F+2 DF3 F+3,2 BF4
MEDIUM
346.69
Force Ball will not launch the opponent if the same version is used twice in a combo. A combination of slow, normal, and far versions must be used in order for the move to relaunch the opponent in a combo.
By ending with F+3,2, it'll also allow Reptile to safely set up his Invisibility (DU4). The enhanced version will turn Reptile invisible sooner and increase its duration.
B+3,1 DF3,F F+2,3 FF F+2 DF3 F+3,2 DU4
MEDIUM
316.76
For higher damage, combos can be ended with a jump attack U+F+2,3,3 into (Air) Falling Fangs (DB4). The tradeoff is that it sends the opponent too far for Reptile to attack the opponent on knockdown.
B+3,1 DF3,F F+2,3 FF F+2 DF3 U+F+2,3,3 DB4
MEDIUM
374.03
Corner
In the corner, Fast Force Ball isn't necessary to start the combo. After launching with Force Ball (DF3), a backdash must be done in order to keep the opponent cornered. Ending corner combos with (Air) Falling Fangs (DB4) is preferred for maximum damage output.