From 4f3c6e8044c2c23b60fd00d1faf38f0e241237ef Mon Sep 17 00:00:00 2001 From: oriol Date: Thu, 28 Nov 2024 18:10:00 +0100 Subject: [PATCH] First jD YRC mixups version --- docs/Mu/Venom/README.md | 9 +++ .../Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md | 73 +++++++++++++++++++ .../{IAD_jD_YRC.md => IAD_jD_YRC/README.md} | 2 +- .../Corner/Corner_Bridal/Oriol_notes.md | 58 --------------- 4 files changed, 83 insertions(+), 59 deletions(-) create mode 100644 docs/Oki/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC/Mixups.md rename docs/Oki/Safejumps/Corner/Corner_Bridal/{IAD_jD_YRC.md => IAD_jD_YRC/README.md} (93%) delete mode 100644 docs/Oki/Safejumps/Corner/Corner_Bridal/Oriol_notes.md 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. -