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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2}} | | {{AttackDataCargo-MK1/Query|reptile_b2}} |
| (Section is out of date - December 2023 patch allows Reptile to kara cancel B2 into summon kameo moves)
| | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. 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> |
| 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 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<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, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| |-|B2 (Half Charge)= | | |-|B2 (Half Charge)= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2_half}} | | {{AttackDataCargo-MK1/Query|reptile_b2_half}} |
| 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> | | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. 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, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | 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 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<br><br> |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| |-|B2 (Full Charge)= | | |-|B2 (Full Charge)= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|reptile_b2_full}} | | {{AttackDataCargo-MK1/Query|reptile_b2_full}} |
| 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> | | An overhead chop that can be held and charged. The tap B2 is a dependable if unimpressive overhead, dealing only 50 damage and having short range but giving a close and workable knockdown while being safe on block. 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, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter. | | 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 43 frames), but it will also allow Reptile to kara cancel into a kameo summon or a handful of select specials. Of his base moves the Death Roll cancel is the most important by far, turning the startup of a charged B2 into a retreating 50/50 situation with a safe overhead, an armored low, and potential combos from both options. Beyond the kara cancel 50/50, the charged B2 is mostly used while invisible as an overhead combo starter.<br><br> |
| * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at -35. | | Despite what may seem natural, the purpose of the kara kameo summon is not to try and mix them with a summon low, as they are much more reactable than the kara Death Roll. Rather, its purpose is to create some respect so that the enemy doesn't try to mash or armor. Almost all enemies will see an overhead coming and react by blocking high - take advantage of that defensive response to give the summon attack some room. Slow, plus kameo summons like Motaro Tail Turret, Cyrax Net, and some Shujinko moves are the biggest beneficiaries of this, but it can be applied for nearly any summon option. |
| | * While the fully charged version is safe on regular block, it becomes outrageously unsafe on upblock at a minimum risk of -35. |
| }} | | }} |
| </tabber> | | </tabber> |