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| * 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2. | | * 23 is a meterless combo bounce string. The second hit is identical in every way to the F23 bounce, though in most situations F23 is the preferred pickup due to the greater damage and forward advancement of F2. Still, 23 will connect in several important situations where F23 would be difficult to land, such as in corner 114 combos and after a charged B2. |
| * 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it. | | * 24 follows up 2 with a nearly fullscreen low tail swipe. Like F23 it is identical to the F2 followup version, though this branch is generally more useful than F24 as the quicker recovery of 2 means that the tail comes out sooner. Nigh-unpunishable on a grounded block if spaced correctly, but very vulnerable to jump-ins. Reward on hit is pretty good, giving a decently long knockdown with as much damage as a sweep, but kameos can allow for full combo continuations from it. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">B2</font>===== |
| | <tabber> |
| | |-|B2= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = B2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_b2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_b2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_b2}} |
| | An overhead chop that can be held and charged. While the tap version is unreactable at 19 frame startup it is very short ranged, -13 on block, deals only 5% damage, and gives a shorter knockdown than other tap-overheads (like Raiden's B2). Still, the tap B2 is an important part of Reptile's close range options, adding another element to his F21 strike-throw staggers, and properly representing it will improve the hit rate of his B31.<br><br> |
| | Holding B2 will broadly improve the attack itself in exchange for becoming reactable (the minimum charge will give it 31 frame startup, while the maximum charge comes out at 47 frames), but it will also allow Reptile to kara cancel into a handful of select specials. By far the most important of these is the Death Roll cancel, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead and an armored low. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. |
| | }} |
| | |-|B2 (Half Charge)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = B2 (Half Charge) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_b2_half|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_b2_half|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_b2_half}} |
| | |
| | }} |
| | |-|B2 (Full Charge)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = B2 (Full Charge) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_b2_full|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_b2_full|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_b2_full}} |
| | |
| }} | | }} |
| </tabber> | | </tabber> |