First jD YRC mixups version

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

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# 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 |

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# 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.

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# 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.