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| {{AttackDataCargo-MK1/Query|reptile_bf4}} | | {{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> | | 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 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) | | 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 and significant forward advancement will disallow nearly any ambush kameo pickup. From testing, the only kameos that appear to be able to combo from EX Death Roll (with inputs done after the Death Roll input, so they can be done on wakeup) are Goro, Cyrax and Darrius. All of these require the enemy to be cornered except Darrius, who gets an extremely brief window to land it midscreen.<br><br> |
| 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. | | Death Roll is not EX Shaolin Shimmy, EX Ice Slide, or even EX Geyser. It's much harder to get away with random EX Death Rolls in neutral even compared to other armored attacks. Recognizing its shortcomings will go a long way towards proper Reptile play. |
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