From d9a02ef4a2cd283307e340cbc8b7807dc3dd6dab Mon Sep 17 00:00:00 2001 From: oriol Date: Sat, 12 Oct 2024 21:09:15 +0200 Subject: [PATCH] Slayer breakdown test. --- docs/Mu/{Slayer/README.md => Slayer.md} | 28 +- docs/Mu/Slayer/Defence.md | 19 ++ docs/Mu/Slayer/Punishes/2H.md | 37 +++ docs/Mu/Slayer/Punishes/Dead_on_Time.md | 100 ++++++ docs/Mu/Slayer/Punishes/Generic_Routes.md | 29 ++ docs/Mu/Slayer/Punishes/Mappa.md | 51 +++ docs/Mu/Slayer/Punishes/Pilebunker.md | 142 +++++++++ docs/Mu/Slayer/Punishes/README.md | 365 ---------------------- docs/Mu/Slayer/Relevant_Links.md | 0 9 files changed, 381 insertions(+), 390 deletions(-) rename docs/Mu/{Slayer/README.md => Slayer.md} (73%) create mode 100644 docs/Mu/Slayer/Defence.md create mode 100644 docs/Mu/Slayer/Punishes/2H.md create mode 100644 docs/Mu/Slayer/Punishes/Dead_on_Time.md create mode 100644 docs/Mu/Slayer/Punishes/Generic_Routes.md create mode 100644 docs/Mu/Slayer/Punishes/Mappa.md create mode 100644 docs/Mu/Slayer/Punishes/Pilebunker.md create mode 100644 docs/Mu/Slayer/Relevant_Links.md diff --git a/docs/Mu/Slayer/README.md b/docs/Mu/Slayer.md similarity index 73% rename from docs/Mu/Slayer/README.md rename to docs/Mu/Slayer.md index 36010ca..acf7801 100644 --- a/docs/Mu/Slayer/README.md +++ b/docs/Mu/Slayer.md @@ -1,5 +1,3 @@ -## Neutral - ## Additional Notes ### Discord discussions @@ -13,17 +11,16 @@ https://discord.com/channels/121387821977042945/121710360901189633/4579389882343 https://youtu.be/lPNuPcleSaM ### GGXrd - Punishing Slayer's Forward Dash + https://www.youtube.com/watch?v=utzVPJ1y54Y&list=WL&index=14&ab_channel=daymendou ### Countering Slayer Doc + https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl - - ### Dealing with buttons - - +--- #### Under Pressure @@ -83,24 +80,5 @@ c.S Trades https://youtu.be/cZz4lCcxC9c?t=3783 -## Crossup OS - -https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281 - -https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962 - - -## Deffense - -Jump/backdash seems to be the main options?? - -https://www.twitch.tv/videos/2135654058?t=02h26m17s - -BrandonTheAsian9000:no blocking -BrandonTheAsian9000:backdash beats meaty low and high -BrandonTheAsian9000:jump beats crossup and grab -BrandonTheAsian9000:that way, you can still rps without being in counterhit state -BrandonTheAsian9000:and you think about 2 options instead of 4 - diff --git a/docs/Mu/Slayer/Defence.md b/docs/Mu/Slayer/Defence.md new file mode 100644 index 0000000..01da4b4 --- /dev/null +++ b/docs/Mu/Slayer/Defence.md @@ -0,0 +1,19 @@ +## Crossup OS + +https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281 + +https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962 + + +## Defence + +Jump/backdash seems to be the main options?? + +https://www.twitch.tv/videos/2135654058?t=02h26m17s + +BrandonTheAsian9000:no blocking +BrandonTheAsian9000:backdash beats meaty low and high +BrandonTheAsian9000:jump beats crossup and grab +BrandonTheAsian9000:that way, you can still rps without being in counterhit state +BrandonTheAsian9000:and you think about 2 options instead of 4 + diff --git a/docs/Mu/Slayer/Punishes/2H.md b/docs/Mu/Slayer/Punishes/2H.md new file mode 100644 index 0000000..5971493 --- /dev/null +++ b/docs/Mu/Slayer/Punishes/2H.md @@ -0,0 +1,37 @@ +# 2H + +## w.o Shotgun + +### c.S / f.S + +We can use `f.S` as long Slayer 2H was not made at peak range. + +If close enough we can start the combo with c.S. + +Ibing Slayer's 2H will facilitate the timing of landing f.S. + +https://youtu.be/ngxdRKQtOYo + +### Throw + +If the opponent is close enough we can throw him into the corner or whenever we want. + +https://youtu.be/k0SYu3tbCrY + + +## w. Shotgun + +If the opponent is close enough we can `SG.P > SG.H`. + +At all ranges we can `SG.H`. + +Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`. + +https://youtu.be/svOg5tXXABM + + +## JBH + +If the opponent is close enough we can `Judge Better Half`. + +https://youtu.be/dBBQJtOzndE diff --git a/docs/Mu/Slayer/Punishes/Dead_on_Time.md b/docs/Mu/Slayer/Punishes/Dead_on_Time.md new file mode 100644 index 0000000..5505314 --- /dev/null +++ b/docs/Mu/Slayer/Punishes/Dead_on_Time.md @@ -0,0 +1,100 @@ +# Dead on Time + +## Midscreen + +### w.o Shotgun c.S Antiair route + +### w.o Shotgun 6H Antiair route + +### w Shotgun c.S Antiair route + +### w Shotgun 6H Antiair route + +### w. Shotgun IB IAD route + +- Great amount of screen carry. + +- I think that without IB can be done, but it might affect the height. + +> CH [SG.H] ... + +https://youtu.be/Q0I6nFQLXgE + +## Corner + +### c.S Antiair route + +Generic c.S antiair route. + +Other routing can apply. + +> CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P + +https://youtu.be/RwF4eBPR53s + +### w. Shotgun into c.S antiair route + +- IBing will give a generous amount of time to remove the shotgun. + +We can remove the shotgun and continue with a `c.S` antiair route. + +> 236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P + +https://youtu.be/eaTfxlhels8 + +### 6H Antiair route + +todo + +## Corner Sideswap + +### w. Shotgun + +Doesn't deal much damage but gives you the corner pressure. + +> 236K > SG.S > Bridal + +https://youtu.be/HAz296emqUY + +### w.o Shotgun IB + +- Requires IB + +> 236K > SG.S > Bridal + +https://youtu.be/5qKF2vRiY58 + +### w.o Shotgun 6H + +- Quite tight ngl. +- Don't think that IBing affect the routing. + +> CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +https://youtu.be/765P0ukd-K8 + +### w.o Shotgun 6H + +- Quite tight ngl. +- Don't think that IBing affect the routing. +- I can't make the 3rd SG.H cause wallsplat. + +It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced). + +> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P + +https://youtu.be/vpd3aF7dTuE + +## Tips + +### How to IB EASILY + +Start by already be blocking it, otherwise you will hit by mister frame 0. + +Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer. + +https://youtu.be/4mpFo3RZZCQ + +**Frame on which "press" `4`:** + +![Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg](src/Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg) diff --git a/docs/Mu/Slayer/Punishes/Generic_Routes.md b/docs/Mu/Slayer/Punishes/Generic_Routes.md new file mode 100644 index 0000000..797409a --- /dev/null +++ b/docs/Mu/Slayer/Punishes/Generic_Routes.md @@ -0,0 +1,29 @@ +## Generic routes + +### 6H Counterhit + +#### Midscreen + +no clue just do some bnb + +#### Corner + +236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +https://youtu.be/VM9hw7CVcvU + +#### Corner Slightly Spaced + +> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +https://youtu.be/m-uzwD07O_A + +## Corner Throw RC + +- Recycled a clip for [Pilebunker](#throw-rc). + +After the throw, the combo would be: + +> Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +https://youtu.be/Sk9rMBDlpF8 diff --git a/docs/Mu/Slayer/Punishes/Mappa.md b/docs/Mu/Slayer/Punishes/Mappa.md new file mode 100644 index 0000000..2f1b32b --- /dev/null +++ b/docs/Mu/Slayer/Punishes/Mappa.md @@ -0,0 +1,51 @@ +# Mapa + +## P Mappa + +Only punishable on Shotgun stance **AND** IB. + +On Block is `-1`, on IB `-5`, but . + +### w. Shotgun IB + +- While using Shotgun stance **AND** IBing the attack. + +If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`, it's also quite tight. + +https://youtu.be/dMf1UDNvw9s + +If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them. + +https://youtu.be/x0dAnzPtqkw + +## K Mappa + +### w.o Shotgun IB + +You will need to IB the hit. + +> 5P > f.S > 5H > Bridal + +Not punisheable at peak range as `5P` won't reach Slayer. + +https://youtu.be/9UbmtsIxcq4 + +### w. Shotgun IB + +- While using Shotgun stance **AND** IBing the attack. + +If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`. + +https://youtu.be/_z3zgJVQkQg + +If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them. + +https://youtu.be/Thb5lc10M6c + +### IB JBH + +Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**. + +Can't recommend using that. + +https://youtu.be/NQxfeaxLlP0 diff --git a/docs/Mu/Slayer/Punishes/Pilebunker.md b/docs/Mu/Slayer/Punishes/Pilebunker.md new file mode 100644 index 0000000..bf68881 --- /dev/null +++ b/docs/Mu/Slayer/Punishes/Pilebunker.md @@ -0,0 +1,142 @@ +# Pilebunker + +## Midscreen + +### w.o Shotgun + +- IBing will facilitate the timing, but it's not required, certainly facilitates everything. +- Dash momentum and being point-blank spacing with slayer is required if `2S` will be used in the combo, as otherwise `2D` will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether. +- We can also throw for sideswap (or metered throw corner combo) + +The base route would be as: +> 66 > c.S > f.S > (2S >) 2D + +After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc. + +Still, if we intend to use `Genoverse` or `Roman Cancel` to extend the combos, I suggest to remove the `2S` and for `Genoverse` specifically I would also remove `2D`. + +Genoverse: + +> 66 > c.S > f.S > Genoverse > Stuff + +RC: + +> 66 > c.S > f.S > 2D > RC > Stuff + +non-dash momentum or point blank spacing: + +> 66 > c.S > f.S > 2D > ender + +#### Bridal + +> 66 > c.S > f.S > (2S >) 2D > Bridal + +https://youtu.be/EqOiSGSRGG0 + +#### Berry Pull + +We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner. + +> 66 > c.S > f.S > (2S >) 2D > Pull Berry + +https://youtu.be/r8TunMpRvtY + +#### Throw RC + +After the throw, the combo would be: + +> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P + +https://youtu.be/Sk9rMBDlpF8 + +### w. Shotgun + +> SG.S > Bridal + +https://youtu.be/_TuxzArqQJo + +## w. Shotgun IB Corner + +- Very tight. +- Needs to be **VERY** close to the corner. +- Quite meme since it's quite tight and corner proximity is required. + +> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H + +# Crosswise Heel + +Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing. + +After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered. + +As well, it's recommended that after IBing the second hit of `Crosswise Heel`, do a microwalk forward to facilitate `c.S` connecting. This slightly improves consistency. + +I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib. + +https://youtu.be/RER12BaOado + +## Far hit + +From a far hit there isn't much to cash in. + +Go with some corner carry string and call it a day. + +We can still RC to extend the combo, or Genoverse. + +> f.S > 5H > Bridal + +https://youtu.be/Qr0B6J6WKMg + + +## Midscreen + +### Close IB + +Generic c.S Antiair Counterhit BnB + +> CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P + +https://youtu.be/nUt0LnZ4Ywk + +## Corner + +### Corner Close IB + +- Require proximity to the corner +- Quite tight + +> CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H + +https://youtu.be/Ac8Oajhsyvc + +### Corner w. Shotgun Close + +More or less a BnB routing. + +> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P + +https://youtu.be/T8rDc2ZAWLw + +### Corner w. Shotgun Close Bridal Loops + +Same as above, changing the ender to Bridal loops. + +> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal + +https://youtu.be/J_sBuYvu2Os + +### Corner w. Shotgun Close IB + +Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown. + +> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P + +https://youtu.be/2KiaC5U7IAs + +## Outspaced + +Basically the move wiffs because you are too far away, this is your moment to shine + +For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced) + +For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen) diff --git a/docs/Mu/Slayer/Punishes/README.md b/docs/Mu/Slayer/Punishes/README.md index 85c5271..afe10f9 100644 --- a/docs/Mu/Slayer/Punishes/README.md +++ b/docs/Mu/Slayer/Punishes/README.md @@ -1,368 +1,3 @@ -## Generic routes - -### 6H Counterhit - -#### Midscreen - -no clue just do some bnb - -#### Corner - -236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P - -https://youtu.be/VM9hw7CVcvU - -#### Corner Slightly Spaced - -> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P - -https://youtu.be/m-uzwD07O_A - -## Corner Throw RC - -- Recycled a clip for [Pilebunker](#throw-rc). - -After the throw, the combo would be: - -> Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P - -https://youtu.be/Sk9rMBDlpF8 - -## Punishes - -### 2H - -#### w.o Shotgun - -##### c.S / f.S - -We can use `f.S` as long Slayer 2H was not made at peak range. - -If close enough we can start the combo with c.S. - -Ibing Slayer's 2H will facilitate the timing of landing f.S. - -https://youtu.be/ngxdRKQtOYo - -##### Throw - -If the opponent is close enough we can throw him into the corner or whenever we want. - -https://youtu.be/k0SYu3tbCrY - - -#### w. Shotgun - -If the opponent is close enough we can `SG.P > SG.H`. - -At all ranges we can `SG.H`. - -Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`. - -https://youtu.be/svOg5tXXABM - - -#### JBH - -If the opponent is close enough we can `Judge Better Half`. - -https://youtu.be/dBBQJtOzndE - -### Mapa - -#### P Mappa - -Only punishable on Shotgun stance **AND** IB. - -On Block is `-1`, on IB `-5`, but . - -##### w. Shotgun IB - -- While using Shotgun stance **AND** IBing the attack. - -If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`, it's also quite tight. - -https://youtu.be/dMf1UDNvw9s - -If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them. - -https://youtu.be/x0dAnzPtqkw - -#### K Mappa - -##### w.o Shotgun IB - -You will need to IB the hit. - -> 5P > f.S > 5H > Bridal - -Not punisheable at peak range as `5P` won't reach Slayer. - -https://youtu.be/9UbmtsIxcq4 - -##### w. Shotgun IB - -- While using Shotgun stance **AND** IBing the attack. - -If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`. - -https://youtu.be/_z3zgJVQkQg - -If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them. - -https://youtu.be/Thb5lc10M6c - -##### IB JBH - -Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**. - -Can't recommend using that. - -https://youtu.be/NQxfeaxLlP0 - -### Pilebunker - -#### Midscreen - -##### w.o Shotgun - -- IBing will facilitate the timing, but it's not required, certainly facilitates everything. -- Dash momentum and being point-blank spacing with slayer is required if `2S` will be used in the combo, as otherwise `2D` will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether. -- We can also throw for sideswap (or metered throw corner combo) - -The base route would be as: -> 66 > c.S > f.S > (2S >) 2D - -After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc. - -Still, if we intend to use `Genoverse` or `Roman Cancel` to extend the combos, I suggest to remove the `2S` and for `Genoverse` specifically I would also remove `2D`. - -Genoverse: - -> 66 > c.S > f.S > Genoverse > Stuff - -RC: - -> 66 > c.S > f.S > 2D > RC > Stuff - -non-dash momentum or point blank spacing: - -> 66 > c.S > f.S > 2D > ender - -###### Bridal - -> 66 > c.S > f.S > (2S >) 2D > Bridal - -https://youtu.be/EqOiSGSRGG0 - -###### Berry Pull - -We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner. - -> 66 > c.S > f.S > (2S >) 2D > Pull Berry - -https://youtu.be/r8TunMpRvtY - -###### Throw RC - -After the throw, the combo would be: - -> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P - -https://youtu.be/Sk9rMBDlpF8 - -##### w. Shotgun - -> SG.S > Bridal - -https://youtu.be/_TuxzArqQJo - -#### w. Shotgun IB Corner - -- Very tight. -- Needs to be **VERY** close to the corner. -- Quite meme since it's quite tight and corner proximity is required. - -> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H - -### Crosswise Heel - -Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing. - -After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered. - -As well, it's recommended that after IBing the second hit of `Crosswise Heel`, do a microwalk forward to facilitate `c.S` connecting. This slightly improves consistency. - -I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib. - -https://youtu.be/RER12BaOado - -#### Far hit - -From a far hit there isn't much to cash in. - -Go with some corner carry string and call it a day. - -We can still RC to extend the combo, or Genoverse. - -> f.S > 5H > Bridal - -https://youtu.be/Qr0B6J6WKMg - - -#### Midscreen - -##### Close IB - -Generic c.S Antiair Counterhit BnB - -> CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P - -https://youtu.be/nUt0LnZ4Ywk - -#### Corner - -##### Corner Close IB - -- Require proximity to the corner -- Quite tight - -> CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H - -https://youtu.be/Ac8Oajhsyvc - -##### Corner w. Shotgun Close - -More or less a BnB routing. - -> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P - -https://youtu.be/T8rDc2ZAWLw - -##### Corner w. Shotgun Close Bridal Loops - -Same as above, changing the ender to Bridal loops. - -> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal - -https://youtu.be/J_sBuYvu2Os - -##### Corner w. Shotgun Close IB - -Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown. - -> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P - -https://youtu.be/2KiaC5U7IAs - -#### Outspaced - -Basically the move wiffs because you are too far away, this is your moment to shine - -For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced) - -For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen) - -### Dead on Time - -#### Midscreen - -##### w.o Shotgun c.S Antiair route - -##### w.o Shotgun 6H Antiair route - -##### w Shotgun c.S Antiair route - -##### w Shotgun 6H Antiair route - -##### w. Shotgun IB IAD route - -- Great amount of screen carry. - -- I think that without IB can be done, but it might affect the height. - -> CH [SG.H] ... - -https://youtu.be/Q0I6nFQLXgE - -#### Corner - -##### c.S Antiair route - -Generic c.S antiair route. - -Other routing can apply. - -> CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P - -https://youtu.be/RwF4eBPR53s - -##### w. Shotgun into c.S antiair route - -- IBing will give a generous amount of time to remove the shotgun. - -We can remove the shotgun and continue with a `c.S` antiair route. - -> 236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P - -https://youtu.be/eaTfxlhels8 - -##### 6H Antiair route - -todo - -#### Corner Sideswap - -##### w. Shotgun - -Doesn't deal much damage but gives you the corner pressure. - -> 236K > SG.S > Bridal - -https://youtu.be/HAz296emqUY - -##### w.o Shotgun IB - -- Requires IB - -> 236K > SG.S > Bridal - -https://youtu.be/5qKF2vRiY58 - -##### w.o Shotgun 6H - -- Quite tight ngl. -- Don't think that IBing affect the routing. - -> CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P - -https://youtu.be/765P0ukd-K8 - -##### w.o Shotgun 6H - -- Quite tight ngl. -- Don't think that IBing affect the routing. -- I can't make the 3rd SG.H cause wallsplat. - -It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced). - -> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P - -https://youtu.be/vpd3aF7dTuE - -#### Tips - -##### How to IB EASILY - -Start by already be blocking it, otherwise you will hit by mister frame 0. - -Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer. - -https://youtu.be/4mpFo3RZZCQ - -**Frame on which "press" `4`:** - -![Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg](src/Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg) ## Labbing diff --git a/docs/Mu/Slayer/Relevant_Links.md b/docs/Mu/Slayer/Relevant_Links.md new file mode 100644 index 0000000..e69de29