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| {{AttackDataCargo-MK1/Query|reptile_j2}} | | {{AttackDataCargo-MK1/Query|reptile_j2}} |
| Reptile's ground bounce string, and his combo filler of choice. Highly damaging for a cancellable air string. Though the ground bounce is not quite as high as other bounces and cannot be continued in most midscreen situations, it will nearly guarantee the Belly Flop cancel as long as the string landed, while making kameo pickups easier. Also has surprisingly strong forward advancement for an air string, giving it strong corner carry and allowing it to easily course correct if Reptile is on the wrong side for the combo (tbc) | | Reptile's ground bounce string, with markedly higher damage than its peers. A crucial element of Reptile's excellent meterless damage, as J233 ~ Belly Flop is his highest damage combo ender - and Force Ball allows him to combo into it even with high accumulated gravity. Kameos will also allow the string to be used as filler as well as an ender, fully taking advantage of the string's superb damage and corner carry. Though the ground bounce is not quite as high as other bounces and cannot be continued in most midscreen situations, it will nearly guarantee the Belly Flop cancel as long as the string landed, while making kameo pickups easier. The forward advancement also allows it to easily course correct if Reptile is on the wrong side for the combo.<br><br> |
| Force Ball
| | J233, while central for combos, is overshadowed by Reptile's other air normals in other situations. The longer startup and smaller hitbox of J2 compared to J1 makes it much harder to land for jumpins and air-to-airs (and far easier to antiair), and Reptile's excellent jump kick is a dependable air-to-ground option. Still, J233 remains one of Reptile's most important tools for maximizing damage. |
| }} | | }} |
| |-|J23= | | |-|J23= |
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| {{AttackDataCargo-MK1/Query|reptile_j23}} | | {{AttackDataCargo-MK1/Query|reptile_j23}} |
| | | Reptile's ground bounce string, with markedly higher damage than its peers. A crucial element of Reptile's excellent meterless damage, as J233 ~ Belly Flop is his highest damage combo ender - and Force Ball allows him to combo into it even with high accumulated gravity. Kameos will also allow the string to be used as filler as well as an ender, fully taking advantage of the string's superb damage and corner carry. Though the ground bounce is not quite as high as other bounces and cannot be continued in most midscreen situations, it will nearly guarantee the Belly Flop cancel as long as the string landed, while making kameo pickups easier. The forward advancement also allows it to easily course correct if Reptile is on the wrong side for the combo.<br><br> |
| | J233, while central for combos, is overshadowed by Reptile's other air normals in other situations. The longer startup and smaller hitbox of J2 compared to J1 makes it much harder to land for jumpins and air-to-airs (and far easier to antiair), and Reptile's excellent jump kick is a dependable air-to-ground option. Still, J233 remains one of Reptile's most important tools for maximizing damage. |
| }} | | }} |
| |-|J233= | | |-|J233= |
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| {{AttackDataCargo-MK1/Query|reptile_j233}} | | {{AttackDataCargo-MK1/Query|reptile_j233}} |
| | | Reptile's ground bounce string, with markedly higher damage than its peers. A crucial element of Reptile's excellent meterless damage, as J233 ~ Belly Flop is his highest damage combo ender - and Force Ball allows him to combo into it even with high accumulated gravity. Kameos will also allow the string to be used as filler as well as an ender, fully taking advantage of the string's superb damage and corner carry. Though the ground bounce is not quite as high as other bounces and cannot be continued in most midscreen situations, it will nearly guarantee the Belly Flop cancel as long as the string landed, while making kameo pickups easier. The forward advancement also allows it to easily course correct if Reptile is on the wrong side for the combo.<br><br> |
| | J233, while central for combos, is overshadowed by Reptile's other air normals in other situations. The longer startup and smaller hitbox of J2 compared to J1 makes it much harder to land for jumpins and air-to-airs (and far easier to antiair), and Reptile's excellent jump kick is a dependable air-to-ground option. Still, J233 remains one of Reptile's most important tools for maximizing damage. |
| }} | | }} |
| </tabber> | | </tabber> |