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docs/Routes_Optimization/BnB/Metered.md
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docs/Routes_Optimization/BnB/Metered.md
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# c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:---------------------------------------------------|
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| c.S > f.S > Bridal > ... | 174 | |
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| c.S > f.S > 2D > Bridal > ... | 184 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
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| c.S > f.S > 5H > Bridal > ... | 178 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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@ -1,7 +1,4 @@
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The idea about this doc, is checking when/if its better to "optimize" shit for extra damage
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## c.S > f.S > ? > Bridal
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# c.S > f.S > ? > Bridal
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> Tested on Sol only.
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@ -24,7 +21,7 @@ Without dash momentum:
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> c.S > f.S > 2D > Bridal
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## c.S > f.S > ? > Bridal RC > BNB
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# c.S > f.S > ? > Bridal RC > BNB
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c.S f.S > ? > Bridal RC > 2H > Pull Berry > c.S > j.S > jc j.K > j.S j.H > j.Toss |> 6H > SG.pull > SG.S > SG.unpull? > c.S > j.KSH
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@ -44,24 +41,4 @@ OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:---------------------------------------------------|
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| c.S > f.S > Bridal > ... | 174 | |
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| c.S > f.S > 2D > Bridal > ... | 184 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
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| c.S > f.S > 5H > Bridal > ... | 178 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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(Check with sol at low HP)
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@ -8,6 +8,8 @@ Possible followups.
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6H (Bridal |> Pickup)
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6H (Bridal |> KD), if the opponent is quite high they might be abe to tech out, a workaround for this might be delaying the bridal.
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### j.KSH |> (2P >) > (c.S) rejump
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`j.KSH` can be perform by doing:
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