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Deglossed StandardRoutes
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67
docs/Routes_Optimization/BnB/README.md
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docs/Routes_Optimization/BnB/README.md
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The idea about this doc, is checking when/if its better to "optimize" shit for extra damage
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## c.S > f.S > ? > Bridal
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> Tested on Sol only.
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| Route | Damage | Notes |
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|:-----------------------------|:-----------------------------------------------------------|:----------------------------|
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| c.S > f.S > Bridal | 88 | |
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| c.S > f.S > 2D > Bridal | 114 | |
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| c.S > f.S > 2S > 2D > Bridal | 129 | Requires dash momentum 100% |
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| c.S > f.S > 5H > Bridal | 100 | |
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| c.S > f.S > 2S > 5H > Bridal | 117 | Requires dash momentum 100% |
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| c.S > f.S > 2S > Bridal | **FAKE**/**NOT POSSIBLE**, after 2S Bridal won't connect!! | |
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TLDR:
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With dash momentum:
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> c.S > f.S > 2S > 2D > Bridal
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Without dash momentum:
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> c.S > f.S > 2D > Bridal
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## c.S > f.S > ? > Bridal RC > BNB
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c.S f.S > ? > Bridal RC > 2H > Pull Berry > c.S > j.S > jc j.K > j.S j.H > j.Toss |> 6H > SG.pull > SG.S > SG.unpull? > c.S > j.KSH
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:----------------------------------------------------|
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| c.S > f.S > Bridal > ... | 199 | |
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| c.S > f.S > 2D > Bridal > ... | 199 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 198 | Requires dash momentum 100%. Makes the combo harder |
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| c.S > f.S > 5H > Bridal > ... | 186 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:---------------------------------------------------|
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| c.S > f.S > Bridal > ... | 174 | |
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| c.S > f.S > 2D > Bridal > ... | 184 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
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| c.S > f.S > 5H > Bridal > ... | 178 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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32
docs/Routes_Optimization/Control_Opponent_Height/README.md
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docs/Routes_Optimization/Control_Opponent_Height/README.md
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# Controlling opponent height
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## Air normals
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Saybel video, pgood
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https://youtu.be/rii4r63fpZE
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## Shotgun
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### Walkthrough from interactions
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#### 5H Toss/Bridal vs 6H Toss/Bridal
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6H reduces the opponent height substantially, 5H not that much, damage difference is usually minimal when at 100%.
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### Increase height
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#### SG.S Toss
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D
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### Decrease height
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This can mean how to actually decrease opponent height, to how to prevent opponent height to be risen as much as possible.
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#### SG.S Toss
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Delay toss hit so berry hits 1-3 before about to explode, this will cause opponent to gain a bit of height, then proceed with the falldown.
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This is caused to the first frames after being hit by the
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3
docs/Routes_Optimization/README.md
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docs/Routes_Optimization/README.md
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# Routes Optimization
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Mostly a mix of comparing multiple routes with the "effort" and "reward", to see if the "reward" compensates.
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45
docs/Routes_Optimization/Routing_into_Genoverse/README.md
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docs/Routes_Optimization/Routing_into_Genoverse/README.md
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# Standard routes
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## Comboing into Genoverse
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Possible followups.
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6H (Ender)
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6H (Bridal |> Pickup)
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### j.KSH |> (2P >) > (c.S) rejump
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`j.KSH` can be perform by doing:
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- Genoverse > IAD j.KSH
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- Genoverse > 66 ~ j.9KSH
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#### General Notes
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> Notes:
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>
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> Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S.
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>
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> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
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>
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> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
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>
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> Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`.
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>
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> Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH).
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#### On not prorated combos
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At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
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From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
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#### On prorated combos
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> Notes:
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>
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> Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios.
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