|
|
Line 3: |
Line 3: |
| == Normals and Strings == | | == Normals and Strings == |
| === Grounded === | | === Grounded === |
| =====<font style="visibility:hidden; float:right">1</font>===== | | =====<font style="visibility:hidden; float:right">114</font>===== |
| <tabber> | | <tabber> |
| |-|1= | | |-|1= |
Line 31: |
Line 31: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_11}} | | {{AttackDataCargo-MK1/Query|reptile_11}} |
| | | Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> |
| | 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> |
| | 114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo. |
| }} | | }} |
| |-|114= | | |-|114= |
Line 44: |
Line 46: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_11}} | | {{AttackDataCargo-MK1/Query|reptile_11}} |
| | | Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> |
| | 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> |
| | 114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo. |
| }} | | }} |
| </tabber> | | </tabber> |
| <br> | | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">D1</font>===== |
|
| |
|
| <!--d1--> | | <!--d1--> |
Line 60: |
Line 66: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_d1}} | | {{AttackDataCargo-MK1/Query|reptile_d1}} |
| | | A fairly typical D1 by itself. Bolstered by the presence of EX Elbow Dash, a mid special that will catch counterpokes, deal decent chip damage, and leave Reptile safe at -5 with pushback (unless the enemy punishes with a flawless block or an armored reversal). Like all D1 attacks, almost exclusively used for checking and abare as it will not combo on hit. |
| }} | | }} |
| | <br> |
|
| |
|
| =====<font style="visibility:hidden; float:right">2</font>===== | | =====<font style="visibility:hidden; float:right">2</font>===== |