Moved SG.h shoot berry inside shotgun itself. Fixed wrongly moved folder
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!!! warning "USELESS TECH"
This tech is useless.
!!! note "Concept"
This is mostly a concept and nothing else.
!!! info "Playlist"
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdAV_BcgvQ0sJ34EcyP4-OOi
If we shoot the berry with `SG.H`, we have enough time to fit an `IAD` into a 6f move, this being `j.P`.
On Midweights and heavyweights is more stable.
On Lightweights instead, unless you are in the corner where you might be able to do something like IAD j.PSD, it's not possible to get something out of it (except very specific characters).
Everything tested has been tested **MIDSCREEN** meaning that in the corner it's **very likely** that routing into `j.D > 2H` or `j.D > 2P/c.S/f.S` are possible.
Nevertheless, don't do this.
# Lightweights
Tested on Milia, couldn't get anything.
Should apply to **most** of the Lightweights, but if they are horizontally wide enough it might be possible to do something exactly like the May routing.
I am assuming (but not tested) Ram and Dizzy on top of my mind right now.
Maybe some characters it's possible to IAD `j.PP dl.H`, but that's besides the point.
## May
IAD j.PSH > 2P works on May
https://youtu.be/JfM7HTGs_iI
### Funny IAD j.PSD Corner IK
https://youtu.be/QKyB-4KSAtI
!!! note "Technically optimal"
If you can get an IK with that starter, it's optimal.
Drawbacks being painful to execute, even more when we take into account that you should ever never do this routing so how you gonna land it with no practice.
# Midweights
Tested on Sol
Standard IAD j.PSH > 2P pickup
https://youtu.be/R4A--TnsVvY
# Heavyweights
Tested on Potemkin
Standard IAD j.PSH > 2P pickup
https://youtu.be/YdH4gfomL14

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!!! info "Playlist"
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCVaELSwspeihUbMlwNIl3D
Usually, after shooting berry with `SG.H` this will be the standard routes.
Combo gravity as well of opponent height and weight take a big factor when doing this routes.
# SG.S > c.S > jc
Do SG.S > remove shotgun and proceed with a standard c.S > jc routing
At mid to further distance, before doing the SG.S it's quite recommended to do a small 66 input (forward dash) to get closer to the opponent, makes stuff more consistent
## Lightweights
https://youtu.be/aYhBAsZxOVg
## Midweights
Technically possible, won't list since either requires to shoot raw, or the combo to be close to null hits
## Heavyweights
Technically possible, won't list since either requires to shoot raw, or the combo to be close to null hits
# SG.S > Bridal
Do SG.S > Bridal
Depending on the opponent height and weight, SG.S and/or bridal will need to be substantially delayed.
If close to the corner/in the corner one might be able to extend the combo with bridal loops.
Unless the shotgun is charged (or able to combo), doing an additional SG.H is most likely to cause the opponent to airtech, so not recommended.
## Midscreen
Simple route.
SG.S > Bridal
!!! Warning "Manual delays involved"
You might need to delay the SG.S and/or Bridal depending on the opponent height/spacing.
### Lightwieghts
https://youtu.be/QiNlAHzBAaY
### Midweights
https://youtu.be/eqztNJNahis
### Heavyweights
https://youtu.be/I_ieywPFZ6c
## Corner
In the corner we can follow up with SG.P or SG.H, from there pick up respectively with "whatever".
Generally speaking you will eventually choose between bridal or jumpcancel routes.
### c.S jc
Probably the most consistent route among the others
- j.D pull ender
- berry oki
#### Lightweights
https://youtu.be/j5Wu9-cotC4
#### Midweights
https://youtu.be/KaEJjmyZ9Fk
#### Heavyweights
!!! info "2P > c.S for height consistency"
For height consistency a 2P before the c.S can be added.
https://youtu.be/ztxk9SRVl8s
### Bridal
We can route into bridal and end the combo there, or do one bridal and go back to a `c.S jc` routing.
#### Lightweights
https://youtu.be/zkWMcSLYDZs
#### Midweights
https://youtu.be/4jKehEGQ_94
#### Heavyweights
!!! warning "not reliable"
Requires the combo to have a very small ammount of hits or being done raw. Otherwise it will drop.
From 1 to 4 hits. 3 if we consider whatever > toss (not counting the shot itself or the explosion) > SG.H
https://youtu.be/sejOMc1MsuE
### Lightweights
Unlike the other weights, on lightweights you are able to route into charged shotgun, as long the starter number of hits within the combo stays very low.
#### Low number of hits
From 1 to 4 hits. 3 if we consider whatever > toss (not counting the shot itself or the explosion) > SG.H
https://youtu.be/1nzErNwCxew
#### Bigger number of hits
In the scenario you are no longer able/confident to get charged shot, you should pick one of the **standard routes**, the `c.S jc` routing being the most stable one.
# Double SG.S
Mostly leads into SG.H or Bridal, requires to be horizontally spaced, so you don't end up sideswitching with the opponent.
Mostly done from raw hit, since from combo it's hard due to the spacing required, although weights are also taken into consideration.
Might require of manual delays to reduce the opponent height is a bit lower.
Might also require to delay the bridal followup, although this might be mostly with Lightweights.
## Lightweights
### SG.S > SG.S > Bridal
https://youtu.be/pr8xYUuk6xQ
### SG.S > SG.S > 2P jc
On lightweights, if the combo does have very low hits, we can cancel the second SG.S with removing the shotgun stance, then pickup with 2P into c.S/f.S (mostly likely will be f.S), following it up with a jump cancel into whatever.
https://youtu.be/6U9UUDT5q1Q
## Midweights
https://youtu.be/qtlTf2Qf6-Q
## Heavyweights
https://youtu.be/kpCyXI7jw5g

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---
gitea: none
include_toc: true
---
# Relevant links
## Hardli doc
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
## Dustloop wakeup and backdash framedata
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values
# Corner Bridal IAD j.Pull
## IAD Pull j.S
Gotta check this graph, is pmuch outdated/badderony/useless rn
```mermaid
graph LR
A[IAD j.236P > ] --> B(j.S overhead meaty)
A --> C("j.4Toss |> 2K")
B --> D{Burstsafe}
C--> E{Not Burstsafe}
```
### j.S vs j.H
> Elphelt j.H KDs on air hit. Elphelt j.S combos on air hit. Like 1f airborne moves like Sol wake up riot stamp or Faust wake up pogo exist, or you miss the meaty and the opponent jumped, or you hit a late frame of a wake up backdash, for example, then j.H doesn't combo. Neither Elphelt j.S nor j.H has proration, but Elphelt j.S deals 28 damage and j.H 34 damage (on Sol), which affects combo damage. (Text from SmashK, copy paste)
As reference, iad whenever opponent touches the ground, not before.
### Pros / Cons / Mix
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
### Crouch confirm
##### Crouching confirm 1
2H Toss 2D
https://youtu.be/uXlkOKnFMtU
##### Crouching confirm 2
2H 2D Toss
(easier than [crouching-confirm-1](#crouching-confirm-1))
https://youtu.be/lrbTDjRZ47U
##### Crouching confirm 3
2H 2D Toss > 6H > Bridal (very simple)
TODO
### Standing confirm
I don't think you can get much out of it without meter.
`2D > Toss` berry for oki/meaty afterward.
`j.S > c.S > 5H > Bridal > Toss` or `j.S > c.S > 2D > Bridal > Toss` to have explosion active frames on their wakeup...
With meter stuff like Genoverse > Toss would be possible.
#### Metered
`j.S > c.S > f.s > Genoverse > IAD Toss > SG.S > [SG.H]` into UB Setup.
### Standing CH confirm
j.S CH > 66 c.S > dl.5H
We avoid using f.S since it has more pushback than 5H.
With some slimmer characters it might not be possible, I haven't tested.
Vs Thicker characters it might be less annoying.
https://youtu.be/S9RN9cpcZp0
### Airborne Confirm
Certain moves result on the opponent being airborne, meaning that you would need to confirm the j.S CH with an "adequate" routing.
### Punishing DPs/reversals
#### Sol S dp
Sol dp is crouch recovery
##### Route 1
walkup 2D
Do a little walkup
https://youtu.be/J94gVjM5cy4
##### Route 2
f.S > toss > f.S
Do a little walkup
https://youtu.be/7M9Cm5e6Mm8
##### Route 3
f.S 2H(1) Toss
https://youtu.be/vx2LcE36b_g
##### Route 4
Do a little walkup
c.S dl f.S dl 2D > Toss
(cant recommend)
https://youtu.be/uma73yWHGco
#### Sol H DP
#### May [2]8S
If hit meaty at frame 1, she's standing and gets a standing CH, I think that between frames 1 to 3 it's grounded, from +4 it's airborne, I won't confirm that since doesn't seem relevant.
Later she will leave the ground and be airborne, meaning that you would get an air CH.
May Dolphin's are NOT hit invunl (only S is throw invuln).
##### Airborne
Doing 2 SG.S helps to stabilize/control/reduce the opponent height.
https://youtu.be/5MwTgzz-hdk
##### Standing CH
Go to [#standing-ch](#standing-ch)
### Dealing with blitz
#### Bait blitz
Do the safejump a bit early, just bait the blitz, still do j.S to make it more visually appealing. j.S HAS to whiff on wakeup due to the opponent still not being able to be hit. j.S could be replaced by j.H, at-least on tournament your interest is making the button noise to bait the opponent.
> Either do it earlier, so you cannot hit the opponent, or press the button later, so it looks like it will hit the opponent
Wakeup tool input (sol):
Slot 1: `!5SH,5*7,6,2,3S` -> If j.S done too early, you hit blitz/get rejected.
Slot 2: `6,2,!3S` -> If done way too late you get hit
Slot 3: `!6H` -> If done too early, you get thrown
- If you do it earlier you can get thrown on mash.
- If you delay the button you can get thrown on fuzzy mash.
Pick your poison, although I think its better to whiff/delay the button.
I guess if you do the early version you might be able to do land -> backdash.
Delayed/whiff/missed j.S to not hit the blitzshield, although, j.S can just be skipped.
Also, if the opponent presses a button you lose your turn.
Since you are in the air opponent cannot throw you, although if misstimed can get hit by fast moves.
This is only intended to "punish"/bait/callout blitz shield.
##### Showcase of (some) Missed/Whiff/Delayed j.S scenarios
https://youtu.be/ZDzJX1BS9Vo
##### Punish
###### cS 2H routing
https://youtu.be/pxCKEqpqH38
###### Combo 2
This is a bit hard honestly, requires of dash momentum and delays.
Unless you can confirm the opponent stopping the blitz, or, if the opponent character allows for 2D pickup on CH, its recommended to "just throw", the opponent lost 25% meter so is not that bad precisely.
https://youtu.be/hwePx7EBHUI
##### 2D CH Punish
Pickups on 2D CH are character specific and may not work on some of them etc, so anything here is a "concept" if anything.
###### Sol concept 1
https://youtu.be/BuGpfu0XYms
###### Sol concept 2
This is mostly a showtoff etc, on matches it shouldn't be viable since the timing of the bomb can be too tight, meaning that if you are late on the blitz confirm the berry will explode in your face.
https://youtu.be/WRSZ9o0_gyI
### Mixes
#### 6P
It's a bit finniky and rn it's only a concept but w/e works as an example.
https://youtu.be/_F-31diZLZU
## j.D YRC
Solves the issue that [#iad-pull-js](#iad-pull-js) has, it being "how to deal vs blitz".
https://youtu.be/gMh_Sl5k5Ps
Due to the high blockstun it enables for true blockstring into 6P, although afterwards doesn't seem to lead to anything on block...
https://youtu.be/hvG7kq_BJ7c
### Confirms
#### c.S j.SPSH Toss Shotgun
Confirming j.D into 66 c.S helps with proximity/distance consistency.
https://youtu.be/YFLyNpWV3OE
#### 2H Charged Shotgun
Still tight due to 2H into charged shots.
Lightweights might be an issue.
Requires a slight delay after the first charged SG.H, otherwise the opponent will tech out too early.
https://youtu.be/1b4c8sJni8k
#### Charged Shotgun UB
- UB setup
Requires adjustments per weight.
https://youtu.be/IjUJDHiHelg
#### Charged Shotgun Loops
- You get a 6H ender.
- Very consistent (to the exception to the first shotgun which can be quite tight)
https://youtu.be/nGUSufxMMF4
##### Concept of more damage
Don't let the berry hit the opponent before the explosion. Aka delay shotgun shots as much as possible.
The damage is not meaningful anyway so don't bother with it.
## 5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly