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| 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 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> |
| 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. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | ===== Force Ball (DF3) ===== |
| | <tabber> |
| | |-|Neutral= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df3 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_df3|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_df3|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_df3}} |
| | Slow moving mid projectile with a massive hitbox, and one of the best projectiles in the game. Force Ball is the engine of Reptile's combo structure, giving strong and consistent reward from his suite of confirmable normals, while also giving him a superbly rewarding attack for smothering the midrange.<br><br> |
| | All who wish to play Reptile should make themselves familiar with the Force Ball combo rules: two meterless Force Balls will bounce the enemy upwards in a combo, as long as the second Force Ball is a different speed from the first, and EX Force Balls will always bounce if they connect. (tbc)<br><br> |
| }} | | }} |
| </tabber> | | </tabber> |