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| EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On regular block it is entirely safe at -5, with enough distance for a spacing trap. It can be punished with a flawless block or an armored reversal, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> | | EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On regular block it is entirely safe at -5, with enough distance for a spacing trap. It can be punished with a flawless block or an armored reversal, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> |
| Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. | | Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. |
| | * Do not underestimate its range. From maximum distance, Reptile is put within throw reach with a single Elbow Dash. |
| }} | | }} |
| |-|EX= | | |-|EX= |
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| EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On regular block it is entirely safe at -5, with enough distance for a spacing trap. It can be punished with a flawless block or an armored reversal, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> | | EX Elbow Dash gives the move applications on block as well. Cancel into EX Elbow to steal turns, end blockstrings, throw off the enemy flawless block timing, and surprise attack the enemy from a distance in neutral. On regular block it is entirely safe at -5, with enough distance for a spacing trap. It can be punished with a flawless block or an armored reversal, but a kameo can be used to cover this weakness - of particular note is the Kung Lao low hat, which not only makes him potentially plus from EX Elbow on block but gives the move an HTB mixup. EX Elbow can also be used on invisibility to hit the enemy with a quick, safe on block overhead, but exceptionally aware enemies will be able to react to the sudden camera shift.<br><br> |
| Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. | | Elbow Dash will not connect on airborne enemies, but this can be put to Reptile's advantage by using it for a reset. During a combo with high accumulated gravity, cancel into EX Elbow Dash instead of the expected combo continuing special. The best normal to do this with is standing 1, as it has the earliest cancel frames and gives the enemy the least time to react to the reset. Following up with B2, B3, or a throw is the more unreactable option but it can be mashed, while following up with F21 will sacrifice mix but catch mashing and allow for a full combo confirm. |
| | * Do not underestimate its range. From maximum distance, Reptile is put within throw reach with a single Elbow Dash. |
| }} | | }} |
| </tabber> | | </tabber> |
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| While unsafe at point blank block, the long active frames and slow travel speed will make it plus if performed at a distance. Standing a bit away and loosing Force Balls can be exceptionally annoying to contest, especially when combined with Reptile's midrange normals to dissuade them from approaching. On hit, Reptile can do forward dash ~ F3 ~ Force Ball to connect at nearly any range for excellent reward. EX Force Balls will last much longer, giving Reptile an excellent way to cover his approach. An active EX Force Ball can allow Reptile to use Elbow Dash - already an excellent move for closing the distance - with near impunity, and allows him to use Falling Fangs and Death Roll on block without fear of punishment.<br><br> | | While unsafe at point blank block, the long active frames and slow travel speed will make it plus if performed at a distance. Standing a bit away and loosing Force Balls can be exceptionally annoying to contest, especially when combined with Reptile's midrange normals to dissuade them from approaching. On hit, Reptile can do forward dash ~ F3 ~ Force Ball to connect at nearly any range for excellent reward. EX Force Balls will last much longer, giving Reptile an excellent way to cover his approach. An active EX Force Ball can allow Reptile to use Elbow Dash - already an excellent move for closing the distance - with near impunity, and allows him to use Falling Fangs and Death Roll on block without fear of punishment.<br><br> |
| Much of Reptile's gameplan is dedicated to landing this move. Unless the enemy is blocking at point blank range, a Force Ball, especially an EX Force Ball, is almost never a bad idea. Don't leave Zikandur without it. | | Much of Reptile's gameplan is dedicated to landing this move. Unless the enemy is blocking at point blank range, a Force Ball, especially an EX Force Ball, is almost never a bad idea. Don't leave Zikandur without it. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | ===== Death Roll (BF4) ===== |
| | <tabber> |
| | |-|Regular= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = BF4 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|reptile_bf4|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|reptile_bf4|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|reptile_bf4}} |
| | Reptile's grounded armor attack. By far the best move in the game by raw coolness factor, though with some concerning flaws in its actual usage. Low profiles high attacks (which includes most projectiles), making it one of three low profiling armored attacks in the game. Boasts with excellent range, almost enough to reach maximum distance, and EX Death Roll will go slightly farther. As a grounded ender, F32 ~ Death Roll will give less damage and corner carry compared to J233 ~ Belly Flop but will work in nearly any level of gravity, making it ideal as a last minute path switch to avoid punishment in situations where the air ender would probably drop.<br><br> |
| | Despite this, its defensive merits are middling at best. The long startup makes it easy to interrupt, even accidentally, while making safe jumps against Reptile trivially easy. While it low profiles, its hitbox is also very low, causing Reptile to harmlessly scooch underneath the enemy in certain situations (such as the gap in Baraka's DF2). Death Roll is also of debatable efficacy against zoners despite the low profile, who can usually react to the long startup and punish Reptile severely. Compared to other strong armored moves Death Roll creates absolutely no space on block and is devastatingly unsafe at -30 (in comparison Liu Kang's EX Bicycle Kicks are -15, and Kung Lao's EX Shaolin Shimmy is only -7), giving the enemy carte blanche to do any punish that they want. Comboing from EX Death Roll is also oddly restrictive, as the unorthodox hit animation will disallow (TBC) |
| | Death Roll is not EX Shaolin Shimmy, EX Ice Slide, or even EX Geyser. Recognizing its shortcomings will go a long way towards proper Reptile play. |
| }} | | }} |
| </tabber> | | </tabber> |