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First jD YRC mixups version
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## Combos
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### 6H CH
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Standard 6H CH Kyouse routing won't work.
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It can work if you do superjump IAD instead.
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@ -9,6 +11,13 @@ On hitbox with Up SOCD cleaning you can do `[Down] > [Right] + [Up] > ]Down[ > ]
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https://fireshare.fihome.xyz/w/4142319aa92137100be480bb0982e0ac
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### Don't
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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
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Jump, 6P will kill you.
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If you get 6Pd, mash out of it, it's hard to combo without a CH.
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## Neutral
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73
docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md
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73
docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md
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# Regarding j.S / j.D YRC
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You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
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j.S is NOT a mixup.
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If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
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In order to have a mixup after j.D YRC we need the opponent to block standing.
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Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
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## pending to sort.
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### Crouching opponent
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6P/delayed 2D mixups
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### Standing opponent
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```
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IAD j.Toss |> 2K # Mid Low
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IAD j.S > j.Toss |> 2K # High Low
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
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```
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Don't work:
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```
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IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
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```
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!!! note
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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).
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j.Toss can lead to fshiki when the timer is less to 1 second.
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j.K > Toss is not real.
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TODO (sorting/all characters)
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| 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 | |
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|----------------------------------------|--------------------------------------|------------------------------------|---------------------------------|--------------------------|
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| [Venom](https://youtu.be/3bAQvK3YYP8) | [x] | [x] | [ ] | |
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| [Axl](https://youtu.be/u9e8wTQ0rvE) | [x] | [x] | [ ] | |
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| [Ky](https://youtu.be/uAm_jtrcPak) | [x] | [x] | [ ] | |
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| [Sol](https://youtu.be/6lpuSnlt074) | [x] | [ ] | [x] | |
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| [Johnny](https://youtu.be/QQXKsuaRQ9k) | [x] | [x] | [x] | |
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| [Slayer](https://youtu.be/Gc1m62vkt9Y) | [ ] | [ ] | [ ] | |
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| Raven | [ ] | [ ] | [ ] | Doesn't work |
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| May | [x] | [ ] | [ ] | More annoying than usual |
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| Jam | [ ] | [ ] | [ ] | TODO |
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# j.D YRC
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Solves the issue that [#iad-pull-js](IAD_jPull_jS.md) has, it being "how to deal vs blitz".
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Solves the issue that [#iad-pull-js](../IAD_jPull_jS.md) has, it being "how to deal vs blitz".
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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.
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@ -1,58 +0,0 @@
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# Regarding j.S / j.D YRC
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You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
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j.S is NOT a mixup.
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If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
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In order to have a mixup after j.D YRC we need the opponent to block standing.
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Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
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## pending to sort.
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### Crouching opponent
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6P/delayed 2D mixups
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### Standing opponent
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```
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IAD j.Toss |> 2K # Mid Low
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IAD j.S > j.Toss |> 2K # High Low
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
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```
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Don't work:
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```
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IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
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```
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!!! note
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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).
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j.Toss can lead to fshiki when the timer is less to 1 second.
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j.K > Toss is not real.
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