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| 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. |
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| | 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> |
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| {{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= |