From 6d4ae8a1e0fb1ab2315ef23dc757bda7b7fbe18b Mon Sep 17 00:00:00 2001 From: oriol Date: Sun, 10 Nov 2024 20:04:55 +0100 Subject: [PATCH] Added CH JBH into SG.H loops Chipp example. --- docs/Routes_Optimization/JBH_RC/Non-Cinematic_JBH_RC.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/Routes_Optimization/JBH_RC/Non-Cinematic_JBH_RC.md b/docs/Routes_Optimization/JBH_RC/Non-Cinematic_JBH_RC.md index ec4991a..74e2799 100644 --- a/docs/Routes_Optimization/JBH_RC/Non-Cinematic_JBH_RC.md +++ b/docs/Routes_Optimization/JBH_RC/Non-Cinematic_JBH_RC.md @@ -32,7 +32,7 @@ https://youtu.be/Z8UB6pKCM6A https://youtu.be/z3eRdnLj9bI -### SGH Loops +### SG.H Loops When the opponent is cornered we can do fastfall into `[SG.H]` loops, we can do 3 charged shotguns before going to pull berry. @@ -40,9 +40,13 @@ When the opponent is cornered we can do fastfall into `[SG.H]` loops, we can do https://youtu.be/O7o5Z37AvBk +### CH JBH into SG.H loops + > Example of killing Chipp from 50% RISC -!!! warning "mid (chances to occur are quite low)" +When JBH(2) does a CH, it the opponent will receive an unteachable hard knockdown, meaning that we have longer/more time to charge shotgun, making this situation far easier. + +https://youtu.be/80QR8UUg5Fw ## Cornered