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| Of the two sources of invisibility this one is by far the weaker one, taking time instead of being instantaneous while going away on block. Reptile also has weaker point blank mix than Smoke, so his options while invisible aren't as threatening. Still, Reptile can easily use F32 to set up Invisibility as an ender, and combining it with Force Ball will keep the enemy away during the fadeout, cover his approach, and make himself plus. Fully charged B2 is an obvious choice once invisible, but it should absolutely never be used as an autopilot option - the enemy can punish it severely with an upblock or walk backwards to make it whiff, and aware players can react to the sound and the camera shift. Partially charged B2 and EX Elbow Dash are safer, if less rewarding overhead options. For the most part, play similarly to visible Reptile. | | Of the two sources of invisibility this one is by far the weaker one, taking time instead of being instantaneous while going away on block. Reptile also has weaker point blank mix than Smoke, so his options while invisible aren't as threatening. Still, Reptile can easily use F32 to set up Invisibility as an ender, and combining it with Force Ball will keep the enemy away during the fadeout, cover his approach, and make himself plus. Fully charged B2 is an obvious choice once invisible, but it should absolutely never be used as an autopilot option - the enemy can punish it severely with an upblock or walk backwards to make it whiff, and aware players can react to the sound and the camera shift. Partially charged B2 and EX Elbow Dash are safer, if less rewarding overhead options. For the most part, play similarly to visible Reptile. |
| * Before the October patch, people were unsure about what EX Invisibility did. Many claimed that it did absolutely nothing, while some swore up and down that it caused the ticker to pause while mid-combo so that it would last longer. | | * Before the October patch, people were unsure about what EX Invisibility did. Many claimed that it did absolutely nothing, while some swore up and down that it caused the ticker to pause while mid-combo so that it would last longer. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | =====(Air) Falling Fangs aka Belly Flop (DB4)===== |
| | <tabber> |
| | |-|Regular= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = DB4 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_db4|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_db4|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_db4}} |
| | Reptile vanishes before dropping from the sky in his lizard form. The regular version will track to about 2/3rds screen, while holding back will fall in place. An excellent ender with how both of his air strings facilitate landing it, and also a solid if risky move for pouncing on zoners. A well timed EX Force Ball can cover the recovery, allowing him to approach the enemy from above. The EX version adds armor and while it is too slow to be used as a reversal option, it can be used to bait and punish enemy antiairs. EX Belly Flop is also unbreakable, giving him a solid option to end unbreakable Force Ball sequences.<br><br> |
| | Reptile needs to be absolutely certain about attempting this move in neutral - while a kameo or a Force Ball can cover it, if those are not available it becomes one of the most punishable attacks in the game, sitting at -35 on a regular block and even worse with an upblock. On a whiff, it leaves Reptile vulnerable for an entire 52 frames. Just like with Death Roll, don't try to outrandom the enemy with surprise neutral Belly Flops. |
| | }} |
| | |-|EX= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = DB4+block |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_db4ex|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_db4ex|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_db4ex}} |
| | Reptile vanishes before dropping from the sky in his lizard form. The regular version will track to about 2/3rds screen, while holding back will fall in place. An excellent ender with how both of his air strings facilitate landing it, and also a solid if risky move for pouncing on zoners. A well timed EX Force Ball can cover the recovery, allowing him to approach the enemy from above. The EX version adds armor and while it is too slow to be used as a reversal option, it can be used to bait and punish enemy antiairs. EX Belly Flop is also unbreakable, giving him a solid option to end unbreakable Force Ball sequences.<br><br> |
| | Reptile needs to be absolutely certain about attempting this move in neutral - while a kameo or a Force Ball can cover it, if those are not available it becomes one of the most punishable attacks in the game, sitting at -35 on a regular block and even worse with an upblock. On a whiff, it leaves Reptile vulnerable for an entire 52 frames. Just like with Death Roll, don't try to outrandom the enemy with surprise neutral Belly Flops. |
| }} | | }} |
| </tabber> | | </tabber> |