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| {{AttackDataCargo-MK1/Query|reptile_df1}} | | {{AttackDataCargo-MK1/Query|reptile_df1}} |
| Reptile transforms his upper half and releases a hazardous spray. Disjointed and highly active, though it also has slow startup, short range, and extreme risk on block. The regular version is vastly overshadowed by the EX version, transforming what is otherwise Reptile's least useful move into an hilariously powerful space denial tool that smothers a huge portion of the screen. Perfect as a preemptive action for denying enemy approaches. Also usable on oki as a mostly safe, if unrewarding option to cover both regular and wakeup timing.<br><br> | | Reptile transforms his upper half and releases a hazardous spray. Disjointed and highly active, though it also has slow startup, short range, and extreme risk on block. The regular version is vastly overshadowed by the EX version, transforming what is otherwise Reptile's least useful move into an hilariously powerful space denial tool that smothers a huge portion of the screen. Perfect as a preemptive action for denying enemy approaches. Also usable on oki as a mostly safe, if unrewarding option to cover both regular and wakeup timing.<br><br> |
| On hit, Acid Spit puts the enemy into lengthy standing hitstun - potentially up to +42 on a meaty or from a distance. At the farthest edge of the hitbox, Reptile can safely close the distance with a whiffed Elbow Dash. Comboing into it from a confirmed standing string can be used to hold the enemy in standing hitstun for a dangerous kameo-assisted setup, but most of the time Reptile will want to cancel into Force Ball instead for meterless damage. Do not use as a juggle ender, as the lengthy recovery will deny most of your plus frames. | | On hit, Acid Spit puts the enemy into lengthy standing hitstun - potentially up to +42 on a meaty or from a distance. At the farthest edge of the hitbox, Reptile can safely close the distance with a whiffed Elbow Dash. Comboing into it from a confirmed string can be used to hold the enemy in place for a dangerous kameo-assisted setup, but most of the time Reptile will want to cancel into Force Ball instead for meterless damage. Do not use as a juggle ender, as the lengthy recovery will deny most of your plus frames. |
| * While -21 on an immediate point blank block, it can be up to -2 with a full meaty. | | * While -21 on an immediate point blank block, it can be up to -2 with a full meaty. |
| * The Motaro kameo teleport allows Reptile to convert Acid Spit into a full combo. | | * The Motaro kameo teleport allows Reptile to convert Acid Spit into a full combo. |
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| {{AttackDataCargo-MK1/Query|reptile_df1ex}} | | {{AttackDataCargo-MK1/Query|reptile_df1ex}} |
| Reptile transforms his upper half and releases a hazardous spray. Disjointed and highly active, though it also has slow startup, short range, and extreme risk on block. The regular version is vastly overshadowed by the EX version, transforming what is otherwise Reptile's least useful move into an hilariously powerful space denial tool that smothers a huge portion of the screen. Perfect as a preemptive action for denying enemy approaches. Also usable on oki as a mostly safe, if unrewarding option to cover both regular and wakeup timing.<br><br> | | Reptile transforms his upper half and releases a hazardous spray. Disjointed and highly active, though it also has slow startup, short range, and extreme risk on block. The regular version is vastly overshadowed by the EX version, transforming what is otherwise Reptile's least useful move into an hilariously powerful space denial tool that smothers a huge portion of the screen. Perfect as a preemptive action for denying enemy approaches. Also usable on oki as a mostly safe, if unrewarding option to cover both regular and wakeup timing.<br><br> |
| On hit, Acid Spit puts the enemy into lengthy standing hitstun - potentially up to +42 on a meaty or from a distance. At the farthest edge of the hitbox, Reptile can safely close the distance with a whiffed Elbow Dash. Comboing into it from a confirmed standing string can be used to hold the enemy in standing hitstun for a dangerous kameo-assisted setup, but most of the time Reptile will want to cancel into Force Ball instead for meterless damage. Do not use as a juggle ender, as the lengthy recovery will deny most of your plus frames. | | On hit, Acid Spit puts the enemy into lengthy standing hitstun - potentially up to +42 on a meaty or from a distance. At the farthest edge of the hitbox, Reptile can safely close the distance with a whiffed Elbow Dash. Comboing into it from a confirmed string can be used to hold the enemy in place for a dangerous kameo-assisted setup, but most of the time Reptile will want to cancel into Force Ball instead for meterless damage. Do not use as a juggle ender, as the lengthy recovery will deny most of your plus frames. |
| * While -21 on an immediate point blank block, it can be up to -2 with a full meaty. | | * While -21 on an immediate point blank block, it can be up to -2 with a full meaty. |
| * The Motaro kameo teleport allows Reptile to convert Acid Spit into a full combo. | | * The Motaro kameo teleport allows Reptile to convert Acid Spit into a full combo. |