First jD YRC mixups version

This commit is contained in:
oriol 2024-11-28 18:10:00 +01:00
parent 28c0ad3533
commit 4f3c6e8044
4 changed files with 83 additions and 59 deletions

View File

@ -1,6 +1,8 @@
## Combos
### 6H CH
Standard 6H CH Kyouse routing won't work.
It can work if you do superjump IAD instead.
@ -9,6 +11,13 @@ On hitbox with Up SOCD cleaning you can do `[Down] > [Right] + [Up] > ]Down[ > ]
https://fireshare.fihome.xyz/w/4142319aa92137100be480bb0982e0ac
### Don't
Don't do 5k > c.S > f.S > 2D, it's prone to missing if one don't have enough dash momentum and hit pointblank
Jump, 6P will kill you.
If you get 6Pd, mash out of it, it's hard to combo without a CH.
## Neutral

View File

@ -0,0 +1,73 @@
# Regarding j.S / j.D YRC
You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
j.S is NOT a mixup.
If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
In order to have a mixup after j.D YRC we need the opponent to block standing.
Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
## pending to sort.
### Crouching opponent
6P/delayed 2D mixups
### Standing opponent
```
IAD j.Toss |> 2K # Mid Low
IAD j.S > j.Toss |> 2K # High Low
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
```
Don't work:
```
IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
```
!!! note
j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).
j.Toss can lead to fshiki when the timer is less to 1 second.
j.K > Toss is not real.
TODO (sorting/all characters)
| Character | f-shiki j.Toss > j.S RRC (75% meter) | f-shiki j.Toss > j.S > j.H comboes | j.Toss > j.S > j.H (hit) fshiki | |
|----------------------------------------|--------------------------------------|------------------------------------|---------------------------------|--------------------------|
| [Venom](https://youtu.be/3bAQvK3YYP8) | [x] | [x] | [ ] | |
| [Axl](https://youtu.be/u9e8wTQ0rvE) | [x] | [x] | [ ] | |
| [Ky](https://youtu.be/uAm_jtrcPak) | [x] | [x] | [ ] | |
| [Sol](https://youtu.be/6lpuSnlt074) | [x] | [ ] | [x] | |
| [Johnny](https://youtu.be/QQXKsuaRQ9k) | [x] | [x] | [x] | |
| [Slayer](https://youtu.be/Gc1m62vkt9Y) | [ ] | [ ] | [ ] | |
| Raven | [ ] | [ ] | [ ] | Doesn't work |
| May | [x] | [ ] | [ ] | More annoying than usual |
| Jam | [ ] | [ ] | [ ] | TODO |

View File

@ -1,6 +1,6 @@
# j.D YRC
Solves the issue that [#iad-pull-js](IAD_jPull_jS.md) has, it being "how to deal vs blitz".
Solves the issue that [#iad-pull-js](../IAD_jPull_jS.md) has, it being "how to deal vs blitz".
Why is j.D YRC "safe" from blitz? YRC has 2 invulnerable frames, since j.D YRC is a projectile, it will hit opponent blitz, and if timed correctly, you won't be rejected because you will be in one of those 2 invulnerable frames from YRC.

View File

@ -1,58 +0,0 @@
# Regarding j.S / j.D YRC
You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
j.S is NOT a mixup.
If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
In order to have a mixup after j.D YRC we need the opponent to block standing.
Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
## pending to sort.
### Crouching opponent
6P/delayed 2D mixups
### Standing opponent
```
IAD j.Toss |> 2K # Mid Low
IAD j.S > j.Toss |> 2K # High Low
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
```
Don't work:
```
IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
```
!!! note
j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).
j.Toss can lead to fshiki when the timer is less to 1 second.
j.K > Toss is not real.