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Line 18: |
Line 18: |
| Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> | | Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> |
| 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> | | 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> |
| 114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo. | | 114 cannot be special cancelled, but in the corner it will allow for pickups with 1 into Force Ball. Midscreen 114 requires a kameo to be continued. |
| }} | | }} |
| |-|11= | | |-|11= |
Line 33: |
Line 33: |
| Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> | | Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> |
| 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> | | 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> |
| 114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo. | | 114 cannot be special cancelled, but in the corner it will allow for pickups with 1 into Force Ball. Midscreen 114 requires a kameo to be continued. |
| }} | | }} |
| |-|114= | | |-|114= |
Line 48: |
Line 48: |
| Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> | | Standing jabstring. The first hit has quick recovery and is plus on block. Horizontal range is limited, but decent vertical reach for antiairs.<br> |
| 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> | | 11 has slow startup but good range for a mid jab followup. It will combo into Force Ball for his fastest standing punishes, though this cancel will knock the enemy behind Reptile and necessitate a backdash for proper continuation.<br> |
| 114 cannot be special cancelled, but in the corner it will allow for (difficult) pickups with 1 > 23. Midscreen 114 can be continued with a kameo. | | 114 cannot be special cancelled, but in the corner it will allow for pickups with 1 into Force Ball. Midscreen 114 requires a kameo to be continued. |
| }} | | }} |
| </tabber> | | </tabber> |