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| {{MoveDataCargoImage|imageHeight=180px|reptile_11|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|reptile_11|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_11|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_11}} | | {{AttackDataCargo-MK1/Query|reptile_11}} |
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| | title = | | | title = |
| | subtitle = | | | subtitle = |
| | input = 11 | | | input = 114 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|reptile_11|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|reptile_114|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_114|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_11}} | | {{AttackDataCargo-MK1/Query|reptile_114}} |
| Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> | | 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> | | 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> |
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| =====<font style="visibility:hidden; float:right">2</font>===== | | =====<font style="visibility:hidden; float:right">2</font>===== |
| | <tabber> |
| | |-|2= |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = | | | title = |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_2}} | | {{AttackDataCargo-MK1/Query|reptile_2}} |
| | | Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:<br> |
| | * 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2. |
| | * 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it. |
| | }} |
| | |-|23= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = 23 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_23|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_23|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_23}} |
| | Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:<br> |
| | * 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2. |
| | * 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it. |
| | }} |
| | |-|24= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = 24 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_24|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_24|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_24}} |
| | Bigger, heavier jab than 1 with a larger hitbox. However it lacks confirmable followups, relegating its use mostly to combo filling and antiairs. Has two natural string followups:<br> |
| | * 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2. |
| | * 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it. |
| }} | | }} |
| | </tabber> |
| | <br> |
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| |
|
| <!--d2--> | | <!--d2--> |