From 99ebf0716e11755d24ffea044893884e3fbf6981 Mon Sep 17 00:00:00 2001 From: oriol Date: Sun, 3 Nov 2024 00:25:29 +0100 Subject: [PATCH] Deglossed safejumps --- docs/ComboStructure/Safejumps/Corner/5Hx5.md | 3 + .../Corner/Corner_Bridal/IAD_jD_YRC.md | 50 ++++ .../Corner/Corner_Bridal/IAD_jPull_jS.md | 220 ++++++++++++++ .../Safejumps/Corner/Corner_Bridal/README.md | 4 + docs/ComboStructure/Safejumps/README.md | 278 +----------------- 5 files changed, 279 insertions(+), 276 deletions(-) create mode 100644 docs/ComboStructure/Safejumps/Corner/5Hx5.md create mode 100644 docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md create mode 100644 docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jPull_jS.md create mode 100644 docs/ComboStructure/Safejumps/Corner/Corner_Bridal/README.md diff --git a/docs/ComboStructure/Safejumps/Corner/5Hx5.md b/docs/ComboStructure/Safejumps/Corner/5Hx5.md new file mode 100644 index 0000000..10fa3f1 --- /dev/null +++ b/docs/ComboStructure/Safejumps/Corner/5Hx5.md @@ -0,0 +1,3 @@ +## 5Hx5 Safejump + +https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly diff --git a/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md new file mode 100644 index 0000000..c5b149d --- /dev/null +++ b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jD_YRC.md @@ -0,0 +1,50 @@ +# j.D YRC + +Solves the issue that [#iad-pull-js](#iad-pull-js) 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. + +https://youtu.be/gMh_Sl5k5Ps + +Due to the high blockstun it enables for true blockstring into 6P, although afterward 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. \ No newline at end of file diff --git a/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jPull_jS.md b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jPull_jS.md new file mode 100644 index 0000000..7fae71f --- /dev/null +++ b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/IAD_jPull_jS.md @@ -0,0 +1,220 @@ +# 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. + +### 2D Pickups + +Character specific routing. + +#### Potemkin + +This route is a showoff to be fair. + +You can do a far simpler route finishing in `j.D`. + +https://youtu.be/SHXLjoUc3ck + +### 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-confirm](#standing-ch-confirm) + +## 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 it's 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 diff --git a/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/README.md b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/README.md new file mode 100644 index 0000000..0eaf8c2 --- /dev/null +++ b/docs/ComboStructure/Safejumps/Corner/Corner_Bridal/README.md @@ -0,0 +1,4 @@ +# Corner Bridal + +- IAD j.Pull j.S (doesn't beat blitz) +- IAD j.D YRC (beats blitz) \ No newline at end of file diff --git a/docs/ComboStructure/Safejumps/README.md b/docs/ComboStructure/Safejumps/README.md index 1dc8db1..e3bb25a 100644 --- a/docs/ComboStructure/Safejumps/README.md +++ b/docs/ComboStructure/Safejumps/README.md @@ -1,283 +1,9 @@ ---- -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 +https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values \ No newline at end of file