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| Reptile shifts into his lizard form and goes (╯°□°)╯︵ ┻━┻, sweeping a giant area in front and above him. Perfect for all uppercut applications of antiairs, chip damage, pickups, and reckless disrespecting. In scrambles, swinging the D2 is difficult to punish, deals strong damage, infuriates your opponents, and can be continued with kameos. Though it doesn't quite go as behind Reptile as other uppercuts (especially compared to, say, the Ashrah and Kitana uppercuts) it is still an excellent antiair. The generous bounce of Force Ball also allows certain combos to incorporate a D2 surprisingly late into their structure and still be continued, despite the high accumulated gravity. | | Reptile shifts into his lizard form and goes (╯°□°)╯︵ ┻━┻, sweeping a giant area in front and above him. Perfect for all uppercut applications of antiairs, chip damage, pickups, and reckless disrespecting. In scrambles, swinging the D2 is difficult to punish, deals strong damage, infuriates your opponents, and can be continued with kameos. Though it doesn't quite go as behind Reptile as other uppercuts (especially compared to, say, the Ashrah and Kitana uppercuts) it is still an excellent antiair. The generous bounce of Force Ball also allows certain combos to incorporate a D2 surprisingly late into their structure and still be continued, despite the high accumulated gravity. |
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| =====<font style="visibility:hidden; float:right">3</font>===== | | =====<font style="visibility:hidden; float:right">3</font>===== |
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| {{AttackDataCargo-MK1/Query|reptile_3}} | | {{AttackDataCargo-MK1/Query|reptile_3}} |
| | | A leaping tail swipe that hits twice as a high-mid, with excellent range for its speed. Being a leaping attack it avoids throws and crouching lows 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. |
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