diff --git a/Mu/Slayer/Punishes/README.md b/Mu/Slayer/Punishes/README.md index a704b3b..d3ec260 100644 --- a/Mu/Slayer/Punishes/README.md +++ b/Mu/Slayer/Punishes/README.md @@ -14,12 +14,27 @@ no clue just do some bnb #### Corner +236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + [Elphelt_Generic_6H_Counterhit_Corner.mp4](src/Generic_Routes/6H_CH/Elphelt_Generic_6H_Counterhit_Corner.mp4) #### Corner Slightly Spaced +> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + [Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4](src/Generic_Routes/6H_CH/Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4) +## Corner Throw RC + +- Recycled a clip for [Pilebunker](#throw-rc). + +After the throw, the combo would be: + +> Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +[Punish_Pilebunker_Throw_RC.mp4](src/Pilebunker/Punish_Pilebunker_Throw_RC.mp4) + + ## Punishes ### 2H @@ -158,7 +173,7 @@ We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in After the throw, the combo would be: -> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > [SG.H] > 6H > 236P +> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P [Punish_Pilebunker_Throw_RC.mp4](src/Pilebunker/Punish_Pilebunker_Throw_RC.mp4) @@ -253,6 +268,108 @@ Basically the move wiffs because you are too far away, this is your moment to sh For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced-) For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen) +### Dead on Time + +#### Midscreen + +##### w.o Shotgun c.S Antiair route + +##### w.o Shotgun 6H Antiair route + +##### w Shotgun c.S Antiair route + +##### w Shotgun 6H Antiair route + +##### w. Shotgun IB IAD route + +- Great amount of screen carry. + +- I think that without IB can be done, but it might affect the height. + +> CH [SG.H] ... + +[Punish_Dead_on_Time_Midscreen_w_Shotgun_IB.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Midscreen_w_Shotgun_IB.mp4) + +#### Corner + +##### c.S Antiair route + +Generic c.S antiair route. + +Other routing can apply. + +> CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P + +[Punish_Dead_on_Time_Corner_cS_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_cS_antiair.mp4) + +##### w. Shotgun into c.S antiair route + +- IBing will give a generous amount of time to remove the shotgun. + +We can remove the shotgun and continue with a `c.S` antiair route. + +> 236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P + +[Punish_Dead_on_Time_Corner_w_Shotgun_cS_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_w_Shotgun_cS_antiair.mp4) + +##### 6H Antiair route + +todo + +#### Corner Sideswap + +##### w. Shotgun + +Doesn't deal much damage but gives you the corner pressure. + +> 236K > SG.S > Bridal + +[Punish_Dead_on_Time_Corner_Sideswap_w_Shotgun.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_w_Shotgun.mp4) + +##### w.o Shotgun IB + +- Requires IB + +> 236K > SG.S > Bridal + +[Punish_Dead_on_Time_Corner_Sideswap_IB.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_IB.mp4) + +##### w.o Shotgun 6H + +- Quite tight ngl. +- Don't think that IBing affect the routing. + +> CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +[Punish_Dead_on_Time_Corner_Sideswap_6H_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_6H_antiair.mp4) + +##### w.o Shotgun 6H + +- Quite tight ngl. +- Don't think that IBing affect the routing. +- I can't make the 3rd SG.H cause wallsplat. + +It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced-). + +> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P + +[Punish_Dead_on_Time_Corner_Sideswap_6H_antiair2.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_6H_antiair2.mp4) + +#### Tips + +##### How to IB EASILY + +Start by already be blocking it, otherwise you will hit by mister frame 0. + +Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer. + +[Tip_Dead_on_Time_IB_DIY.mp4](src/Dead_on_Time/Tip_Dead_on_Time_IB_DIY.mp4) + +**Frame on which "press" `4`:** + +![Tip_Dead_on_Time_IB_DIY_frame.jpg](src/Dead_on_Time/Tip_Dead_on_Time_IB_DIY_frame.jpg) + + ## Labbing ### Mappa and Pilebunker @@ -275,4 +392,9 @@ A reminder that [Pilebunker](#pilebunker) doesn't need to be IBd to be punished. - [P Mappa](#p-mappa) - [K Mappa](#k-mappa) -### Safejump \ No newline at end of file + +## Placeholder + +Whatever ramblings I want to write to have arround while I do these things + +> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance \ No newline at end of file