From b0875c16df43e6e04b8b9f35e6cf50f6a7f6823d Mon Sep 17 00:00:00 2001 From: savagebidoof Date: Sat, 9 Mar 2024 21:29:47 +0100 Subject: [PATCH] Ongoing. --- ComboStructure/Blitz/README.md | 80 ++++++++++++++++++++++++++++++++-- 1 file changed, 77 insertions(+), 3 deletions(-) diff --git a/ComboStructure/Blitz/README.md b/ComboStructure/Blitz/README.md index 9821f69..1c4f471 100644 --- a/ComboStructure/Blitz/README.md +++ b/ComboStructure/Blitz/README.md @@ -10,6 +10,12 @@ Example for reference: https://fireshare.fihome.xyz/w/956e041d26f424befc7f55a01fceb4f8 +## 5D6 + +You can do 5D6 after a charged blitz. + +If you had 75% meter, you can also do `5D6 > IK` + ## Corner Steal If you are cornered, you can do a (tight) 66236K input, to roll over, and charge a shot. @@ -24,19 +30,87 @@ I don't think there is much benefit on aiming for this route instead of taking a https://fireshare.fihome.xyz/w/f80f7afa10181ef531ebaf0f906763d0 +## Standard midscreen screen carry + +This very much revolves around pulling berry, do stuff to kill time, toss berry, maybe another button to extend the hitstun until explosion, and pickup from the explosion. + +Note that most of the hits require delays in order for the berry to explode at exact point of the route. + +## Charged Blitz Double Berry Routing + +Very finiky, can't recommend. + +Requires pulling berry as soon as possible. + +Needs to delay: + +- c.S (First hit, try to also get some extra screen carry by running into your opponents face and dragging them arround) +- f.S (Biggest cancel window, very important to make the most from it) +- 2H (First 2H, slight delay, but it's tight) +- 2Toss (We aim for berry to hit when has less than 1 second before explosion, since it will make the berry be a lvl4 move, and hits tun the most) + +As soon after tossing berry one needs to press f.S into 2H (this will be the second f.s and 2H on the routing, and they hold no delay). + +Toss too early: Sol blocks 2H. + +Toss too late: Sol blocks berry. + +After tossing, do 2H too late: Sol is too high in the air and 2H whiffs. + +https://fireshare.fihome.xyz/w/52fc546b4991e2324901592d088f0497 + +One can use 5K to ease the delays/simplify the routing, on this routing we also don't make use from a second f.S but do 2H directly. + +https://fireshare.fihome.xyz/w/d1249ab11cec2a6672c809dae159ec5e + +## Routing Into Shotgun pickup + +Starter: very similar to the previous example, we pull berry, do time, toss, explodes. Next step is the pickup of our choice, there still are different possibilities on the routings. + +`2H > 2Toss > 2D` or `2H > 2D > 2Toss`? + +- `2H > 2Toss > 2D` should be "the main one". +- `2H > 2D > 2Toss` can be used when "we lost the timing"/we are way too early. + +### SG.S > c.S j.SPSHD + +It's heavily recommended to do a microwalk after pulling SG/before pressing SG.S, otherwise one might end up too far from the opponent for c.S to reach out. + +https://fireshare.fihome.xyz/w/0c293a728b641821ebc8819fc3457f2d + +Same but with the sideswitch version, just gotta do `66 SG.S` to cross the opponent. + +https://fireshare.fihome.xyz/w/215355fb16571ae8b567f835fd6816cd -## Standard screen carry -This very much revolves arround pulling ## Corner You can straight up pull Shotgun and charge it. +This is the "Hard version", since it includes multiple charged shots, into `charge SG > SG.S > Pull berry > Shot`, another SG.H reps, then knockdown. +Specifically this one is very tight due to the last SG.H not wallsplatting if one isn't close enough. + +The first `66H` is used since if Elphelt is not close enough from the opponent, when tossing the berry it might not hit the opponent therefore no combo for you. + +The margin one has for the `66H` is quite tight and the opponent can tech out of it if not done properly/fast enough. + +This might be easier/harder depending on the specific character. + +https://fireshare.fihome.xyz/w/3d31be8ed4adc6c96a520c4e043b2666 + +As an ender, it can also be done `6H > Bridal` instead of `6H > Pull berry`, but if the opponent is high enough they will be able to tech out after the bridal, meaning that we don't get a knockdown, this can be avoided by manually delaying the bridal, yet I don't recommend this over just `6H > Pull` ender, this all comes at the expense of doing 1 extra damage. + +Example without using berry in the combo, it simplifies it a lot, meanwhile still maintaining the `charge SG > SG.S` link. + +https://fireshare.fihome.xyz/w/a6c9685439a7fd2d4fc57ce926c97915 + +We could even water it down more, and just do SG.H loops, the number of loops can also be reduced to a conformable amount, since a bigger amount of hits requires one to have more control with the `SG.H > Reload > microwalk` tech. + +https://fireshare.fihome.xyz/w/96d3458e532ed1bbd1bb6257ef7dd1de -## ----