diff --git a/docs/Mu/Venom/README.md b/docs/Mu/Venom/README.md
index 53a8e2a..1e7e182 100644
--- a/docs/Mu/Venom/README.md
+++ b/docs/Mu/Venom/README.md
@@ -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
 
diff --git a/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md b/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md
new file mode 100644
index 0000000..6e9555c
--- /dev/null
+++ b/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md
@@ -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                     |
diff --git a/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md b/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/README.md
similarity index 93%
rename from docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md
rename to docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/README.md
index 5c0848c..d783475 100644
--- a/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md
+++ b/docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/README.md
@@ -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.
 
diff --git a/docs/Oki/Safejumps/Corner/Corner_Bridal/Oriol_notes.md b/docs/Oki/Safejumps/Corner/Corner_Bridal/Oriol_notes.md
deleted file mode 100644
index bb7df6d..0000000
--- a/docs/Oki/Safejumps/Corner/Corner_Bridal/Oriol_notes.md
+++ /dev/null
@@ -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.
-