|
|
Line 606: |
Line 606: |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_df3}} | | {{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>
| | Reptile's most important move, and for a reason. Force Ball is one of the best projectiles in the game, powering Reptile's combo structure by 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. Force Balls that impede on this will knock the enemy away instead of upwards, ending the combo unless a kameo is used. Most of the time the first Force Ball will be the fast one to ensure midscreen connection, necessitating a neutral Force Ball for the second.<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. Force Balls that impede on this will knock the enemy away instead of upwards, ending the combo unless a kameo is used. Most of the time the first Force Ball will be the fast one to ensure midscreen connection, necessitating a neutral Force Ball for the second. Regular Force Balls will apply significant damage scaling to the combo, while EX Force Balls appear to apply regular scaling.<br><br> |
| While unsafe at point blank block, the long active frames and slow travel speed will make it plus if performed at a distance. Standing a bit away and loosing Force Balls can be exceptionally annoying to contest, especially when combined with Reptile's sweep and standing 3 to dissuade them from approaching, and the reward on hit (TBC) | | While unsafe at point blank block, the long active frames and slow travel speed will make it plus if performed at a distance. Standing a bit away and loosing Force Balls can be exceptionally annoying to contest, especially when combined with Reptile's midrange normals to dissuade them from approaching. On hit, Reptile can do forward dash ~ F3 ~ Force Ball to connect at nearly any range for excellent reward. EX Force Balls will last much longer, giving Reptile an excellent way to cover his approach. An active EX Force Ball can allow Reptile to use Elbow Dash - already an excellent move for closing the distance - with near impunity, and allows him to use Falling Fangs and Death Roll on block without fear of punishment.<br><br> |
| | Much of Reptile's gameplan is dedicated to landing this move. Unless the enemy is blocking at point blank range, a Force Ball, especially an EX Force Ball, is almost never a bad idea. Don't leave Zikandur without it. |
| }} | | }} |
| </tabber> | | </tabber> |