|
|
(6 intermediate revisions by 2 users not shown) |
Line 133: |
Line 133: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2}} | | {{AttackDataCargo-MK1/Query|reptile_b2}} |
| (Section is out of date - December 2023 patch allows Reptile to kara cancel B2 into summon kameo moves)
| | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. An important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> |
| An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> | | Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<br><br> |
| Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| |-|B2 (Half Charge)= | | |-|B2 (Half Charge)= |
Line 149: |
Line 149: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2_half}} | | {{AttackDataCargo-MK1/Query|reptile_b2_half}} |
| An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> | | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. An important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> |
| Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<br><br> |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| |-|B2 (Full Charge)= | | |-|B2 (Full Charge)= |
Line 164: |
Line 165: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2_full}} | | {{AttackDataCargo-MK1/Query|reptile_b2_full}} |
| An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> | | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. An important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> |
| Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<br><br> |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 282: |
Line 284: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_3}} | | {{AttackDataCargo-MK1/Query|reptile_3}} |
| | (Out of date: since the April 2024 patch, the Falling Fangs cancel also allows S3 to combo midscreen.)<br> |
| A leaping tail swipe that hits twice as a high-mid, with excellent range for its speed. Being a leaping attack it avoids throws on the way up. Slightly less horizontal range than Reptile's 24 and F24 tail normals, but with much greater vertical coverage. Quick recovery and long range make it very difficult to punish on the ground when properly spaced, and its large vertical coverage will require highly accurate jumping to safely clear. Already a great normal by itself, but when combined with a kameo that allows for continuation it becomes one of Reptile's best tools for midscreen combo fishing.<br><br> | | A leaping tail swipe that hits twice as a high-mid, with excellent range for its speed. Being a leaping attack it avoids throws on the way up. Slightly less horizontal range than Reptile's 24 and F24 tail normals, but with much greater vertical coverage. Quick recovery and long range make it very difficult to punish on the ground when properly spaced, and its large vertical coverage will require highly accurate jumping to safely clear. Already a great normal by itself, but when combined with a kameo that allows for continuation it becomes one of Reptile's best tools for midscreen combo fishing.<br><br> |
| An interesting property of the move is that it can be cancelled into Falling Fangs (the belly flop), despite not being special cancellable. This cancel will even work on whiff, and on hit it appears to apply no hit scaling. Though curious, this property appears to have limited practical applications; damage is not substantially better than a regular 3 by itself (and is obviously much worse than linking the 3 into a kameo combo), the belly flop remains highly reactable at 28 frames of functional startup, and the cancel turns what is normally a difficult punish into a trivially easy punish. | | An interesting property of the move is that it can be cancelled into Falling Fangs (the belly flop), despite not being special cancellable. This cancel will even work on whiff, and on hit it appears to apply no hit scaling. Though curious, this property appears to have limited practical applications; damage is not substantially better than a regular 3 by itself (and is obviously much worse than linking the 3 into a kameo combo), the belly flop remains highly reactable at 28 frames of functional startup, and the cancel turns what is normally a difficult punish into a trivially easy punish. |
Line 616: |
Line 619: |
| Reptile scurries forward. If he connects with a hit, he side switches and knocks the enemy down with an overhead strike. If the enemy is airborne or juggled, the initial hit will not connect and he will not perform the overhead attack. EX Elbow Dash has quicker recovery and will perform the followup overhead on block.<br><br> | | Reptile scurries forward. If he connects with a hit, he side switches and knocks the enemy down with an overhead strike. If the enemy is airborne or juggled, the initial hit will not connect and he will not perform the overhead attack. EX Elbow Dash has quicker recovery and will perform the followup overhead on block.<br><br> |
| Central special with a variety of applications. From a distance, whiffing Elbow Dash is used to quickly close the gap, especially when combined with an EX Force Ball to cover his approach and start his offense once he's in. On a knockdown, Elbow Dash can also be used to corpse hop to secure the corner positioning, or Reptile can do an ambiguous cross-over to mess with their wakeup inputs. The cross-over is only effective against characters whose armored reversal uses a down input instead of a back-forward input (such as Geras), as characters with a back-forward input will be able to OS the correct direction by inputting their armored reversal twice twice.<br><br> | | Central special with a variety of applications. From a distance, whiffing Elbow Dash is used to quickly close the gap, especially when combined with an EX Force Ball to cover his approach and start his offense once he's in. On a knockdown, Elbow Dash can also be used to corpse hop to secure the corner positioning, or Reptile can do an ambiguous cross-over to mess with their wakeup inputs. The cross-over is only effective against characters whose armored reversal uses a down input instead of a back-forward input (such as Geras), as characters with a back-forward input will be able to OS the correct direction by inputting their armored reversal twice twice.<br><br> |
| EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On regular block it is entirely safe at -5, with enough distance for a spacing trap. It can be punished with a flawless block or an armored reversal, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> | | EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On both regular and flawless block it is entirely safe at -5, with enough distance for a spacing trap. It has an armorable gap, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> |
| Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. | | Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. |
| * Do not underestimate its range. From maximum distance, Reptile is put within throw reach with a single Elbow Dash. | | * Do not underestimate its range. From maximum distance, Reptile is put within throw reach with a single Elbow Dash. |
Line 674: |
Line 677: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_bf4}} | | {{AttackDataCargo-MK1/Query|reptile_bf4}} |
| Reptile's grounded armor attack. By far the best move in the game by raw coolness factor, though with some concerning flaws in its actual usage. Low profiles high attacks (which includes most projectiles), making it one of three low profiling armored attacks in the game. Boasts excellent range, almost enough to reach maximum distance, and EX Death Roll will go slightly farther. As a grounded ender, F32 ~ Death Roll will give less damage and corner carry compared to J233 ~ Belly Flop but will work in nearly any level of gravity, making it ideal as a last minute path switch to avoid punishment in situations where the air ender would probably drop.<br><br> | | Reptile's grounded armor attack. By far the best move in the game by raw coolness factor, though with some concerning flaws in its actual usage. Low profiles high attacks (which includes most projectiles), making it one of a few low profiling armored attacks in the game. Boasts excellent range, almost enough to reach maximum distance, and EX Death Roll will go slightly farther. As a grounded ender, F32 ~ Death Roll will give less damage and corner carry compared to J233 ~ Belly Flop but will work in nearly any level of gravity, making it ideal as a last minute path switch to avoid punishment in situations where the air ender would probably drop.<br><br> |
| Despite this, its defensive merits are middling at best. The long startup makes it easy to interrupt, even accidentally, while making safe jumps against Reptile trivially easy. While it low profiles, its hitbox is also very low, causing Reptile to harmlessly scooch underneath the enemy in certain situations (such as the gap in Baraka's DF2). Death Roll is also of debatable efficacy against zoners despite the low profile, who can usually react to the long startup and punish Reptile severely. Compared to other strong armored moves, Death Roll creates absolutely no space on block and is devastatingly unsafe at -30 (in comparison Liu Kang's EX Bicycle Kicks are -15, and Kung Lao's EX Shaolin Shimmy is only -7), giving the enemy carte blanche to do any punish that they want. Comboing from EX Death Roll is also oddly restrictive, as the unorthodox hit animation and significant forward advancement will disallow nearly any ambush kameo pickup. From testing, the only kameos that appear to be able to combo from EX Death Roll (with inputs done after the Death Roll input, so they can be done on wakeup) are Goro, Cyrax and Darrius. All of these require the enemy to be cornered except Darrius, who gets an extremely brief window to land it midscreen.<br><br> | | Despite this, its defensive merits are middling at best. The long startup makes it easy to interrupt, even accidentally, while making safe jumps against Reptile trivially easy. While it low profiles, its hitbox is also very low, causing Reptile to harmlessly scooch underneath the enemy in certain situations (such as the gap in Baraka's DF2). Death Roll is also of debatable efficacy against zoners despite the low profile, who can usually react to the long startup and punish Reptile severely. Compared to other strong armored moves, Death Roll creates absolutely no space on block and is devastatingly unsafe at -30 (in comparison Liu Kang's EX Bicycle Kicks are -15, and Kung Lao's EX Shaolin Shimmy is only -7), giving the enemy carte blanche to do any punish that they want.<br><br> |
| Death Roll is not EX Shaolin Shimmy, EX Ice Slide, or even EX Geyser. It's much harder to get away with random EX Death Rolls in neutral even compared to other armored attacks. Recognizing its shortcomings will go a long way towards proper Reptile play. | | Death Roll uniquely committal among armored moves. It is not EX Shaolin Shimmy, EX Ice Slide, or even EX Geyser. It's much harder to get away with random EX Death Rolls in neutral even compared to other armored attacks. Recognizing its shortcomings will go a long way towards proper Reptile play. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 695: |
Line 698: |
| {{AttackDataCargo-MK1/Query|reptile_du4}} | | {{AttackDataCargo-MK1/Query|reptile_du4}} |
| Reptile throws up over himself, fading into invisibility over the next few seconds. The EX version lasts much longer and takes effect quicker.<br><br> | | Reptile throws up over himself, fading into invisibility over the next few seconds. The EX version lasts much longer and takes effect quicker.<br><br> |
| Of the two sources of invisibility this one is by far the weaker one, taking time instead of being instantaneous while going away on block. Reptile also has weaker point blank mix than Smoke, so his options while invisible aren't as threatening. Still, Reptile can easily use F32 to set up Invisibility as an ender, and combining it with Force Ball will keep the enemy away during the fadeout, cover his approach, and make himself plus. Fully charged B2 is an obvious choice once invisible, but it should absolutely never be used as an autopilot option - the enemy can punish it severely with an upblock or walk backwards to make it whiff, and aware players can react to the sound and the camera shift. Partially charged B2 and EX Elbow Dash are safer, if less rewarding overhead options. For the most part, play similarly to visible Reptile. | | Of the two sources of invisibility this one is by far the weaker one, taking time instead of being instantaneous while going away on block. When invisible, Reptile does have better point blank options than Smoke, allowing his pressure to be more threatening. Reptile can easily use F32 to set up Invisibility as an ender, and combining it with Force Ball will keep the enemy away during the fadeout, cover his approach, and make himself plus. Fully charged B2 is an obvious choice once invisible, but it should absolutely never be used as an autopilot option - the enemy can punish it severely with an upblock or walk backwards to make it whiff, and aware players can react to the sound and the camera shift. Partially charged B2 and EX Elbow Dash are safer, if less rewarding overhead options. For the most part, play similarly to visible Reptile. |
| * Before the October patch, people were unsure about what EX Invisibility did. Many claimed that it did absolutely nothing, while some swore up and down that it caused the ticker to pause while mid-combo so that it would last longer. | | * Before the October 2023 patch, people were unsure about what EX Invisibility did. Many claimed that it did absolutely nothing, while some swore up and down that it caused the ticker to pause while mid-combo so that it would last longer. |
| }} | | }} |
| |-|EX= | | |-|EX= |
Line 716: |
Line 719: |
| <br> | | <br> |
|
| |
|
| =====(Air) Falling Fangs aka Belly Flop (DB4)===== | | =====(Air) Falling Fangs(DB4)===== |
| <tabber> | | <tabber> |
| |-|Regular= | | |-|Regular= |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = | | | title = |
| | subtitle = | | | subtitle = |
| | input = DB4 | | | input = DB4 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|reptile_db4|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|reptile_db4|caption=AKA Belly Flop}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_db4|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_db4|caption=}} |