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# Charged blitz
After charged blitz they end in crouching state, so f.S > 2h is valid.
In order to do this, you will need to delay the first hit.
It also means that we will be able to get substantially more screen carry.
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.
The example shown is a prototype and requires further investigation.
https://fireshare.fihome.xyz/w/f871fc75e707f34b11169936dce7078b
Since it's quite tight, you could replace that with 66236K (aka, cross-up), then do `SG.S > Bridal`, or `runup SG.PPPH`. (you can add some extra SG.P, just make sure of **not pushing the opponent too far** and losing the SG.H knockdown)
I don't think there is much benefit on aiming for this route instead of taking another one with standard screen carry, yet it could be useful if you missed the timing on the tight 66236K version.
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.
When comboing faust, we need to do `2D > 2Toss`, since due to Faust hurtboxes we won't be able to hit Faust with the berry.
### 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
#### Charged SG.S > Bridal > Shot
> Note:\
> Depending on the opponent height, we might need to delay the bridal, this is influenced by the opponent weight and how early/late we did press 2D.
On fullscreen it doesn't lead to much further to decent damage and carry, can't complain.
https://fireshare.fihome.xyz/w/91b90f33c27139ded40776dbc138450c
From roundstart distance, we can wallsplat the opponent and get some reps.
https://fireshare.fihome.xyz/w/9aae36d701bbf303354673726896de84
### Charged Blitz Double Berry Routing
> Why this route instead of the simpler but similar berry route? You get substantially better frame advantage if you want to mix the opponent with a berry setup on their wakeup. Varies per setup/ender I guess.
> Why I can't pull berry after 2H if im doing the motion correctly? Berry has a bit of cooldown after disappearing from the screen, so you need to delay your pull, which you can't. What you can do is increase the delay before throwing the berry, so by the time you get to press 2H cooldown has expired.
Not possible on faust.
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 around)
- f.S (Biggest cancel window, very important to make the most from it)
- 2H (First 2H, delaying this button is not required as long we have substantially delayed f.S and Toss, yet for consistency is recommended a tight slight delay)
- 2Toss (Toss delays are expected on character specifics, please do not focus on playing around toss delay, but the other buttons.)
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
### works on
sol
ky
may
millia (requires a specific 2Toss timing delay, if thrown too early Millia will block the berry)
zato (first active frame from berry has to hit zato the frame 22th from getting the last hit since his hurtbox shifts higher enough to get hit by that throw berry 1 frame early and will miss the magic frame, next frames from berry are higher therefore won't hit) depending on the first button delay, you might only need to delay tossing berry.
potemkin
chipp
axl
venom
ino (some delay before tossing, I would recommend trim down the delay on the first f.S, then increase the delay on 2Toss after 2H)
bedman
ramlethal (the followups are skuffed, i think its due to being wide)
sin
elphelt (possible, annoying to do)
leo (probably use j.spshd as ender)
johnny
jacko
jam
kum
raven (pull berry as soon as possible, delay second 2h, for j.spsphd delay D substantially)
baiken (pull berry as soon as possible)
answer
YT playlist
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdAuk8ijjCj-8qc11qghcyqJ
#### ZATO ROUTING IMAGE
Press toss on this frame.
![DoubleBerrySetup_Zato_Frame_to_toss.png](src/DoubleBerrySetup_Zato_Frame_to_toss.png)
### Possible enders
per character/weight
Charged Blitz Double Berry Routing (lightweights) (vs Millia)
https://fireshare.fihome.xyz/w/d59323c1753333edc876190c3b941ccc
## 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
## Damage

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##
## Relevant links
https://www.dustloop.com/w/GGXRD-R2/Damage#Defense_Modife

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> **Note:**\
> Combos can be affected by height and stuff so mayb it will require certain variations, weather its extra buttons or delays to make them work. As well some routes might not work on certain heights. Deal with it and pick a different route. Cheers.
> **Note:**\
> I'm not going to explore every possible combination (I think).
> **Note:**\
> 2D/6P berry setups should be mostly routable on both starters.\
> IE: [2D Berry setup](#2d-berry-setup--filler--2h--pull--jks-j4toss--jsh--ik-midweights)
> **Note:**\
> Routes are (mostly) grouped by ender.
> Heavily recommended to use the `Table of Contents` at the top...
> **Note:**\
> When it's mentioned `stuff`, means whatever filler or previous things that are not "that" relevant to the IK setup itself. Usually it's damage done to get the opponent at the right amount of HP.\
>
> When it's mentioned `stuff pull berry` or `stuff pull berry`, mostly it will be reffering but not limited to situations as `2H > pull berry`.
> **Tip:**\
> Most of the time, after doing `j.Toss |> IK mode`, on landing you can do `|> 66 IK` to get some dash momentum. It's useful on certain instances where if the combo is too prorated you will get too many pushback out of the combo/opponent.
>
>
> Technically it's also possible to do instead of `|> 66 IK`, doing `|> IK 66`, meaning following the IK animation ending with a dashforward, yet I beleive to be quite less consistent/more annoying than the above.
>
> Example of combining `|> 66 Ik` and `IK 66` in [here](#stuff-js-jksh-jtoss-66-ik-66-jkshd-ik).
# Glossary:
- **CH**: Counterhit
- **MCH**: Mortal Counterhit (aka. Danger time stuff)
- **SG**: Shotgun
- **SG.H**: Shotgun H followup
- **SG.S**: Shotgun S followup
- **SG.D**: Shotgun D followup
- **PRRC (Perfect Red Roman Cancel)**: When doing a RRC (Red Roman Cancel) the exact same frame **j.D or a projectile** hits an opponent, __due to the slowdown__, the amount of **hit stun** the opponent will receive will be increased. As well, it feels like causes **80 frames of slowdown** (as long I counted them correctly). It's only intended to be referring to Perfect j.D RRC related, not sure if the combos used would allow for not being frame perfect, but I will not be the one to check.
# Simple
## 5D6
https://fireshare.fihome.xyz/w/5a059bf3bdb4272c1b5facac647990fc
## Throw > RC IK
https://fireshare.fihome.xyz/w/6bbb0b11115005441a6faab647ef450b
## Throw ft. Berry Setup IK
https://fireshare.fihome.xyz/w/8e7be008754fe20ef6086aead67c6c88
## CH c.S > RC IK
https://fireshare.fihome.xyz/w/621557e3504cbea4a09638a657eee756
## CH c.S > 5D6 IK
Setup to 5D6
https://fireshare.fihome.xyz/w/179c36fb74fa81664f0443887248fa55
## 2S > RC 5D6 IK
Setup to 5D6
https://fireshare.fihome.xyz/w/f07bf1667c8dfea8bd4ca06c9008d20d
## c.S > RC 5D6 IK
Setup to 5D6
https://fireshare.fihome.xyz/w/5446a5115bd4951b7cf5b96456e64a0d
## CH f.S > RC IK
https://fireshare.fihome.xyz/w/f1af97ce2b048e2b53c452d0057f20d0
## CH 5H > RC IK
https://fireshare.fihome.xyz/w/92f512fd38a33febc096440a5e446e78
## 5H > RC 5D6 IK
Setup to 5D6
https://fireshare.fihome.xyz/w/00857c81dec735fa64b8c2a3feb093e3
## CH 6H > 236P IK
https://fireshare.fihome.xyz/w/2186ecf503fb36ed1fcb75547c40ccfb
## CH 2H(2) > RC IK
https://fireshare.fihome.xyz/w/73fd5e53a48134f8540573d5e539fb07
## CH [SG.H] > wallsplat > IK
https://fireshare.fihome.xyz/w/7a5c3572f0500f8b83351e0cc50d8fbe
## NON wallsplat SG.H > RC IK 1
https://fireshare.fihome.xyz/w/8ce389523cb7809c27627e9a3d181bd9
## NON wallsplat SG.H > RC IK 2
https://fireshare.fihome.xyz/w/1dd4b88de8a154def2b14654150906c3
## NON wallsplat SG.H > RC 5D6 IK
Setup to 5D6
SG.H needs to be spaced so the opponent isn't sent flying.
Can be used when confirming SG.H shots on corner pressure.
https://fireshare.fihome.xyz/w/7a013abc49b8e267eb7f220336aa4a7d
## CH c.S antiair > RC IK
https://fireshare.fihome.xyz/w/5d3c3dcb7c58e39e7dec7beed20c95fa
## CH f.S antiair > RC IK
https://fireshare.fihome.xyz/w/b5be8abc8ff6aa3b5ed685fad80b2df0
## CH Bridal > RC IK
https://fireshare.fihome.xyz/w/4598bf0c68a7cb071fad5aef559cf7d1
# General Routes
## SG.H loops > RC IK
This is very easy to do and set up.
https://fireshare.fihome.xyz/w/e057694cd3d3228b2f2c4297772c144b
## Pull Berry > stuff > j.H opponent into berry EXPLOSION |> IK
The `j.P` is optional, mostly used as a "timer filler".
On routes where we do `Pull Berry > c.S > stuff` j.P must be omitted unless the combo is fairly prorated.
This combo has some variations but the TLDR is `pull berry > eventually toss > stuff > j.H opponent into the berry |> IK`
https://fireshare.fihome.xyz/w/8cfde3f8b803c082061581d3249404a3
## .. 2H > pull > j.KS j.4Toss > j.SH |> IK Corner
We can consider this a variation [from the above](#pull-berry--stuff--jh-opponent-into-berry-explosion--ik), but this version requires the corner.
This combo is heavily affected by gravity, depending on the height of the opponent character requires further extensions to reach the desired gravity.
- Requires a corner (eventually).
https://fireshare.fihome.xyz/w/dd5da692e52d3599d11afb37e40418fb
Other examples at:
- [SG.D > 236S RC > 2H > pull > j.KS j.4Toss > j.SH |> IK (Heavyewieghts) Corner](#sgd--236s-rc--2h--pull--jks-j4toss--jsh--ik-heavyewieghts)
- [SG.D > 236S RC > extend > 2H > pull > j.KS j.4Toss > j.SH |> IK (Midweights) Corner](#sgd--236s-rc--extend--2h--pull--jks-j4toss--jsh--ik-midweights)
- [SG.D > 236S RC > extend > 2H > pull > j.KS j.4Toss > j.SH |> IK (Lightweights) Corner](#sgd--236s-rc--extend--2h--pull--jks-j4toss--jsh--ik-lightweights)
## Bridal > RC IK
Due to the high amount of hitstun from Bridal, and since also slightly increases the opponent height, we can use it to set up `RC IK` setups.
Generally speaking it's easier to hit those on lightweights since they are easier to rise/keep afloat, meanwhile the fatsos will fall to the ground very fast in comparison, making them more annoying to combo into this when using non-short combos.
When doing `2H > Bridal` lightweights are prone to tech out if they are too high, might consider replacing Bridal for `236H>SG.H RC IK`.
- Opponent requires to be at a bit higher than Elphelt/bridal to allow for the RC > IK, otherwise will hit the ground.
https://fireshare.fihome.xyz/w/e1cb83c261b017a09b994a1544a966ad
## j.D PRC |> IK
We can do `j.D > RC` at the startup of `j.D` and benefit from the projectile to combo into an IK.
The lower to the ground, the better.
https://fireshare.fihome.xyz/w/7e6f7ad81769ecae69e7c4219e09c524
## Ground berry hitstun IK
If we have a berry pulled out, and we happen to open up the opponent, if we extend the combo/pressure long enough to hit the opponent with the berry at lvl 4, we can set ourselves on IK mode and proceed to execute the needful.
https://fireshare.fihome.xyz/w/cb52ae9ce7c1d0a1c5c8983c927ce688
Wallsplat combos also allow for this.
Usually it will be stuff `> 5H/6H/2S > 2toss`. The button of choice mostly depends on the spacing and opponent height, but if we take to route specifics, different characters will have different button choices based on their char hurtbox/whatever works.
https://fireshare.fihome.xyz/w/c8a4e7790dcb47ce311fa69394cf05d1
## Air berry hitstun IK
On this setup we use the hitstun from the berry to land and set ourselves on IK mode.
Since the Berry timer continues while we are on the IK animation, berry will explode, meaning that will combo into the berry explosion, and the opponent will be launched.
We gotta keep into account that opponent height is very sensitive on this route, therefore delays are crucial on this setup.
https://fireshare.fihome.xyz/w/1a6431bd4fb936c06254d9c3c36606df
# Bridal RC
## stuff 2H > Bridal > RC IK
2H can be used to increase the height frm the opponent and proceed with the bridal RC IK.
https://fireshare.fihome.xyz/w/6d2601553ea918ebd3784b2d6f3f91ac
## 2D Berry Setup > stuff > Bridal > RC IK
https://fireshare.fihome.xyz/w/97748e06d26d1981068f736ce1ee9e1c
# stuff pull berry > c.S > j.KSH j.Toss |> 6H > bridal > EXPLOSION > IK
You will mostly be pulling berry from `2H` anyway.
## CH SG.H > stuff > 2H > pull berry > c.S > j.KSH j.Toss |> 6H > bridal > EXPLOSION > IK Corner
> Chipp HP is set to 39%
https://fireshare.fihome.xyz/w/163a8b361a22e020a648981725f1cefe
## CH c.S 5d6 > stuff > 2H pull berry > c.S > j.KSH j.Toss |> 6H > bridal > EXPLOSION > IK Midscreen
Submitted by Kuzgun
https://fireshare.fihome.xyz/w/6190b37b2bf7966218c7026b2a11c68d
# SG.D > 236S RC
We can cancel SG.D into Sniper stance (236S), yet if we RC midway we get out of the shotgun stance.
This allows us to pick up the combo after SG.D launcher, with stuff such as 2H.
## SG.D > 236S RC IK
https://fireshare.fihome.xyz/w/4f2e3333977123b1e3626d4a2cc7ef8e
## SG.D > 236S RC > 5D6 IK
5D6 setup
https://fireshare.fihome.xyz/w/7d19c086ee58be7bb3149dabb45a0d83
# Shoot the berry > RC IK
It's very simple.
We shoot the berry.
Berry explodes.
RC and cash in the rewards.
Since the combo won't be very much scaled, lightweights might require some delay since they will be propelled into the sky.
## SG.H > EXPLOSION RC IK Lightweights
Requires lil delay to wait for the opponent to fall back to earth.
https://fireshare.fihome.xyz/w/cee8aeedc80eeaa6387fbd872f3afb52
## SG.H > EXPLOSION RC IK Heavyweights
https://fireshare.fihome.xyz/w/6dad8d3dc26c24d1e5723de115cde219
## 5H > EXPLOSION RC IK
https://fireshare.fihome.xyz/w/4d7a6851c67c289e4594a399ced24626
## jD > EXPLOSION IK
https://fireshare.fihome.xyz/w/8834604fa087bfc5d754e4316a177825
## jD > EXPLOSION RC IK
- jD RRC/PRC |>RRC whatever
https://fireshare.fihome.xyz/w/3aaefbe5608a3cee4fbfd20a12a0fcaa
# .. 2H > pull > j.KS j.4Toss > j.SH |> IK Corner
## SG.D > 236S RC > 2H > pull > j.KS j.4Toss > j.SH |> IK (Heavyewieghts)
On `heavyweights` we can route directly towards the [2H > pull > j.KS j.4Toss > j.SH |> IK](#-2h--pull--jks-j4toss--jsh--ik--corner) directly.
https://fireshare.fihome.xyz/w/7a98f6a71557e8ef590b2df5647d5aae
## SG.D > 236S RC > extend > 2H > pull > j.KS j.4Toss > j.SH |> IK (Midweights)
On `midweights` gotta increase the gravity slightly for the routing [2H > pull > j.KS j.4Toss > j.SH |> IK](#-2h--pull--jks-j4toss--jsh--ik--corner) to work.
https://fireshare.fihome.xyz/w/b1e500d37a4e6bddfd03fbe1c7788264
## SG.D > 236S RC > extend > 2H > pull > j.KS j.4Toss > j.SH |> IK (Lightweights)
On `lightweights` gotta increase the gravity slightly for the routing [2H > pull > j.KS j.4Toss > j.SH |> IK](#-2h--pull--jks-j4toss--jsh--ik--corner) to work.
https://fireshare.fihome.xyz/w/abec69652e02b2fff521f5d70648cedb
## 2D Berry setup > filler > 2H > pull > j.KS j.4Toss > j.SH |> IK Lightweights
Fairly simple setup tbh
https://fireshare.fihome.xyz/w/7f39b88d1d91dd3fce870c3b80591951
## 2D Berry setup > filler > 2H > pull > j.KS j.4Toss > j.SH |> IK Midweights
https://fireshare.fihome.xyz/w/b9b84302666ff818268bb09cd77bc779
## 2D Berry setup > filler > 2H > pull > j.KS j.4Toss > j.SH |> IK Heavyweights
Keep it simple stupid they said.
Then got mad when Elphelt IKd them that easily.
https://fireshare.fihome.xyz/w/70581cb782b7c69ee83ffd8bd4859f2b
## CH Bridal > whatever > 2H > pull > j.KS j.4Toss > j.SH |> IK Corner
https://fireshare.fihome.xyz/w/f356e4e22bce9a62d499279b2e6ef905
# Air Berry Hitstun
## CHc.S Antiair > Pull Berry > c.S > j.KSH j.Toss |> IK EXPLOSION IK
- Opponent needs to be very low
https://fireshare.fihome.xyz/w/35908c40b99ccba6b8c913260b92e8a9
## SG.D > 236S RC > > 2H > Pull > c.S > jS > j.KSH |> IK EXPLOSION IK
https://fireshare.fihome.xyz/w/299f4e8ab89af4a682def427558db7bd
# Ground Berry Hitstun
SG.D has some easy setups for this in the corner.
## pull berry > CH f.S IAD j.KSH |> c.S (> f.S) > 2toss IK
https://fireshare.fihome.xyz/w/69a45de104aee5a1c289acfa8ad023b5
## Pull Berry > CH f.S > 2H > stuff > 2Toss IK
https://fireshare.fihome.xyz/w/69a45de104aee5a1c289acfa8ad023b5
## CH [SG.H] > combo > 2toss IK
Ignore the risc gauge, it's there only for damage purposes.
https://fireshare.fihome.xyz/w/96867dadc15c931f36b588ba87887be0
## 2D Berry setup > stuff > 5H > 2toss Millia
- No clue on which characters works, does indeed work on Millia.
https://fireshare.fihome.xyz/w/af2469001063c6ab1cd4da0a8925235b
## Potemkin CH 2H
### CH 2H > Pull Berry > 2S > 2D > j.KSH > j.Toss |> IK
https://fireshare.fihome.xyz/w/82b852fbc3650ab36958af8a3d1fade6
# Pull Berry > stuff > j.H opponent into berry EXPLOSION |> IK
## CH6H > Pull Berry > j.SPSH j.Toss > j.PSH |> IK EXPLOSION IK
https://fireshare.fihome.xyz/w/eea289dec1316693b47dbbd61c9b1040
## CHc.S Antiair > Pull Berry > j.SPSH j.Toss > j.PSH |> IK EXPLOSION IK
https://fireshare.fihome.xyz/w/a74ba47a3f3af0b9305f9d23a9951945
## SG.D > 236S RC > 2H > Pull > c.S > jKSH j.Toss > j.PSH |> IK EXPLOSION IK
https://fireshare.fihome.xyz/w/0b19c871988c27b9da1d00c71dd710c4
# Other routes
## Throw > RC SG.H Wallsplat > 2H
https://fireshare.fihome.xyz/w/e2411b3c907ec02b55e0d0e48f83f89f
## String > 2D > SG.H
If close enough the 2D is not necessary since `SG.H` will launch the opponent, but, consistency.
The same for all heights.
https://fireshare.fihome.xyz/w/46628b2de7686cc0cb5a0aec88ae5864
## IABD j.Pull Berry > j.Toss |> Bridal
https://fireshare.fihome.xyz/w/27f51fd231a281b6a3122d9528c4d917
## Stuff > IK Mode > Stuff j.D |> IK
- Stolen the idea from Saybel (see on [Saybel vids](#saybel-vids))
Should work off any combo into "lvl 4 berry explosion" setup (aka j.H/Bridal/whatever as we don't be the ones making the berry explode).
Midweights example:
https://fireshare.fihome.xyz/w/35800997c08096ae80d2b8f0880ed8ec
Heavyweights example:
https://fireshare.fihome.xyz/w/c621db703b51eacdfd2ca92435129e44
## cS > Stuff > 2H(2) RC IK
We can RC Launcher `2H(2)` then proceed with the IK.
https://fireshare.fihome.xyz/w/2b608c012f406785a4936efd6c614da1
# CH j.Bridal
j.Bridal CH allow for some IK anywhere on the screen, both using 50% meter of 100%.
## CH j.Bridal 2H(2) RC IK
https://fireshare.fihome.xyz/w/145a77bfd4bc5410b4823c1bde84c6be
## CH j.Bridal 2H Midscreen Close
If j.Bridal is horizontally too close, 2H will side swap.
https://fireshare.fihome.xyz/w/adf81cb5df03be1c3f503943f4d0b565
## CH j.Bridal 2H Routing Midscreen Spaced
https://fireshare.fihome.xyz/w/254f3c250c9ef3e3488fab7c019211a4
## CH j.Bridal 2H Routing Corner
https://fireshare.fihome.xyz/w/11574a2780f4db3bd40fa4e971116e94
## CH j.Bridal RC IK Spaced
https://fireshare.fihome.xyz/w/b0480db9f953861c1be386ec39b34449
## CH j.Bridal RC IK Heavyweights
https://fireshare.fihome.xyz/w/e1f34d69330d11ea463e67b1f082ffaf
## CH j.Bridal IK Spaced
https://fireshare.fihome.xyz/w/6bb0e85675ea5daeb8deef1a46f85fe4
## CH j.Bridal IK Close
It's exactly the same being spaced than not being spaced.
https://fireshare.fihome.xyz/w/b0dadbb9b74a586ba5bbf84d0bcfdada
## CH j.Bridal IK Heavyweights
It's possible to do on heavyweights.
No clue if proximity or height affect or not, needed multiple attempts until one worked.
https://fireshare.fihome.xyz/w/f4a2f82af0f2cec341ff714b56b165ba
# 236S Sniper setups
We can get setups, both from CH and non CH hits.
Same from uncharged and charged sniper.
> Note:\
> By default we assume that shots will be charged unless specified.
## 236S > RC IK
Not much of a mystery tbh.
https://fireshare.fihome.xyz/w/6660a5bacb0c73d19044d5fccae2f9c8
## CH 236S > IK
https://fireshare.fihome.xyz/w/933ca8723cac98fb7997aa4d9d658bad
## 236S > RC 2H routing
From a sniper shot we can RC and get a 2H combo pickup
https://fireshare.fihome.xyz/w/2046b273b0cf731dd2e5612276692a58
## 236S > RC > stuff > 2H(2) IK
https://fireshare.fihome.xyz/w/f805d9b33c3d17f8c21cd29ea53fd12f
## CH Uncharged Sniper > RC IK
https://fireshare.fihome.xyz/w/f218ab6f1e328fb2ef6ef696173883a7
## CH 236S > stuff > j.D PRC |> IK
https://fireshare.fihome.xyz/w/b8323a722143d0c5becfce1e407aa6fd
## CH 236S > 2H > Pull Berry > stuff > j.H opponent into berry EXPLOSION |> IK
https://fireshare.fihome.xyz/w/070c919baef1986dd6656425128c8f53
## Air Uncharged Sniper > RC IK
https://fireshare.fihome.xyz/w/064553250178008fde25b3a0258f649d
## Air CH Uncharged Sniper > RC IK
https://fireshare.fihome.xyz/w/bd2a59adf8e5f31e422e8b6ec190c615
# Mortal Counter
Dangertime stuff.
> Note:\
> A Mortal Counterhit (MCH) can be canceled into runup without need of going through FD, but it's generally a good practice to FD clashes (MCH are treated as button clashes).
## MCH f.S > FD IK
https://fireshare.fihome.xyz/w/50ebf7d9190f1199b2864217ce5ee217
## MCH f.S > 5D6 IK
https://fireshare.fihome.xyz/w/e60d8f9c64ccc91633a60aee88a3eff0
## MCH f.S > FD > 66 5D6 IK
https://fireshare.fihome.xyz/w/af310ee79cf6dc25960e168da573db83
## MCH Bridal > FD > 66 IK
https://fireshare.fihome.xyz/w/b184a68e357b6c8d1c0a4915573cab07
# Genoverse setup
- Shutouts to Saybel
https://www.youtube.com/watch?v=VnB_Z7Pofts&ab_channel=Saybell
# 2D pickups
Dedicated to characters on which you can get a 2D pickup.
## Johnny
### Standard Meterless Golden IK Corner
Submitted by Kuzgun
> c.S > 2D > j.PKSD |> 2H > pull berry > c.S > j.KS > j.Toss |> j.SH |> IK
https://fireshare.fihome.xyz/w/3e96afa0ad86847d0ea02282ec5e9898
### Perfect j.D RRC (PRRC)
#### stuff > PRRC |> 66 Pull Berry > c.S > j.S > j.KSH > j.Toss |> IK
https://fireshare.fihome.xyz/w/1de444af948edf52b8a02a18b96782ed
#### stuff > PRRC > 66 j.Pull Berry |> c.S > j.KSH > j.Toss |> IK
https://fireshare.fihome.xyz/w/90599a533f6a9f226f78151d6177d18a
#### stuff > PRRC > 66 j.Pull Berry |> c.S > j.S > j.KSH > j.Toss |> IK
https://fireshare.fihome.xyz/w/c68ef37bc1ae43bc5e34fe21dad46a2b
#### stuff > PRRC > j.Pull Berry |> 66 j.S > j.KSH > j.Toss |> IK
https://fireshare.fihome.xyz/w/90a1d3494cc13948c46e4d5f7317d301
### j.D RRC
#### stuff > RRC > j.Pull Berry |> 2H > Bridal > c.S > 5H > 2Toss > IK
https://fireshare.fihome.xyz/w/bcc7ca0e11dfaa3d4847d265f147e44c
#### stuff > RRC > j.Pull Berry > 66 j.SD > j.Toss |> j.S > j.KSH |> IK
https://fireshare.fihome.xyz/w/eccd83f49cf6b861b366574ac6f84f74
# pull berry > c.S > j.KSHD RRC/PRC
- j.KSHD/j.SPSHD
Inspired on [Yanagi setups](#some-yanagi-setups)
Need to try with:
- j.d prc 66 j.toss |> IK
- j.d prc 66 j.D j.toss |> IK
- How slightly prorated combos allow mids-lightweights
- j.H > j.toss on lights
- j.S > j.toss on heavies + prorated
## Pot Pull Berry > c.S > j.KSH PRC |> IAD j.Toss |> IK
https://fireshare.fihome.xyz/w/55bc082001f40bddf87a3597249b40ba
## Pot Pull Berry > c.S > j.SPSHD PRC |> IAD j.Toss |> IK
https://fireshare.fihome.xyz/w/321846e2ad589558d75de30949294a6b
# "Else"
Stuff that exists, but I don't want to be in the middle of the doc/idk where to place it.
## CH 5D antiair > RC IK
https://fireshare.fihome.xyz/w/b438c43e98d7b07a83f0f7aeb8d086f0
## CH f.S > IAD j.KSH |> c.S RC 66 5D6 IK
5D6 Setup
It's important to do the run-up 5D.
https://fireshare.fihome.xyz/w/29a1e60da0d1bd806c3779459a671e5c
## Some Yanagi setups
https://twitter.com/yanagiJPN/status/1130075485889654789
# Related media
## Saybel vid(s)
[Various IK routes (for combo doc)](https://youtu.be/4aSax7mwsAc)
[Elphelt relaunch mixups and IK conversions](https://youtu.be/mRw6Aksv_J8)
## Hardly vid(s)
[Simple Elphelt sg.D IK setup](https://youtu.be/5kAzreMzWR4)
[a brief demonstration of elphelts instant kill routes](https://youtu.be/8eONRwsjKHU)
# Cool stuff
## Stuff j.S j.KSH j.Toss 66 IK 66 j.KSHD IK
> Chipp HP is set to 39%
Kinda cool IK, very inspired on Saybel tbh.
The dash-forward when landing/getting onto IK mode and the dash-forward after finishing the animation/before jumping for second time it's very important.
Otherwise, you will be pushed too far away from Chipp.
https://fireshare.fihome.xyz/w/85dfb75cdc5a5dce0f125cf25a0226d1
# Character Specific Interactions
## Sol Grand Viper
- Requires fair distance
https://fireshare.fihome.xyz/w/a47a172fec70d618dc7a622e983251a2
## Slayer DoT with berry setup
1. IAD over them
2. Cash in the gacha rolls
https://fireshare.fihome.xyz/w/a73bf826e2c2172507a8ade9bfb00620
## Asnwer Savvy Ninpo: Stepping Down
- Requires slight distancing
https://fireshare.fihome.xyz/w/592f8319251802e235d23b1c6ee82876
## Pending
https://www.youtube.com/watch?reload=9&v=O2hxnzB8F_E&feature=youtu.be

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# CH 6H
## Midscreen
### > SG.?
### > Pull berry
## Corner
### > SG.H
> CH 6H > [SG.H]x3 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
242 on sol.
not close enough?
> CH 6H > SG.S > Bridal > [SG.H]x2 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
242 on sol.
### > Pull berry
> CH 6H > Pull (> 2P ) c.S > j.S > j.KSH > j.Toss |> Pull SG > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
197 on sol. 178 with 2P.
Requires delays and shit, too hard for no real benefit. Heavily recommended to delay the jumpcancel from c.S.
> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
195 on sol
Can't recommend, too much effort me oki/setup
> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
176 on sol
> CH 6H > Pull > c.S > j.SPSH > j.Toss |> 6H [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
176 on sol
> Standard ender (j.7D)
> CH 6H > Pull > 2H > [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
Delay tossing berry to slightly before berry explodes so opponent doesn't gain much height.
Control opponent height with `SG.H > 236P` and the next [SG.H].
220 damage on sol.
> CH 6H > Pull > 2H > j.KSH > j.Toss > 236P > [SG.H]x3 > 6H/5H > 2Toss
Delay toss to reduce opponent height.
197 damage on sol.

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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

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---
gitea: none
include_toc: true
---
Possible routings:
- c.S > j.9P
- Cooked iad berry toss > j.9S (some ~~tall~~ chars might allow j.H)
## Concepts
Most of the time the situation that we are looking for is:
c.S > 6P?? -> shouldn't be able to combo from
c.S > 2D
Then we can mix it up a bit until we go for the `j.9P` as a possible "instant overhead" (not that instant if we go from c.S but w/e)
> Note:\
> Still requires the c.S to be blocked standing.
### From j.D > Pull
c.S > Toss > c.S > Smix
https://fireshare.fihome.xyz/w/0c13f913a96be8f225cf9b9479fe9f64
### Others
Requires 50% meter.
j.D YRC could be used for similar smixes
> pull berry > 66 c.S > f.S > Bridal > RC > IAD j.Toss > c.S > j.9P/2D
j.9S opener
https://fireshare.fihome.xyz/w/31c7a679f1da4a7d66b15c3a8dc4f13c
2D opener
https://fireshare.fihome.xyz/w/d19806ca0cfca62a7d90dbb504141042
### set 1 (f.S > 2D > IAD j.H > j.Toss)
#### IAD j.H > j.Toss > 2D (low)
> j.H > j.Toss > 2D is a true blockstring
If they IB j.H > Button they get hit, but they could place a backdash/blitz/reversal, probably it's a 1 frame gap.
If they IB berry they cannot press before 2D becomes active.
Should end in berry shot to avoid having to hitconfirm + on block you have shotgun pulled out
https://fireshare.fihome.xyz/w/fa69f4fa5d5a729a512ce275a943095a
#### IAD j.H > j.Toss > 6P (slow high)
> j.H > j.Toss > 6P is a true blockstring
If they IB j.H > Button they get hit, but they could place a backdash/blitz/reversal, probably it's a 1 frame gap.
If they IB berry they can throw you.
https://fireshare.fihome.xyz/w/cd73543de3864b6fb9f6a4298e78eac8
#### IAD j.H > j.Toss > c.S > 2D (delayed low)
> j.H > j.Toss > c.S > 2D is a true blockstring
It's very much a bit of mix and match.
On block you have shotgun pulled out, yet due to pushback one will be fairly far.
https://fireshare.fihome.xyz/w/1740d3dc4c53d15eafa5028a970ddbcd
#### IAD j.H > j.Toss > c.S > 6P (delayed high)
> 6P won't be a true blockstring therefore they can blitz/press
If they IB j.H > Button they get hit, but they could place a backdash/blitz/reversal, probably it's a 1 frame gap.
Can still catch the Berry Explosion like???!
Low profile moves might fuck Elphelt (Scum dipper, Sol Grand Viper, Venom 2D...)
Some Low profile moves, such as Sol 2D won't work, Ky 2D will trade.
https://fireshare.fihome.xyz/w/fa84a2d860ac3b18b424ad904fe04a9f
#### IAD j.H > j.Toss > j.9S (fast high)
> j.H > j.Toss > j.9S is a true blockstring
If they IB j.H > Button they get hit, but they could place a backdash/blitz/reversal, probably it's a 1 frame gap.
If they IB berry j.S won't be an f-shiki.
Pick up with c.S -> 2H re-jump route and decide ender (tho extending more might be hard and inconsistent).
https://fireshare.fihome.xyz/w/fc49896a1c823ab1968dd18c97ee7ea6
#### IAD j.H > j.Toss > SG.D
https://fireshare.fihome.xyz/w/5c295d5c077f8c5983cb4392fead9e6a
#### IAD j.H > j.Toss > c.S > SG
Aimed towards setting pressure afterward.
https://fireshare.fihome.xyz/w/a72c89b90c7c12c630176767aea85a33
### Set 2 (f.S > IAD j.Toss)
#### IAD j.Toss > c.S > j.9P (fast high)
> j.Toss > c.S > j.9S is a true blockstring
If they IB Berry they can't press before c.S comes out.
If they IB c.S, then j.P won't be an f-shiki.
https://fireshare.fihome.xyz/w/6979d912291b21366c20746e362d1d1e
#### IAD j.Toss > 2D
> j.Toss > c.S > j.9S is a true blockstring
If they IB Berry they can't press before 2D comes out.
https://fireshare.fihome.xyz/w/089b817fc4763655443e910500197ddd
#### IAD j.Toss > c.S > 2D
> j.Toss > c.S > j.9S is a true blockstring
If they IB Berry they can't press before c.S comes out.
https://fireshare.fihome.xyz/w/f443024d1b6b784272807327379da5e1
#### IAD j.Toss > 6P
SG.H will be throwable
https://fireshare.fihome.xyz/w/e69ea7115335decd6eb39d7a13529c26
#### IAD j.Toss > c.S > 6P
Some low profiles might slip.
Also very fast horizontal reaching buttons.
https://fireshare.fihome.xyz/w/825e3df6dfa8478514e00683fbe9c067
#### IAD j.Toss > c.S > 2D
https://fireshare.fihome.xyz/w/14efd78828cb4495f33e4ab94d8e8d8d

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Pending to cook.

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# 2P before c.S
If the opponent is high enough, we cna use `2P > c.S > whatever` instead of `c.S > whatever` in order to bait some bursts.
# 1PPK
If opponent did burst 2PPK after any of the hits, it is burst-safe (as long we keep holding 1).
The timing is kinda tight.
Useful in clutch situations.
https://fireshare.fihome.xyz/w/b01a760c33903dabfc73d26b81f1e116
# Spaced 2D > Bridal OS
Scenarios likely to occur after 2S, 5K and f.S.
2K is possible vs characters such Kum or situations where the opponent has an extended hurt box, ie Ky recovery after Greed Saver.
https://fireshare.fihome.xyz/w/4180f878f69f5529426a013412fa78fc
# jc j.X Throw OS
Getting used to it is not that hard.
If you can do it occasionally you will throw a burst.
Just good habits idk.

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Attempting to optimize / standardize shit
> This file is filled with skill issue
# Corner
## 6P
### > Bridal
- It's implied that requires RC for any of the routes.
#### Shotgun
+ Ends in j.H Oki
+ 50% meter
> 6P > Bridal > (66) 236H ~ [SG.H] x3 > 2H > > 236P (> 5P ) > c.S > j.7H ~ j.4 (toss)
You want to wait for the opponent to be fairly close to the ground.
[On `Heavyweights`, \[SG.H\] auto-times itself, you also don't have much room for 66 so if you are close enough to the corner, I would suggest avoiding that for consistency.](https://youtu.be/0TOLiMpZfPE)
[On `Midweights` you need the opponent to be close to the ground, otherwise 2H might wiff](https://youtu.be/jms8jiFEFX0)
[On `Lightweights` you need the opponent to be close to the ground, otherwise 2H might wiff](https://youtu.be/YbvlzDUYD8o)
#### 2H > Shotgun
> 6P > Bridal > (66) 2H > 236H ~ [SG.H] > micorwalk 6 x4 > 2H
[//]: # (> 6P > Bridal > (66) 2H > 236H ~ [SG.H] > micorwalk 6 x4 > 2H > > 236P (> 5P ) > c.S > j.7H ~ j.4 (toss))
3 Shots + SG.S > berrypull setup 187
4 Shots + SG.S > berrypull setup 194
(ram? with ram 3 most surely)
(harder to do since need to delay uncharged shotgun shots / sg.p to control the height for actual knockdown)
3 Shots + 6H > berrypull setup 187
4 Shots + 6H > berrypull setup 192
(ram? with ram 3 most surely)
#### Berrypull > 2H
Not worth.
Don't do it.
Useless.
#### 6P > 2H > [SG.H]x2 > SG.S > Pull > [SG.H]x3 > 6H > 2Toss > 6H
#### combo into j.D KD > Pull berry 6P > Genoverse > 66 2Toss > Pull shotgun
Tests on sol 50% after c.S j.S jc j.KSHD Pull
[SG.H] > SG.S > 236P > [SG.H]x3 > 6H > Toss > 6H = 70
[SG.H]x2 > SG.S > 236P > [SG.H]x3 > 6H > Toss > 6H = 71
#### Airthrow normal combo vs Airthrow 2H [SG.H] SG.S Pull > [SG.H]x3 > 6H > 2Toss > 6H
Normal routing: 130-140
SG:

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# The idea about this doc, is checking when/if its better to "optimize" shit for extra damage
## c.S > f.S > ? > Bridal
> Tested on Sol only.
| Route | Damage | Notes |
|:-----------------------------|:-----------------------------------------------------------|:----------------------------|
| c.S > f.S > Bridal | 88 | |
| c.S > f.S > 2D > Bridal | 114 | |
| c.S > f.S > 2S > 2D > Bridal | 129 | Requires dash momentum 100% |
| c.S > f.S > 5H > Bridal | 100 | |
| c.S > f.S > 2S > 5H > Bridal | 117 | Requires dash momentum 100% |
| c.S > f.S > 2S > Bridal | **FAKE**/**NOT POSSIBLE**, after 2S Bridal won't connect!! | |
TLDR:
With dash momentum:
> c.S > f.S > 2S > 2D > Bridal
Without dash momentum:
> c.S > f.S > 2D > Bridal
## c.S f.S > ? > Bridal RC > BNB
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
| Route | Damage | Notes |
|:-----------------------------------|:-------|:----------------------------------------------------|
| c.S > f.S > Bridal > ... | 199 | |
| c.S > f.S > 2D > Bridal > ... | 199 | |
| c.S > f.S > 2S > 2D > Bridal > ... | 198 | Requires dash momentum 100%. Makes the combo harder |
| c.S > f.S > 5H > Bridal > ... | 186 | |
| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
**TLDR: Keep it simple.**
> c.S > f.S > Bridal > ...
OR
> c.S > f.S > 2D > Bridal > ...
(Check with sol at low HP)
## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
| Route | Damage | Notes |
|:-----------------------------------|:-------|:---------------------------------------------------|
| c.S > f.S > Bridal > ... | 174 | |
| c.S > f.S > 2D > Bridal > ... | 184 | |
| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
| c.S > f.S > 5H > Bridal > ... | 178 | |
| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
**TLDR: Keep it simple.**
> c.S > f.S > Bridal > ...
OR
> c.S > f.S > 2D > Bridal > ...
(Check with sol at low HP)
##
## 6P Genoverse
This is specifically intended to when the opponent is "fairly low", aka a killer combo.
### Sol 20% HP
Sol has 84hp.
> 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H
63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1)
> 6P > Genoverse > 2H > Pull Berry > c.S > j.S > jc j.K > j.S > j.H > j.Toss |> 6H > SG > [SG.S] > Pull Berry > [SG.H] > j.7D
\# Saybell routing
54 Damage.
24% Meter Gain
## 6P Bridal
Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.)
Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.)
Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ??
`6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested)
https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G
https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort=
6SG.H ->
or
3SG.H SG.S 3SG.H ->
j.ppppp (j.p x5) = 5
kshd = 4
fS 5hx5 = 6
15
## 6P bJBH
Deals 65 of damage.
## Comboing into Genoverse
Possible followups.
6H (Ender)
6H (Bridal |> Pickup)
### j.KSH |> (2P >) > (c.S) rejump
`j.KSH` can be perform by doing:
- Genoverse > IAD j.KSH
- Genoverse > 66 ~ j.9KSH
#### General Notes
> Notes:
>
> Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S.
>
> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
>
> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
>
> Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`.
>
> Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH).
#### On not prorated combos
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
#### On prorated combos
> Notes:
>
> Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios.
## Number of Charged SG.H when routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H
- This assumes we are close to the corner.
- Standard ender used is `6H > Pull Berry`, unless specified the contrary.
- To reduce opponent height, after pulling berry (`SG.S > 236P`) we can delay the next `SG.H`, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits.
- As per the moment combos mainly only been tested on Sol, unless specified the contrary.
- Dash micro optimization (`66 6H/5H > 2Toss`) is very important for consistency. We as well can perform a dash optimization with the ender `6H` (`66 6H`).
[//]: # (- `5H > 2Toss` results in less pushback than `6H > 2Toss`, therefore it's more consistent, the damage variation is slight (10+/-), most of the situations `6H > 2Toss` will result in slight more damage than with `5H > 2Toss`, but certain specific situations `5H > 2Toss` will result in irrelevant more damage (1-2 extra damage).)
### When to use 6H or 5H before 2Toss?
- `6H` generally speaking deals more damage than `5H`, usually with a damage variation of 10 +/-. On lightweights `5H` can result on a damage increase of 1-3.
- `6H` results in substantially more pushback than `5H`, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (`66 6H 2Toss`), yet can still be inconsistent depending on the opponent height/hurtbox.
- `6H` pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful.
- `5H` results in less pushback than `6H` is more consistent, while still allowing for dash micro optimization for extra consistency (`66 5H > 2Toss`).
- With `6H` pushback, on lightweights and Venom due to smaller hurtbox berry can harder to hit, therefore it's recommended to use `5H`.
- When using `6H` on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use `5H` for consistency.
- Both 5H and 6H allows for dash micro optimization (`66 6H/5H > 2Toss`)
TLDR:
- `5H` is more consistent than `6H`.
- Use `5H` on everyone including Venom, and excluding the rest of midweights.
- Use `6H` on midweights excluding Venom, yet if the situation looks too tight, you can use `5H`.
- Dash optimization is relevant on both normals (`66 6H/5H > 2Toss`).
### Chart
| Setup before charged SG.H | Damage (sol 100%) | n. `[SG.H]` | Notes | Link |
|:---------------------------------------------|:-------------------|:-------------------------|:--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:----------------------------------------------------------------|
| CH 6H | 242 | 3 | Standard next to the wall | https://fireshare.fihome.xyz/w/404c8b61851e998f4aebb445d4ec936c |
| CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route `CH 6H > SG.S > Bridal`, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S goes under. Technically 3 Reps can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 `[SG.H]`, on the scenarios where we can do 3 `[SG.H]` we would be using the route without the `SG.S` | https://fireshare.fihome.xyz/w/b61b1e40025236144fdb4ccd3adcbb03 |
| CH 6H > SG.S > Bridal | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the raw `6H > Loop` route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | https://fireshare.fihome.xyz/w/a2113ff9e721cc9dd71afd21ce011421 |
| Antiair CH c.S | 265 | 3 | | https://fireshare.fihome.xyz/w/32dcba00554ef4435a89ed7949f3992b |
| Antiair CH c.S > SG.S | 262 | 3 | | https://fireshare.fihome.xyz/w/ab422b04b204235ae8446a6f05bb25ef |
| Antiair CH c.S > SG.S > Bridal | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the `SG.S`. | https://fireshare.fihome.xyz/w/e29f2fcc0e96fc7701695bd28cf8bcf0 |
| CH 2H | 236 | 3 | | https://fireshare.fihome.xyz/w/235db979d73aaa2ccf2f63875f4ba3df |
| CH 2H > [SG.H] > SG.S | 218 | 0 | No shotgun loops. | https://fireshare.fihome.xyz/w/09b3956da5985620048f33e42e6b56b2 |
| CH 2H > [SG.H] > SG.S | 225 | 1 | Veeery hard. (imo) | https://fireshare.fihome.xyz/w/08fcc27c737cff1e224e0d172535e45d |
| CH 2H > [SG.H] > SG.S > Bridal | 234 | 1 | | https://fireshare.fihome.xyz/w/a153168b22299a5fbeefaca88cecb95b |
| j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | https://fireshare.fihome.xyz/w/5268c5b494a0faa60a2af797ff59d98e |
| j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | https://fireshare.fihome.xyz/w/29db6455c26b6d33a133a247eeaa6cbc |
| j.D YRC > 2H | 258 | 3 | | https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415 |
| 2D > Bridal RC | 243 | 3 | | https://fireshare.fihome.xyz/w/ef3a9880e26e756ba753d428d0b67d5f |
| 6P > Bridal RC | 181 | 3 | | https://fireshare.fihome.xyz/w/558a4c48185731ce0934d3645b30a384 |
| 2D (Cooked berry setup) | 273 | 3 | | https://fireshare.fihome.xyz/w/676829e4b320391d6fb16d821f7276e4 |
| 6P (Cooked berry setup) | 210 | 3 | | https://fireshare.fihome.xyz/w/3874a00f700ebb8e9f3844d2f885624f |
| j.H (Cooked berry setup) | 271 | 3 | | https://fireshare.fihome.xyz/w/0c8cd69ea87036f47954fc80094781d0 |
| 5D | 172 | 3 | | https://fireshare.fihome.xyz/w/29cd4f8dede99df099ea7b2b233a3339 |
| CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the `CH c.S` point blank: Sol, Ramlethal, Johnny, Millia, Slayer, Axl, Venom | https://fireshare.fihome.xyz/w/64be4dd85a314b5693fe706144e7f276 |
| Raw [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/dfb7e77ac07a976a95e00988f6c5a6a5 |
| Raw CH [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/520a19741496f3e19072608e51704587 |
| SG.S | 229 | 4 | 3 is far more stable than 4. | https://fireshare.fihome.xyz/w/5a6adcd32e49d157a53d70b5ae88ca6a |
| Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | https://fireshare.fihome.xyz/w/dac6d43fc2d74b8d83c786d7d0b6244d |
| Raw CH SG.H (uncharged) > 2H (vs Baiken) | 246 (Baiken) | 2 | 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't works on all lightweights. Works on: Baiken, May, Ino, Elphelt, Jack-O, Jam, Dizzy | https://fireshare.fihome.xyz/w/5f4476005896b83e216bb3185b69a3ee |
| Antiair CH SG.S | 229 | 4 | | https://fireshare.fihome.xyz/w/3da4ae9c136bb1ba97255405eaec20f1 |
| Antiair CH SG.S > Bridal | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 |
| SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
| SG.D (Lightweights) (vs Millia) | 200 <br/> | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b |
| SG.D > Pull Berry > [SG.H] x3 > 2Toss | 174 | *0 (3 through the setup) | Universal <------ move move | pending |
| SG.D > Pull Berry > SG.S > [SG.H] x2 > 2Toss | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
| SG.D > [SG.H] > 2H > [SG.H] | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
| SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 [SG.H] can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 [SG.H] instead of 3. | https://fireshare.fihome.xyz/w/4f3b64d7259366733065dc445fe2e8b3 |
| SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] _can_ be done, yet i's too inconsistent. | https://fireshare.fihome.xyz/w/86b0c6b41eeb8658ae3892ac85cf78e1 |
| SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://fireshare.fihome.xyz/w/745f5e6df87c4a37ad7998831d47bd39 |
| SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 |
| Raw Berry | 272 | 3 | | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 |
| Raw Berry > SG.S | 268 | 3 | | https://fireshare.fihome.xyz/w/625a64d91900a3ca2b4d98d6e07a768b |
| Raw Berry > SG.S > Bridal | 272 | 2 | | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
| Blitz | 264 | 3 | | pending |
### Same but with burst super
Routing:
[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 345 (bjbh damage: 62)
vs 5H > Toss: 339 (6 of damage)
[SG.H]x3 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 339 (bjbh damage: 62) (one shotgun less)
[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 5H > Toss > 6H > Genoverse > 6H > Bridal > bjbh: 345 (bjbh damage: ??) (one shotgun less)
### Same but with burst super + hellfire
## String into throwing berry
### Crouching
# Controlling opponent height
## Air normals
Saybel video.
## Shotgun
### Walkthrough from interactions
#### 5H Toss/Bridal vs 6H Toss/Bridal
6H reduces the opponent height substantially, 5H not that much, damage difference is usually minimal when at 100%.
### Increase height
#### SG.S Toss
D
### Decrease height
This can mean how to actually decrease opponent height, to how to prevent opponent height to be risen as much as possible.
#### SG.S Toss
Delay toss hit so berry hits 1-3 before about to explode, this will cause opponent to gain a bit of height, then proceed with the falldown.
This is caused to the first frames after being hit by the
## 6H CH > Berry pull
### Midscreen
6H CH > Berry Pull > IAD j.SD > j.toss > 6H > Bridal > 2D > SG.S > [SG.H] x3 > SG.S > pull berry > SG.H > SG.P > SG.H 219 (216 with c.S) <- Kyouse routing
6H CH > Berry Pull > dl c.S > j.SPSH > j.Toss > 6H > dl SG.S > Bridal > [SG.H]x4 194
(cant recommend, too finicky for no real benefit)
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPSHD |> 2H > Bridal 168
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPS > jc j.KSHD 163
6H CH > Berry Pull > c.S > j.KSH > 6H > Bridal > c.S > j.SPS > jc j.KSHD 193
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
#### Useless thing based off saybel
https://discord.com/channels/121387821977042945/121388142941962241/1234272468412399686
6H CH > Berry Pull > c.S > j.KSH > j.Toss |> jc > j.SH > 6H > Bridal > c.S > j.KSH 188 (vs characters wider like Ky, `c.S > 5H > Bridal` is possible (186 damage vs Ky))
### Corner
2H > SG.H > [SG.H] x2 > Toss > SG.S x2 > [SG.H] x5 215
2H > SG.H > [SG.H] x2 > Toss > SG.S > Toss > Pull Berry > [SG.H] x3 > 6H > Toss 6H 220

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## Verymuch placeholder for things to eventually put somewhere
### Stuff genoverse > burstsafe followup?
### My thoughts on johnny roundstart coin options
i still will hear some people saying that nah it's fair because "elphelt can go under coin and get a fullscreen carry + oki"
which ofc
if it happens
it's badonkas nice
but basically she has to press a button that gets beaten by half of johnny kit, meanwhile coin will recover before coin hits, he can still press 6SH and OS throw/c.S, which if lands scores a CH
otherwise gets a throw, which is the best scenario
5H / 6H means death, he still can roundstart 2S and 2D
it does beat late coin, f.S, 6P and coin coin i guess 🤷‍♂️
MF K too (the mid one)
like there are ways to beat coin
you can even punish it
but you risk yourself that if he does something that it's not coin you are dead
to beat coin you can
some chars ye
not all of them
def not baiken
roundstart runup press 5P right when coin is in your head so you cross the coin and dont get hit by it, but not late enough that johnny can block so you get 5P f.S 5Hx4 or 5H Bridal (the second is better)
otherwise you can also 662D roundstart, not short enough that 2D whiffs johnny's feet, not late enough that it does whiffs because retracts his feet back shortly after
if 2D hits you can : pull berry, pull shotgun, bridal
if you bridal and you are not close enough you gotta manually delay bridal to avoid being hit by coin, since elphelt animation gets to stand up and coin will be located at the back of her head, hitting you out of bridal
all of this options get beaten by johnny pressing a button
she still can do 662S > 236K, which beats roundstart 6P and "coin i guess"
(you roll to avoid the coin)
but since there is no CH i guess it's better to pull sg
you can also 662S> another manual delay of 5H, cause same as before, coin at ur head hitbox
it does beat coin and 6P, i guess it's far better than the previous one
sentence generator bot — Today at 04:43
but since no CH, gl confirming that > for fuck sake don't whiff 5H, johnny will press 2H
in resume
vs johnny
i block roundstart
i should* block roundstart
okay
if you delay 1-2 frames bridal and johnny is frameperfect when doing coin roundstart
you can hit johnny out of it
otherwise trades, which again no bueno, actually muy malo
delay it too much? johnny blocks it, which i think means another existencial crisis on why did you press something instead of blocking
662S seems to beat:
Coin (non CH, confirm into Bridal or )
2S trades with some buttons, and still allows you to block coin on whiff
## Jo Roundstart tests
## Stupid combo dropping
----
### 1
first SG.S pull ASAP, delay [SG.H] so pot gets a lower height.
3 [SG.H]
SG.S > delay toss, so it tosses a bit (not a couple frames) before the berry explodes, this gives us time to charge shotgun (gotta try tossing asap and playing with delay SG.S)
we can use the hitstun from the explosion to lower potemkins height, then proceed with SG.S > pull asap, then delay [SG.H] to lower potemkin even more
> Doing SG.H microwalks between shots helps to reduce berry's timing
-----
### 2
> Doing SG.H microwalks between shots helps to reduce berry's timing
-----
> Question 1: How to get closer to pot so SG.H wallsplats?
Microwalk after lowtoss (part 2 ending, not part 3)/before first SG.S? <--- this might be the right answer
After the first SG.H, a 1 frame microwalk before shooting the second shotgun seems to put you in wallsplat range.
> Question 2: How to increase combo length (since we pull berry) to reduce the timer between f.S/5H and berry explosion
Microwalk after lowtoss (part 2 ending, not part 3)/before first SG.S? ( This only forces us to delay the reload, which might be better than manually wait to delay the shot?)
If we use SG.S > Pull, we can delay SG.H
Delay f.S by 2/3 manual frames
Delay 5H by ??? frames (need to check)
f.S 2S 5H toss?
> Question 3: Can we do 1 SG.H too high so we won't get pushback? Answer is yes, still need to try
last [SG.H] = 43 frames of hitstun (techs at the 43th)
SG.H recovery = 29 = 14 frames available
6H = 15 frames -> NO, 1 frame, probably my maths are wrong, still gotta try
toss = 10 frames
5H = 11 frames (>2toss pushback???)
If berry hits right about to explode (4-5 frames before), opponent barely (or just doesn't) gains height (from being hit by the berry)

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https://youtu.be/o6mdeRpxUXc?t=2031
Roundstart BIAD -> j.pull > j.toss |> 66~**j8**~~~~~~~j.D
5H*5 KD ender -> runup 2P>2K>c.S>2S>pull IABD ~~ j.toss > pull sniper
KD > uncooked berry setup > 2D > SG > SG.S > remove SG > BD (baits DP) > runup 5K > Shotgun > berry explodes > [SG.H] > j.KSD > c.S > j.S > j.c > j.KSD > j.236P |> 2Toss > 66 > 5P > 6P (oki) > RC > j.SH |> SG stance > [SG.H] loops
Sniper shot (if blocked) RC runup
https://youtu.be/o6mdeRpxUXc?t=2192
CH 6H > pull berry > 66 2P >c.S > j.KSH j.toss > 66 (with body block to get more carry) > c.S > (explosion) > 6H > Bridal > c.S > 5H > Bridal
## Pending to check
https://www.youtube.com/watch?v=2yS7QB415M4&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=Kn5Dk2ASCOw&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=NupVjRZs2No&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=94XStcJJV_Y&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=ZXWlGznJnLs&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=B-in4V1e7gc&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=kd77Tfw-Qs8&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=1QQMEFHi_4w&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=KgHJihHnHUs&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=XInQTGaysHw&t=1s&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=q8wTRc_Kfvg&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=dMqy5YkZ4gI&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=b0X7tiijHt8&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=r7i8zUci9fw&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=ZlDz2x3-QGc&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=cwcfEUILiK4&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=jNCS6VojoSQ&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=nEWOfcC4arA&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9
https://www.youtube.com/watch?v=Vk-q4gjSwMw&ab_channel=%E4%B8%89%E5%AE%AE%E3%82%B5%E3%83%B3%E3%82%AF%E3%82%B9

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Mostly to store useless things cause why not.

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Very much my "own guides".
Not necessarily will be moved to dust loop.
Maybe referenced? I'm not sure, since this mostly comes from "my own perspective".

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#
Hey, you, reader, if you are going to jump straight to the exercise, be sure to read the whole part and watching the video example before starting, then, _do the needful_!
Note that the main focus of this is (blah blah blah to fill, shotgun loops, not the advanced things past the microwalks)
Reminder that there is no hurry and that it can be frustrating to practice, but it's something that takes its time and everyone gets used to the timing eventually. Instructions and suggestions described can be very personal, the idea is to feel comfortable through the whole series of exercises, so feel free to make variations on them if they make you feel more comfortable with the exercises.
Some of us are real slow learners and required more time than others, and that's okay!
As long you stick to the game, you will improve.
As well, remember that you are not alone, if you are frustrated at something you can always walk into the [Elphelt Discord Server](https://discord.gg/0g2PWaA3VYwX2c7Z) and ask for feedback, even if it's for something that you already suspect the answer, sometimes it's reassuring verifying that you are on the right track.
# First steps
## Shotgun Stance
## Entering SG Stance
- While not in SG stance (this includes being on sniper stance) do a 236H Motion
https://fireshare.fihome.xyz/w/cc364e40fc0faec70464ce09bd5dbae9
### Leaving SG stance
- On SG Stance do a 236H motion to remove yourself from the SG stance.
- On SG Stance do a 236S motion to enter the sniper stance state
- After shooting, Elphelt will leave the SG stance unless she [reloads](#reloading).
https://fireshare.fihome.xyz/w/c2b4ae42650a5416ad08278f803cc5da
## Reloading
- To reload, after shooting, we do a `4 > 6 > H` input, it can as well be inputted as `4>6H`, the `Hardsslash` button press doesn't require to be at the same time as the 6 input, so inputs like `4>6>5H` would still work (as long it's done within the required timing).
- Regarding the input, as long we have the `4` input through the process, we can do `4>3H` or `4>9H`, as well it allows for `4>1>2>3>6H` or the topside equivalent `4>7>8>9>6H`
- This allows to "reload" the shotgun, and we get to keep the shotgun stance.
- The sooner you input the reload, the earlier you will reload, the earlier you will finish reloading.
- Unlike sniper there isn't a "perfect reload" timing. On Shotgun Stance is, the earlier, the better.
Example of reloading late vs early.
https://fireshare.fihome.xyz/w/fed248b984a333e172d9ef954b005341
## Charging shotgun
- Elphelt requires to stand still 14 frames in order to charge shotgun.
- When shotgun is charged, you will momentarily see a pink glow around Elphelt, and as well a specific audio clue.
https://fireshare.fihome.xyz/w/1fec804e37b16e7f2878628fadfef3dd
- If Elphelt moves, crouches or blocks, she will lose the charge and will need to hold for another 14 frames.
https://fireshare.fihome.xyz/w/dac0881f1bc24b0c744f631b8ca56665
- SG.P, SG.K, SG.S, SG.D, Berry Toss and Bridal Express allow Elphelt to keep her charge, meanwhile SG.K resets the timer.
https://fireshare.fihome.xyz/w/4cf5687984b77abcdcecbe142ae26c6d
- The hitbox of the charged shotgun move is bigger and active at frame 1, meanwhile uncharged SG.H is active at frame 3 with a smaller hitbox.
- Charged Shotgun shots deal more damage and if close enough to the opponent (and wall) will walls plat.
- In order to wallsplat, it requires the two inner **hit**boxes (red boxes) to be inside the opponent's **hurt**boxes (green boxes).
![wallsplat_hitbox_good.png](src/wallsplat_hitbox_good.png)
## Exercises
### Reloading input
> Note:\
> It's very helpful to have the input display and input history enabled while doing the exercises, as well some exercises might depend on it for some steps.\
> \
> To enable input display, once in the training mode, press start to ender the "Paused Menu", enter the submenu "Display Settings", search for the options "Input History" and "Virtual stick" and enable them.\
> \
> Regarding "Virtual stick's position" set them at will, I personally find it more comfortable set to the center of the screen instead to any of the corners, at latest on these exercises.
This is exercise is aimed towards being used to reloading shotgun input/motion. not to the fastest timing.
First I would recommend trying to _do it_ without previous practice.
Exercise steps:
- Get in shotgun stance
- Shoot
- Try to reload
If you are being able to reload consistently, try to keep a rhythm for a while.
If you weren't able to do it at the first try (which is expected!), check the [sub-exercises section](#sub-exercises) for a breakthrough of the whole process. As well, read the [recommendations section](#recommendations).
Example for reference:
https://fireshare.fihome.xyz/w/04a2c998ff8a802130936bf8d935c4b1
#### Recommendations
Wait for the shotgun to charge before shooting, this might help towards keeping a "rythm", the audio clue from Elphelt charging the shotgun and the firing sound can also help towards finding a rythm.
While doing the reload, watch the virtual stick move from left to right, this might help to being more aware of the inputs performed.
On fail: Check the history, this is to "understand" which input we did, in case we didn't notice something while watching the virtual stick.
#### Sub-exercises
I recommend starting slow and paying special attention to the inputs done through the input stick, to ensure we are doing the `4>6H` Input, through the process we can hit corners
If you are having difficulties being used to the input, you can just visualize it through doing the movement input, without pressing any of the attack buttons.
https://fireshare.fihome.xyz/w/595d1ff31d6b63aedc30180c57b9bbf5
Once you have visualized the movement input, try pressing the `Hardslash` button at the end. Keep special attention to the virtual stick and confirm that you are pressing the `Hardslash` button, at the same time or after than when you are doing the 6 input. In case of doubt, you can also check that through the input history.
https://fireshare.fihome.xyz/w/b5355f9b088fefc3cba8a7f24c0d0cd9
Finally, add a `Hardslash` button at the start, so you do `5H > 4 > 6H`.
If we get 2 `5H` shots, we should be doing the input timing good enough to perform reloads.
https://fireshare.fihome.xyz/w/4d4a2b2c4d1eb1e0e10baadc73f30d25
Once you reached this step, try again the main exercise, and don't hesitate to go back to this sub-exercises if you still have difficulties.
### Reloading timing
On this part I will focus on the "rhythm"/sound of your buttons being pressed, more than the virtual stick input.
https://fireshare.fihome.xyz/w/2b11f283eca202131a07a3ae5970cc53
As well another example with only the game sound.
https://fireshare.fihome.xyz/w/d9b978385abd967463f1682b37ebcc95
If you miss any of the reloads, I suggest on the history checking the most recent input to review why could it have happened. For example you could have done the input `5H (SG.H) > 4 > 5H > 6` or very similarly `5H (SG.H) > 4H > 6`, where on both instances we pressed `Hardslash` too early.
#### Sub-exercices
Very similarly to the previous sub example, we will be doing the input `5H>4>6H`, and meanwhile in the previous sub-example the focus was to get 2 5H shots, on this sub-exersice the goal is to get the second shot a bit after we have completed the input.
https://fireshare.fihome.xyz/w/2a7fcd5edb71c32acc609c0c5fa6490e
### Charged shotgun timing
It's very recommended first being a bit consistent on the reloading of shotgun before moving to this step, as it can make the experience very frustrating.
As well, I believe that getting used to reloading will ease some of the exercises mentioned.
#### Exercise 1, sound
The first exercise we don't aim to do nothing further than focusing in the sound Elphelt does when she reloads the shotgun.
> Note:\
> On this exercise, the **AUDIO** cue will be much more helpful than the visual cue, because of that, I encourage to **disable the background music**.\
> \
> The visual cue will be helpful in future steps (specifically on the microwalking section), but I believe that on this one it can create bad habits.
The steps on this exercise will be:
- Pull shotgun
- Wait for Elphelt to charge shotgun and wait a bit longer.
- After waiting for a while, shoot, reload and wait for Elphelt to charge her shotgun.
- Before shooting again, take breath and imagine Elphelt charging the shotgun, specially imagining the "charged sound" she does once it's loaded.
- Once you have done that, shoot, reload and wait again.
- Keep repeating the imaginary process before each shoot, it's very important to be confident before you shoot, if you need more time to "feel it", take it, there is no hurry.
> Note:\
> This doesn't apply to the first one since it's timing can feel a bit different when pulling shotgun than when reloading.
The main goal of this exercise is to be used to the timing between the reload until Elphelt charges the shotgun, so we can have an imaginary rhythm, focusing in the audio cue.
It's okay to mess the reload since it's not the main focus, yet if it's happening very often that it's making you loose focus on this exercise, go back to the [reloading input section](#reloading-input).
As well, if you find yourself doing a movement input before pressing the H, because you are anticipating the reload, try to slow down the inputs, since again there is no hurry, yet if you find yourself having issues with that, go back to the [reloading input section](#reloading-input).
Example for reference:
https://fireshare.fihome.xyz/w/5ff90a3e92fab4cb71d26ae084b75a64
[//]: # (#### Exercise 1.5, sound, a bit faster)
[//]: # ()
[//]: # (It's the exact same exercise as before, just trying to leave a little less time than )
#### Exercise 2, progressive speed up
Using as a base the previous exercise, the idea is to progressively "speed up" (aka, wait past charge for less time) whenever you feel confident/comfortable at your current speed.
If you shoot an uncharged shot, you have to "reset" and go back to a slow(er) timing.
[//]: # (???)
[//]: # (I find it helpful not being very focused on the progression/timing you left waiting, but paying more attention on the "idea of the exercise")
Once you are more or less aware of the charge timing, try to slowly go reducing the extra waited time after charging the shotgun.
Eventually you will reach close to the edge of the timing, where you should try to slowly push it a _bit further_ until you make a mistake and shoot an uncharged shot.
On this exercise, **the main goal is to make mistakes** to develop a timing, therefore one shouldn't be afraid of shooting too early, nor ashamed of having shot too early, as **making mistakes is part of the exercise**.
Example for reference:
https://fireshare.fihome.xyz/w/bda1d3b0169a5c622f2c6d57a55b6f48
## Using Pineberry to charge the shotgun
TODO
## SG.D Pull berry
TODO
# Consolidation exercise
As a consolidation of the previous exercises, I suggest practicing the next combo as it makes you exercise the following points:
- Charge shotgun.
- Reloading shotgun.
Combo example:
https://fireshare.fihome.xyz/w/1d9c9e54d25c074add04559c7d80d5fb
The routing is:
> SG.D > Pull Berry > SG.S > [Charged SG.H]x2 > SG.S > 2Toss > SG.S > Bridal > [Charged SG.H]x6
> Note:\
> The last charged shotgun can be a bit complicated, if you miss it, don't get discouraged and keep practicing!!
>
> The combo is not intended to be "optimal" nor anything like that, but it focuses in
# Advanced Entry Level
[//]: # (??? Hold 6 after the reload so Elphelt walks forward frame 1.)
## Microwalks
### Practicing extercice
# Advanced
## Links
SG.H > SG.S > Bridal > SG.H
[SG.H] > SG.S > 236P > [SG.H]x3 > ender (usually 6H/5H > Toss > 6H > Pull Berry/SG)
antiair SG.S CH > 236P > [SG.H]x3
antiair SG.S > Bridal > [SG.H]
## Block OS
## Reload OS
https://www.youtube.com/watch?v=cqv5NMfaySI&t=2s
## Setups
# A point on timing for SG.S > SG.H?
# A point on SG.H reload 66 SG.H
# tmp notes
"microwalking" can also be referenced as micro-walking.
bridal express is the 214K input
pull berry or berry pull is the 236P input, when we _pull_ the grenade
2Toss/Low toss, is when we do 2P with the grenade on hand, so we throw the grenade "low"
4Toss/High toss, is when we do 4P with the grenade on hand, so we throw the grenade "high"
# Mention taking breaks/stretch/water

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j.D ender combo > j.pull |> j9>j.toss ~ 66
2023-11-05_21-21-47 (2:20)
pull berry > 5K > c.S > 2S > 2H > 2toss > 2D > shotgun > hold (> sg.S > [sg.H])
bridal KD > pull berry > IAD j.S > 2K > c.S > 2H > throw 2P > > SG
bridal KD > pull berry > 5K
---
[//]: # (corner berry setup > 6P > 236H &#40;> 66&#41; > SG.H > SG.S > 236P &#40;> 66&#41; > SG.H &#40;> 66&#41; > c.S > j.SDToss |> 6H > Charge SG > SG.S > 236P > [SG.H] > c.S > j.7H > j.Toss)
corner berry setup > 6P > 236H > SG.H > 66 > SG.S > 236P (> 66) > SG.H (> 66) > c.S > **j.SD ~~ Toss** |> **6H > Charge SG > SG.S > 236P** > [SG.H] > c.S > j.7H > j.Toss
|> Sniper Stance > Berry Explosion Blockstun > Sniper UB RC > 66 **c.S > j.SPSHD** > 2H pickup > **c.S > j.PSD > j.Pull > j.SH** (end in standard ub)
|> 2Toss > Sniper Standard Metered UB |>

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[GGXrdR2.1 2/2/19 - Ain (Ky) vs Fumo (Elphelt)](https://www.youtube.com/watch?v=uRyN6tH3dZw)
Burstsafe SG throw?
https://youtu.be/uRyN6tH3dZw?t=159
## Speednotes
- Stuff like `SG.S > remove shotgun > 2K` seems to be DP safe.
> well, you have a lot of scripts where i just insert DPs, so obviously you should bait those from time to time, don't break your pressure for baits too often, esp since your punish reward is much greater than my. And you have very patient El, your corner pressure is very reserved, you almost always stay at some range and give opponent time to make mistake, which is not bad, but it makes it pretty easy to jump out and imo El is about corner cherry pressure, so you probably should be more active there even if there is a risk to get hit by DP. And i don't remember you doing this infamous El corener pressure with iad-cherry on minimal height where it hits opponent - low (maybe im wrong with sequence but iad pressure is real, i will try to find some examples). Take this with a grain of salt, since i have no idea how El should be played )
TLDR:
- My Shotgun Pressure is meh on the corner, which leads to people jumping out. I don't feel much comfortable going for it on the Ky Mu.
- I have to work on my safejumps, or more like, I have to have atleast 1 safejump on the corner, I never fo them which also simplifies opponent concerns.
- I was being DPd out of **c.S ~ f.S** frame traps by the DP, yet I didn't really start to bait them. I've to be more aware of my pressure in relation of the opponent. As well, I believe that when spaced I should be able to 2D instead of using 2S, and still should be safe/maybe clash their DP.
Other stuff:
- Check at which effective HP standard 6P berry route kills with 100% meter (no burst or IK duh). Same for 2D routing.
- I'm getting smoked by scum dipper when doing pressure > Berry. Gotta learn to hold them fruits and as well learn at which distance it is safe to throw. As well how to reach such spacing.
- Tech throws. Tech throws. Tech throws. Tech throws. Tech throws.
- Shotgun/Corner pressure in general, but idk.

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## [Gumi vs Zt](https://www.youtube.com/watch?v=aEDiW0MJdJc&)
5K ~ (mini) c.S ~ 2S > low_toss
[5P > 2D oki](https://youtu.be/aEDiW0MJdJc?t=514)

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useful to punish Axl DP in the corner for example) is with IAD j.KSD for example.

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# Suzuran vs SG (SG.P interactions/range)
Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.
| Move | SG.P spam | SG.PP (2) | SG.P > Roll | SG.PP > Roll |
|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------|
| Suzuran | Wins, takes around 4-6 SG.P | "Nothing" | No punish/reward, Baiken recovers earlier (the earlier you rolled the earlier you recover, yet, unless has been done when she shut used Suzuran, you will be the one on - frames) | Same as with SG.P > Roll, you get even less frames. |
| Suzuran, 6K+H | Wins, takes around 4-6 SG.P | Gets thrown | Same as above, Baiken should react and not press throw, or get FD. | Same as with SG.P Roll |
| Suzuran > Mawarakomi | If Elphelt has momentum, Baiken can go through Elphelt. If it doesn't have momentum, it will loose. If Elphelt has momentum and is spaced, will get a CH with SG.P, but since Baiken has sideswitched can't follow it up. | Nothing, or the same as with SG.P spam | Baiken and you will generally be slightly more negative (-1 to -3 +/-), not relevant. | Same as with SG.P Roll |
| Suzuran > Kuchi | Kuchi will go under Elphelt's animation and hit her. Scoring a juicy CH. Possibility of trading (out of Elphelt's control), both parties will get a hard knockdown, but Elphelt's will be longer. | Same as with SG.P spam, but, if Baiken is late, Kuchi will be blocked and Elphelt is allowed a punish | Sideswitch, allows for runup SG.Ps or SG.S | Same as with SG.P (1) > Roll |
| Suzuran > Sakura | Wins | Wins/Blocks allows punish | Sideswitch, allows for 66 SG.Ps or SG.S | Same as with SG.P (1) > Roll |
| Suzuran > Rokkon | Wins | Wins if one of the SG.P hit baiken during Rokkon, if the second SG.P gets blocked, there is a change for Baiken to score a CH. Baiken can still hit Elphelt out of SG.P but don't get the CH. | Nothing, sideswitch, situation defused | Nothing, sideswitch, situation defused |
| Suzuran > dl YRC 5K > 2D (25% meter...) | Wins/Trades, there is a chance that YRC invulnerable frames go through Elphelt SG.P | Blocks | 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed | 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed |
| Suzuran > Metsudo | Looses. | Depends on timing, **should** loose, but if baiken is bustantially late might b blocked. | Depends on timing, but should crossup and go through the super | Should loose, but if Baiken is substantially late might go through the super. |
## Notes:
SG.S is very risky, no reward and you can implode.
Pulling out shotgun is also very risky for the same reason than above.
### Kuuchinashi
Kuchi is funny cause if deep enough on the animation, Baiken hurtboxes will go under Elphelt's SG.P.

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## Azami
### Corner
#### w Shotgun
https://x.com/humo_ah/status/863398544526368769?s=20
### Blocked Kuchi
#### Without Shotgun
- c.S > f.S > 5H > Bridal
- (with dash momentum) c.S > f.S > 2D > Bridal
#### With Shotgun
- (with dash momentum) SG.PPPPPPH
- SG.S > Bridal
- Charge shotgun [SG.H]
- Charge shotgun SG.S > Bridal
- Charge shotgun SG.S > [SG.H]
- Remove Shotgun (214H due to crossup) > c.S > f.S > 5H > Bridal

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## Pending
https://discord.com/channels/121387821977042945/121388126550753280/579590294786539520
## Anti (Ground) Azami bullshit
### Sauce
https://twitter.com/baiken_kei/status/974331062879903744
| Move | Startup | t.Active frames | Invul |
|:--------|:--------|:----------------|:-----------------|
| Kuchi | 12 | 6 | 1-11f Upper Body |
| Sakura | 17 | 2 | 1~18F Strike |
| Rokkon | 13~23 | 4 | |
| Metsudo | 6+1 | 3 | 1~9F All |
### move > holdback
- **Assuming hits will hit during the first startup frame** aka. `active + recovery -1`
- Doesn't include safejumps
- What about jumpcancels > FD?
- SG.P > SG.P = 14f
#### Kuchi
- 5P
- 2P
- 5K
- 2K
- SG.P
#### Sakura
- 5P
- 2P
- 5K
- 2K
- SG.P
- SG.P > SG.P
- SG.S
#### Rokkon
- 5P
- 2P
- 5K
- 2K
- SG.P
#### Metsudo
- 5P?
#### Universals (except Metsudo)
##### Mids
- 5P
- 2P
- 5K
- SG.P
##### Lows
- 2K
### w.o SG
#### Toss berry > backdash
https://youtu.be/YywjMAHMmfM?t=4928
### SG
#### SG.S > 236K
https://youtu.be/YywjMAHMmfM?t=4933

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## Blockstring into Kabari (S/H)
- Blitz, it exists
> Example string:\
> 5K > f.S > 5H > Kabari S \
> or
> 5K > f.S > 5H > Kabari H
IB superjump forward FD, it's tricky, but can allow for avoiding both Kabaris
## (Suzuran) Rokkon
Rokkon is -2, it's very risky to mash there since it's a good place for Baiken to press Azami, even super (although a bit pyscho to do).
On IB is -6, meaning we can punish with:
- 2P
- 2K
- 5P
Cant with:
- 5K is 7 Frames
- c.S is not possible due to being outside of range.

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# Neutral
## 2D
2D is very helpful to keep yourself in a fair distance.
I believe that the right range to be used is at the tip of `Hyappo Shinshou`, where it should clash.
This forces Jam to rely on more aggressive approaches, which is when you can score big rewards.
Use 2D+footsies to discourage the use of:
- 6P
- 2K
- 2D
- Hochifu (parry)
- Bakushuu (`236S > P`)
- Hamonkyaku (`236S > K`)
- Hyappo Shinshou (`236S > S`) -> Very likely to clash at tip range, beware of danger time and clash cancel. Might be useful to do OS `2D>[1PK]` to avoid clash surprises, which against `Hyappo Shinshou` occur a lot if properly positioned.
### Doubting
- f.S
- 6H
- 5K (if done spaced, since 2D has longer range, I think)
- Senri Shinshou (`236S > H` or `236S > S > H`)
## 2H
I believe that can go under Ryuujin. **All the levels**.
It's a mid, can be parried very easily, therefore play around 2D / shotgun.
It's a lvl3 movie, maybe doing 2H(1) > berry pull can be helpful, as long they respect you, yet you are going to block most likely afterwards due Jam players being on cocaine or her buttons being fast (5P active at frame 3 bruh).
## Shotgun
### SG.S
Sort of antiair, but, I haven't had much luck antiaring Jam with it due `j.H`.
I believe that can go under Ryuujin, yet, no Idea on which levels can or cannot, and most importantly, if you by any chance finish your recovery and invuln frames haven't finished, you are going home with a counterhit in your face.
### SG.H
Shotgun.H can be useful to counterpoke, but it's important to use it as mostly preemptive distanced hitbox screen filler.
Why? Wiffpunishing 2K / 2D / Hamonkyaku.
Also, those motherfuckers will hit you if you use `SG.S`, and why would you approach when you can
Could be useful as an antiair, but not feeling it as a consistent solution as you can get tricked by many ways:
## f.S
I don't like it.
Feels like can get stuffed by too much shit (specially 2D), which results on you getting counterhit and Jam scoring a fullcombo.
At that point I feel like would be using 2S, especially when 2S has less startup frames (8 vs 9), and is far more (5 vs 6). Still 2S has 2 more frames of recovery.
## 2S
I like it as an occasional anti rushdown, but since moves the hurtbox forward, if you get counterhit (which is not very hard), you will suffer the consequences, especially if it's by 6H or 6P.
# Oki
Wakup Jam Options:
## DP:
### lvl 1
Invuln frames: 1-6F All
Properly spaced 2D hits her out of DP, or whiffs, and you punish the DP.
### lvl 2
Invuln frames: 1-13F All
Properly spaced 2D clashes. Maybe do `Fuzzy 2D > 1FD` and proceed from here.
On landing has 1-3 frames of crouch landing recovery.
Punish options:
5D
### lvl 3
Invuln frames: 1-13F All
Properly spaced 2D whiffs and you punish the DP.
# Punishes
## Gekirin (ground)
> She's crouching state while recovering.
> Beware that can cancel into the another followups.
lvl 1: -13.
lvl 2: -6, 2k/2P/c.S > stuff.
lvl 3: -1, Burst Judge Better half, I think.
## Ryujin (ground)
I think that you just crouch and wait for the active frames to finish so you don't get in blockstun status, and Jam is not allowed to do any followup, since could crush you.
# Anti parry propaganda
https://youtu.be/QmZ-7TxyQmI?t=6308
Shotgun.H > throw berry > Shotgun spacing to avoid parry P > SG.H
## Pressure
https://youtu.be/OCo__pJJenE?t=1780
https://youtu.be/OCo__pJJenE?t=3639
## Shenanigans
https://youtu.be/OCo__pJJenE?t=3830
### 5K Spam
~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
Wrong.
### Runup 6P / 5H
Elp 2D works well to hit 6P, but Jam 5H will go over Elp 2D, which means death.
Elp 5K works well to stop a running up Jam
## Wakeup DP
## ToSort
```
after 2D/f.S jam IADs
after 2D/f.S/5H/2H/6H jam special cancels
5K is +2
Chicken block if jam carded overhead
IB 2D and mash 4F or jump out if you can manage to find where jam uses her 2D
Splitkick > Delay > Ryujin YRC is a reset. You can hit jam out of it. Splitkick > No delay Ryujin is a frametrap, you will take some damage.
Splitkick is -15 on block
2D/f.S>earliest Splitkick is a 2F gap frametrap
6H>earliest Splitkick is a gapless "don't fucking stand or jump" option
2D/f.S> Puffball is 12f gap
6H > Puffball is 7f gap
Puffball is +1 unless very close jam tends to use a 6f option after puffball
2nd puffball is +3 (It is possible to backdash it on reaction, it has 1f active)
Super puffball is +3 unless IB'd. Ib it for free meter and stop mashing throw on wakeup, it's throw invul and used to bait wakeup throw.
Badly spaced j2k (that is a j.2k that hits too high/deep) can be thrown ON HIT as a punish, though sometimes jam can RPS with DP since DP is throw invul
MAX Ryujin is a loaded gun. Please be careful when she has this.
Backdash tends to be good against Jam midscreen and even in the corner if you have a good backdash
```
## KNE
SG.H somewhat spaced is a nightmare for Jam.
It feels like the sweet spot is slightly at the end of Jam's 2S, since it means that if she wants to press doesn't have a fast reaching low (aka, you can hold the OS block) and she can't jump for free because SG.H still will chatch her.
https://fireshare.fihome.xyz/w/b1fb7d7baf9a1fe6c07327891379ba3e

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# Strings
66 2K c.S 2D
fd c.S to make 2D(2) whiff
you can punish by ibing 2D(1) and doing a very tight 66 f.S

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### Jo 2S > 2H
#### If you IB Jo 2S doing a 5P will trade with 2H at best, not good risk reward.
- Trades (at best)
- Tight
- Risky
##### if you FD Jo 2S 2H will wiff
2H whiffs so sounds like the
### Coin > 2S
`!2,3,6H,5*14,2S*3`
Let him ruin the economy
It close enough (aka on his face, coin will whiff therefore you have a free hit wit 2P, 2S or 2D, 2H technically could work but quite tight and most surely will lose to throw, `JO` could also panic RC, so you give them less window that way)
---
Kidiot txt
## Use 6H
Kidiot words:
> It's a 10f active move that removes her hurtbox on startup, kills the opponent on hit, and anti airs
## Sniper fullscreen
Kidiot words:
> I (don't) really care too much if you're just sitting there sniping against me while I have close to full health, which happens quite often
> The risk reward really is not very good for you there, I think
##

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## Neutral Zweihander > K
- The move can be airthrown.
- Ran under then airthrown (beware of `RC > aridash`).
- Sometimes can be hit by moves such Elp 6H, yet beware of `RC > MF` or whatever button that will hit you out of 6H. Also, if done too close it can whiff. If done too far can trade.

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### Berry?
Don't hold berry.
Holding berry equals to death.
### IABD pull toss
Good enough.
Gets berry on the map so that's a +, for better or worse.
You are also giving your map control so beware.
### Berry high throw
When Johnny is going to hit berry with 5P/6P or whatever, you can use 5H to shoot at the berry/Johnny.
Feels fine.
Reminder that Johnny can still press 6K, MF, 2S, 2D, etc.
If close enough, if he used 6H, and you used 5H too early, you can get counterhit, which is *no bueno*.

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## Vapor Thrust
DP
### Vapor Thrust S
As per the moment just do air combo and whatever
### Vapor Thrust H
### Stun Dipper
[//]: # (Normal/FD block the first hit.)
[//]: # ()
[//]: # (IB the second one for better manoeuvre timing.)
[//]: # ()
[//]: # (Depending on distance)
[//]: # ()
[//]: # (> f.S > 5H*4)
[//]: # ()
[//]: # (> 2S > 5H > Bridal)
[//]: # ()
[//]: # (> 5H *4)
[//]: # ()
[//]: # (> whatever > Genoverse > whatever)
IBing the second hit is relevant since allows less timing on your end. BUT NOT NECESSARY TO JUST PRESS A BUTTON
We got different options.
### Very close
On IB:
> 66 c.S > f.s (> 2S) > 2D > Bridal
Without IB:
> f.s > 5H > Bridal
It is also _possible_ to do `66 f.S > 2S > 2D` without need of IB, but for consistency I can't recommend.
Same for `(66) f.S > 2D`, depending on how close one is, 2D will whiff
#### DP the second hit.
If we are too close, Scum dipper won't be a "true string", therefore we can throw stuff between the first and second hit.
If we are close enough we can super (Judge Better Half/DP), but only if we are close enough for the first and second hit to not be a true string.
If we have more distance between us and Ky, but we IB the first hit, we might still be able to DP.
For us to be able to use DP, we need to be at "roundstart distance" as per when Ky did press Scum Dipper.
If we are a bit further than that, we will hit with the second hit of the DP, which is not the end of the world ofcourse, but might want to use the meter for something better instead (DEAD ANGLE).
If we are even a bit further, our super will clash. **No bueno!!**
Even further? it will be a true string, so go for the next listed punishes. Reminder that the second hit **IT'S A MID**, therefore you just gotta press the `4` button once to IB.
https://youtu.be/Xn0LE3t38AI
### Middle ground
f.S 5H Bridal
### Big distance
(but not peak!)
f.S 5H Bridal
5H Genoverse
> 5H > Genoverse > IAD j.KSH > 2P > c.S > j.SPSHD
### Peak Distance.
At the peakest of the peakest distances 5H Genoverse will not reach.
https://youtu.be/qttPDLEPAjQ
5H Bridal will not reach either.
f.S Will whiff
> 5H RRC IAD j.KSH |> c.S f.S 2D Bridal
If we IB we can do `66 f.S 5H Genoverse` or `66 f.S 5H Bridal` (basically IB > Dash-in)
https://youtu.be/6givuFzNoUk
### Greed Sever
-10
Crouching recovery. (press f.S)
#### w Shotgun
#### wo Shotgun
##### IB
##### no IB
##### j.block
2P > ...
##### j.block IB
whatever > ...

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I hate ky.
https://discord.com/channels/121387821977042945/121387821977042945/1084293595487539200
https://discord.com/channels/121387821977042945/121387821977042945/1054083854933176401
from: SmashSK#8597 ky
## Ky Roundstart tests
> 5SH,5*47, 5P
### Ky 5P
665K
### Ky f.S
- f.S Trade (2S Better)
- 2S Trade (CH Stagger, good enough)
- 2D looses
- 6P "CAN HIT" too finiky to be relevant.
- Backdash 5H Hits (nothing relevant, cant get anything further than pulling berry, not bad)
### Greed Saver
> Ky on crouching state.
- 2S Looses
- f.S Trades
- Looses to 6H
- Backdash > Wait for Ky to be on ground, we can punish/combo with f.S
- Backdash > 6H Results in a CH.
- Seems to lose to 5H. (cant recommend ever pressing this)
#### Non relevant to roundstart.
- Without IB we can use most of the time use `5K > f.S` to combo from medium range. As long 5K it's in range we can use it.
- On IB we can press f.S to combo from (almost) all distances. On IB, as long 2D is in range, we can punish with it (works at distances where f.S can't be used.)
- If it's very close we can just press c.S to punish.
### 2D
(requires to be blocking with 4 instead of 1, otherwise elphelt will extend her hurtbox and block 2D)
- f.S Looses
- Delayed f.S wins and comboes into 2h since ky is in crouching state.
- 5K wins/counterhits, can't get anything from it further than pulling berry, not bad but i dont like the distance between me and ky.
- Delayed 2D as a whiffpunish
- 2K Trades
- 2S Wins
- Delayed 6H wins.
### Scum Dipper
- 2D Wins -> Leads to bridal
- 5K Wins (delayed 5K can trade or win and get a short combo out of it if close enough to ky. Too delayed and can lose)
- 2K Looses (delayed 2K can trade)
- 2S Looses
- f.S Looses
- If we IB the first hit we can `c.S` before the second hit, allowing us to get a nice CH.
- We can still block the first hit, and IB the second telegraphed hit, then proceed with a punish (we can take advantage of the proximity we are on and do `66 c.S f.S `) OR, we can do a runup backthrow, so Ky gets set to the corner already. If we proceed with the combo route, we get very close to 25% meter, meanwhile Ky gets around 15%. If we proceed with the throw route both Elp and Ky get to 15ish% of meter.
- As long you dont get CH by the first hit, you can still IB the second hit and punish KY.
- Backdash loses.
- Neutraljump delay j.H |> c.S > f.S > 5H > Bridal
###
5H catches IABDs
#### IABD j.S?
#### IABD Air Shot
### Strings to safely throw Berry???

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## Note
Leo goes to stance by holding 5H.
While in "stance" **can't block**, but can use a parry.
# Normals
## 5H
> Gatlings into 6H and 2D
> **Level 4** move and `-3` on block. On **IB**, it's `-7`, therefore our available options are:
> - 5P
> - 2P
> - 5K (longest range button from the listed ones, active at frame `7`, therefore the punish has to be frameperfect)
> - 2K (Has a lil\' shorter range than `5K` yet it's active at frame `5`, allowing more consistency)
> - c.S (use if close enough)
The punishes are also tied to proximity.
For consistency due to 5K requiring to be frameperfect to gain slightly more range, **I** recommend going through the 2K routing when available.
2K whiffs slightly after the rounds-tart distance, where 5K .
> **Important Disclaimer:**\
> **All of this options get smoked by 5H>2D frametrap!!**\
> Leo's 2D CH **allows for combo pickup**\
> All of this options beat 5H>6H
### Routes
#### 5K
##### Round start
- `5K > f.S > 5H > Bridal/5H*4`, damage: 89/80
- `5K > 2S > 5H > Bridal/5H*4`, damage: 87/78
- `5K > f.S > 2S > 5H > 5H*4`, damage: 102
- `5K > 2D`, damage: 43
https://youtu.be/whChz4fTxHw
##### Slightly past round start
- `5K > f.S > 5H > 5H*4`
- `5K > 2S > 5H > Bridal/5H*4`
> The bridal ender route is quite finicky due to range and requires 2S to work, yet, if the spacing is slightly further, bridal will be blocked, therefore for consistency is recommended to be skipped.
https://youtu.be/X4YjnKK4I98
##### Peak range
- `5K > f.S > 5H > 5H*4`
Further than this distance, 5K will whiff.
https://youtu.be/9hPf2ot-Q9M
#### 2K
> **Note:**\
> Recommended option.
- `2K > f.S > 5H > Bridal/5H*4`, damage: 63/70
- `2K > 2S > 5H > Bridal/5H*4`, damage: 62/69
- `2K > f.S > 2S > 5H > 5H*4`, damage: 79
- `2K > 2D`, damage: 34
https://youtu.be/Z0ruFdzXEtw
## 2D
-5
2P/c.S/5K/2K
c.S requires IB
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one
# Special Moves
## Graviert Würde
The fireballs.
IDK idc.
Deal with it.
H version disappears if Leo is hit.
## Eisen Sturm
https://www.dustloop.com/w/GGXRD-R2/Leo_Whitefang#Eisen_Sturm
The DP
### S Eisen Sturm
#### w Shotgun
##### Corner
After `IAD j.KS`, the `j.D` should be delayed "substantially".
###### j.7H setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/G88-VtXpCzo
###### j.D sour berry setup
- Couldn't get the wallsplat consistently.
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] > j.7D ~ j.Toss
https://youtu.be/-fST4z4idA8
###### Shotgun sour berry setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] (no wallsplat)
https://youtu.be/19EdpbFurlE
##### Midscreen
Remove shotgun and do a c.S route ...
#### wo Shotgun
##### Corner
###### Transition to shotgun route
You can set yourself in shotgun stance and charge a shot to proceed with the Shotgun routes from above.
https://youtu.be/BUMbiR4G_qc
###### j.7H oki
> c.S > > j.S > jc j.K ~ j.S ~ j.H ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/4z0-sYZBBJ8
##### Midscreen
###### c.S non CH antiair
> c.S > j.S > j.P > j.S > jc j.S > j.P > j.S > j.H ~ j.D > j.236P
https://youtu.be/zbtFwPCDK50
###### 2P Rejump
> j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/EGPW9If5kVw
### H Eisen Sturm
#### w Shotgun
##### Point Blank Corner
> charge shotgun > SG.S > [SG.H] > charge shotgun > [SG.H]*2 > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/yyxkiylaU1k
##### Corner
- Just requires being slightly spaced from Leo, enough to not get crossed up basically.
SG.H hits in the air
https://twitter.com/zmasasi/status/1018378921786527744
Keys to success:
Pull berry when Leo is reaching the top, it will autotime SG.H at the right height
##### Midscreen
###### SG.D
- Pull berry ASAP
- delay throwing berry substantially.
- You want to press `SG.S > Bridal` when Leo's swords touch the ground.
- Quite tricky to get right and consistently.
- Can't recommend over the next combo
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal ~ SG.S > [SG.H] > IAD j.S > j.D > c.S > j.K > j.S > j.H > j.D > j.236P |> 2Toss
https://youtu.be/XxWH0aKrfEA
###### SG.D SG Loops
Same route from above, but this time doing `SG.S > Bridal, [SG.H]` instead of `SG.S > [SG.H] > IAD j.S` to proceed with shotgun loops in the corner.
Even more funky than the previous SG.D route, as this one requires Leo to be hit by the PineBerry explosion at a lower height, otherwise `SG.S > Bridal` will whiff.
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal, SG.S > Bridal > [SG.H]*whatever
https://youtu.be/e0TCEDLRJVs
###### c.S non CH antiair BnB
A lot easier and more consistent at the expense of 30 of damage +/- (comparing with the SG.D route)
> c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.D ~ j.236P
https://youtu.be/pj0FNA3cBBg
###### c.S non CH antiair
Refer to the [Eisen Sturm S c.S non CH antiair routing](#cs-non-ch-antiair).
###### c.S 2P rejump
- Better oki and damage compared with the previous route.
- Quite more finiky but w/e
> c.S > j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/8ZyPhuiykgU
#### wo Shotgun
##### Corner
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/EHb0ftlGy4c
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/rA6QZfTBdNo
> c.S > j.S ~ jc j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
##### Midscreen
Elphelt non counterhit c.S antiair BnB with berry pulled
- 195/196 damage
https://youtu.be/0ubHLAITDvs
## Kaltes Gestöber Erst
aka. Rekka
Combinations available:
236S = Erst
236H = Zweit
214S = Dritt
| combo | on block | on IB | imgs |
|---------------------|----------|-------|---------------------------------------------------------------------|
| 236S | -1 | -3 | ![210px-GGXRD_Leo_Erst.png](src/img/210px-GGXRD_Leo_Erst.png) |
| 236S > 236H | -3 | -5 | ![148px-GGXRD_Leo_Zweit.png](src/img/148px-GGXRD_Leo_Zweit.png) |
| 236S > 236H > 214S | -7 | -11 | ![210px-GGXRD_Leo_Dritt.png](src/img/210px-GGXRD_Leo_Dritt.png) |
I think that crouch `IBing "Erst" >~ 4SH > 4SH > 1FD` allows to OS throw/Dead Angle Zweit, and block the followup from single rekka
`4SH` as Throw OS
## Kaltes Gestöber Zweit
Leo benefit is nothing meaningful unless RRC or counterhit.
It's plus.
# Practice
## Differentiate the DP
Set the 2 `S DP` and 1 `H DP` or 2 `H DP` and 1 `S DP` and practice the timing and recognition of each one in order to have consistent punishes.

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---
gitea: none
include_toc: true
---
## Roundstart quick notes
Use f.S and 2D.
### Elphelt Buttons notes:
#### Elphelt's f.S
Doesn't punish backdash, but it's still a win since we get free space for our neutral game.
##### Wins
- 6P, only **wins** if Elphelt uses a followup (`f.S > 5H` or `f.S > Bridal`).
- 2K wins but non-counterhit, can't get anything from it.
- Everything except the listed under.
##### Trades
- 5K
##### Loses
- 6P if Elp didn't chain a followup.
- H DP.
- Leo's S DP (trades), yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD. If Elp delays the f.S 4-5 frames, she can get a CH.
#### Elphelt's 2D
Used to cover instances that Elp f.S doesn't win.
##### Relevant Wins
- 5K, meanwhile Elp f.S trades.
- Allows punishing Leo's 2K unlike with Elp f.S
- Whiffs against Leo's S DP.
- 1/2 Frames delayed 2D whiffs against Leo's H DP, otherwise clashes.
##### Trades
N/A
##### Loses
- f.S (2D loses and get poked, Leo can only follow it up by 214S.)
- 2D (loses to Elp f.S)
##### Irrelevant whiffs/clashes
> Whiff/clashes and doesn't allow for punish or anything relevant.
- 6P (whiffs, loses to Elp f.S)
- 2H (clash, loses to Elp f.S)
- H DP (clash)
- H DP (whiff, Elp 2D is delayed for 1-2 frames)
- 2S (clash, loses to Elp f.S)
- 2D (whiffs, still can be blocked, loses to Elp f.S)
### Leo's 6P
Something like `f.S > Bridal` or `f.S > 5H` works.
2D whiffs.
### Leo's 6K
Loses to f.S and 2D, didn't bother about anything else.
### Leo's 5K
f.S/2S trades
5H loses.
6H hits too late, doesn't get a CH, cancel into whatever **but not bridal**.
6P hits too late, can be blocked.
2D wins.
delayed 2k wins, aka ~ 2k>f.S>etc
delayed 2d wins, aka ~ 2D > bridal / shotgun / berry
### Leo's f.S
f.S wins.
2D loses and get poked, Leo can only follow it up by 214S.
5P loses.
5H loses.
6H loses.
on IB can do 5H, but if Leo does `f.S > 5H` ur fucked.
6P "hits" as long doesn't go into stance, also hits if Leo does `f.S > 5H`.
### Leo's 2H
6H Clashes, if Leo delays the 2H you get murdered, so discard this option.
2H loses.
f.S wins/gets CH.
2D clashes.
**1 frame delayed Elp f.S murders you.**
**3-4 frame delayed Elp f.S scores a CH.**
### Leo's delayed 2H
Reminder, Elp 6H murders you. Don't.
### Leo's 2K
2D gets a CH, slightly delayed (1/2 frames) 2D also gets a CH, further delay will whiff, still safe tho.
f.S wins, no CH, can't get anything out of it due to distance. I dont like the idea of pulling shotgun against leo in neutral anyway.
### Leo's 2S
2D clashes.
5K clashes.
f.S wins with a CH.
### Leo's 6H
f.S/2S gets CH.
Delayed 2D gets CH.
6H get CH.
6P gets CH.
2H gets CH.
substantially delayed 5K gets CH.
### Leo's 2D
f.S/2S wins.
2K/5K/2P/5P/2D/6H/5H/Bridal loses.
### Leo's S DP
f.S, yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD.
If Elp delays the f.S 4-5 frames, she can win with an airborne CH.
**2D Whiffs.**
2S loses.
6H Trades.
5H/Bridal loses.
Bridal also whiffs (does it even matter??).
### Leo's H DP
2S/f.S/5H/6H/Bridal loses.
2D clashes.
**1/2 frames delayed 2D wiffs.**
### Leo's Erst
Loses to everything except 6H/6P/Bridal?.
### Leo's Zweit
Loses to everything except 6H?/6P/Bridal?
### Leo's TK Siegesparade
f.S/5H/6H/6P wins
Other might whiff.
### Leo's Backdash
Delayed 5H hits bd.
6H hits bd.
Bridal hits bd.
## Discord txt
> Placeholder until I resort all the info.
- if you got counter hit yourself it's easy to confirm and got oki with bridal
```text
Kyouse — Today at 12:55
btw writing in match is painful and i didn't want to polluate your session, wanted to say throw more fs at round start range or a bit farther, it has way more chance to hit than a 5k which is going to get counter hit
and if you got counter hit yourself it's easy to confirm and got oki with bridal
please don't let me jump — Today at 12:56
fair
Kyouse — Today at 12:56
that's leo specific
fs is a nightmare for him kinda
when he does the parry at max range fs doesn't even get into animation
so you can backdash fs leo in stance
and you'll be fine anyway lol
(well actually he can confirm the reject i believe, but the reward isn't that big)
Thundax — Today at 12:59
yeah, if you press bt.D and the poke that hits you is at far range all you get is the same animation as if when you are blitzed
you can maybe confirm it into bt.S if it's not too far
dont remember for how long you are rejected
Kyouse — Today at 13:00
no not that
well if yo ugot rejected you wasn't close in the first place
i think it's rekka?
i don't know what that special name
Thundax — Today at 13:00
rekka3?
dritt?
Kyouse — Today at 13:00
but sometimes i get hit by that shit when rejected
yeah this
Thundax — Today at 13:01
once oriol masters these tips my barber will be put out of business...
Kyouse — Today at 13:02
i had way more tips coming in my mind while watching tbh
but i don't want to give too much to someone who didn't even ask for my opinion xD
please don't let me jump — Today at 13:02
i just learned that leo parry is just spamming the D button
Thundax — Today at 13:02
yeah he doesnt hold it
please don't let me jump — Today at 13:02
I thought u where doing actuall work >:(
Thundax — Today at 13:02
of course not
it's leo
please don't let me jump — Today at 13:02
those top tiers
Thundax — Today at 13:03
i play him because Polish people only activate their brains when stealing cars and robbing Carrefour
Kyouse — Today at 13:03
saying that as if our command grab wasn't a single button
Kyouse — Today at 13:07
well the most important, don't take out a grenade in neutral at mid range
either cancel it from a normal, or back iad
taking it out like that against that kind of "going forward is the only direction i know" wharacter is asking to put you at a bad situation
please don't let me jump — Today at 13:08
true
Kyouse — Today at 13:09
don't back dash too much in his pressure, and definitely DON'T BACKDASH when you're at 3/4 of the screen unless it's to avoid his projectile
this advice might sound wierd lol
please don't let me jump — Today at 13:10
its not lmao
i allowing him to walk forward at that point #
Kyouse — Today at 13:10
instead of backdashing at this space, focus yourself if you see it going forward you press fs and see what happen
if you feel late and it was his charge, well you'll have to block, but don't, backdash
even if he's in stance you might eat his super
please don't let me jump — Today at 13:11
also I think he could do some OS shit for wakeup backdash in the corner
Kyouse — Today at 13:12
yeah prob, usually i rps the backdash a few time
please don't let me jump — Today at 13:12
well heard that somewhere sometime
Kyouse — Today at 13:12
if he's not in stance
but i'm not familiar with OS against leo tbh
wouldn't be surprise if there's a lot but you know, community is what it is on this game, either you are a lab monster, either you know a lab monster, either you gonna get stuck because in the end you won't be able to fight many people lol
also something else
leo has one of the easiest UB setup
you could have done it a few time
it's a shame
oh wait
https://streamable.com/t5igrv
well i failed the yrc but you get it
i don't do it that much often myself, but this should be our bnb now that i think about it lol
against leo atleast, i say it's easy because it wierdly very consistent
that jk can touch leo pretty low
Kyouse — Today at 13:20
once leo is in well you're in deep shit, we are all equal against a 12 positives moves character going in your face, but elphelt has the tools to not let that happen, but you have to commit to not be afraid and take the fs solution instead of the backdash one
the second option will not get you away, it will get you kill a few time actually
really far away 5h can do the wall
closer go for fs, at a whiff distance it can be very strong
and 5k, i don't recommend it much it doesn't work really well against leo's favorite button
and can't confirm it if too far
that's it for now
please don't let me jump — Today at 13:35
ty 🙏 (still got to read breakfast and stale thingie distracted me)
```
[simple_ub_setup_kyouse.mp4](src/simple_ub_setup_kyouse.mp4)

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---
gitea: none
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---
As much as Millia players would like to complain about `f.S`, the real criminal is Elph `5K`.
Remember to not put yourself in pin range.
According Xyzz, aim where she will be, not where she is! (Truly a mosquito character in disguise)
Preemptive j.D good.
6H covers huge space on the screen, BUT YOU CAN GET HIT OUT OF IT! So don't get pinned through it please!.
After Millia `6H(1)` beware of possible IAD, you can deal with it by running inside.
Usually IAD scams are from `2S` and `6H (1)`, `2H2`, meanwhile `5K` is rare, it's also possible.
Jump cancelable normals: `5K cS 2S 2H and 6H(`)`
## Xyzz notes
5K is low attack level, so frame advantage is pretty damn bad.
2H has virtually no other options, and you see her do 2H > jump all the time in combos, so it's rare she would intentionally go for that.
the others have reasonable alternatives, so they're good points for her to reset with an iad
## EIiitti notes
Personally I have had a lot of success with 2H > delay 2D because most people try to upback to deal with pin/IAD, so if it's a rare option for others, it isn't that rare for me at least
after a pretty decently + jump-in, frame trapping with 2H is pretty good tbh
1-hit hitconfirm with j9KD if you see the opponent get launched
do jc stuff or delay 2D if blocked
or leave on the -2
2H also frame traps after 2P/2K
but the opponent has to be mashing at the speed of a thousand suns to get caught since the gap is like 1-2f
## 2D Pickups
> 2H>2D>j.PSPS>**SPS**HD \
> Annoying to get proper knockdown
> 2H>2D>j.PSPS>**PKS**HD\
> This one might be helpful to do a `2H > Bridal` pickup ender
## Iron Savior
The move yet is -13 on block, so, if you block, you get to press buttons back.
![](https://www.dustloop.com/wiki/images/thumb/1/1c/GGXRD-R2_Millia_IronSavior_hitbox.png/210px-GGXRD-R2_Millia_IronSavior_hitbox.png)
### Contest
You mostly want to hit her feet.
#### w Shotgun
Both charged and uncharged shotgun can hit `Iron Savior` at a somewhat hateful distance.
https://youtu.be/HJlv2RLE1uE
https://youtu.be/6Lp9yRwjj_k
> **Tip:**\
> Uncharged shotgun can be done while crouchingback so if very misstimed you block it.
#### wo Shotgun
5K can win at the right distance, yet is veeery finiky, skill issue.
https://youtu.be/_h6iof_8fjU
At a distance Elp can 6H and get a juicy counterhit.
https://youtu.be/J36i4UvAfzo
#### Genoverse
It can hit her, just beware of Millier RC since you would have lost 25% meter.
https://youtu.be/c7oAOEzsnjE
### Punish
Only focused at further range.
Closer range as per the moment "do the needful".
### wo Shotgun
No need to IB (but encouraged), since it is very tight (mash 5H, hard).
> 5H*5
https://youtu.be/uLNopCmBi-c
> Disclaimer:\
> `5H > Genoverse` won't hit! (meaning at peak range)
## Forward Roll > H
![](https://www.dustloop.com/wiki/images/thumb/f/f2/GGXRD_Millia_Digitalis.png/210px-GGXRD_Millia_Digitalis.png)
### Punish
When at a fair distance, you will need to IB it.
> 5H*5
> 5H>Bridal
https://youtu.be/IxXjzH_HzJA
https://youtu.be/IxXjzH_HzJA
With 50% meter we unlock substantial damage/carry.
> 5H > Genoverse > 66 > j.K ~ j.S > j.H |> (2P >) c.S > j.SPSHD > j.236P
https://youtu.be/o6uxiH0NQUg
## Oki
God damm I am so bad at meating Millia, wether i get thrown because I get in throw range, or I get hit by 5H or whatever else.
### Alternative off 2D (if close enough/possible)
Elpheltcord link
Basically 2D > j.PS/K > j.D > Pull and AD as fast as possible (this makes the berry be closer/more catches the backdashes better)
https://discord.com/channels/121387821977042945/121388142941962241/1274134641594466435
Pot equivalent (with j.S only, do 5k delayed S delayed S > etc)
https://discord.com/channels/121387821977042945/121388142941962241/1274144093567455385

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hi
tbh only Slayer and Leo has some punishes.
Don't think they are completed anyway.

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# Roundstart thingies
## 5P
Can be contested with 2H, everything else seems to loose.
Very risky tho.
Backdash ok i guess...
## 5K
### Beat
- 6H Beats it
- 5p > f.S, framekill hit, route into 5H spam.
- 5p > 2S, framekill hit, route into 5H spam.
- 5p > f.S, framekill hit, route into 5H spam.
- 5p > 5H, framekill hit, route into 5H spam.
- 2H
### Trade
- f.S Trades
- 5H
- Bridal? Doesn't seems very consistent on trade but w/e
### Looses
- 2S looses
- Shotgun stance
## 2H
Backdash okay? Yes (gotta hold block afterwards)
### Beat
- Bridal
### Trade[Pressure](..%2F..%2FPressure)
- Delayed 2D
- Delayed 5K
- Delayed 2K
### Looses
- 6H
-
# Defense?
Block glide > FD normal buttons / c.S once in the ground
# Neutral?
Slow/commital buttons like 6H feel very meh, since raven can just dash through them
5H is very risky without meter since raven can just 2h on block/whiff
# Stuff
2H > Scratch at lvl 3 (Max exc) is a true blockstring (can be dalyedo)

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---
gitea: none
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---
## 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
### Mappa and Pilebunker
Set the recordings to the following:
- P Mappa
- K Mappa
- Pilebunker
The idea is to practice, not only the combo routes, but the move recognition.
A reminder that [Pilebunker](#pilebunker) doesn't need to be IBd to be punished.
https://youtu.be/0DNYpcBzm-Q
#### Shortcuts to the punishes:
- [Pilebunker](#pilebunker)
- [P Mappa](#p-mappa)
- [K Mappa](#k-mappa)
## Placeholder
Whatever ramblings I want to write to have arround while I do these things
> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance

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---
gitea: none
include_toc: true
---
## Neutral
## Additional Notes
### Discord discussions
https://discord.com/channels/121387821977042945/121388126550753280/1048054797850382469
https://discord.com/channels/121387821977042945/121710360901189633/457933377392214016
https://discord.com/channels/121387821977042945/121710360901189633/457938988234309632
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
Options after UP:
- It's late
- Throw/Bite reset
- DoT
##### Under Pressure > It's Late
- Move is throw invulnerable
- On hit Slayer gets no real reward other than a reset (unless has meter)
- On CH you die.
Without IB
c.S Trades
2P Wins
Loekkson said that on jump FD it could enable instant overhead.
##### Under Pressure > DoT
- Invulnerable starter super that hits frame 0 (therefore you need to hold 4 _block_ before the super animation occurs).
- Don't need FD to be blocked in the air.
- Superjump > FD dodges it.
- Late Superjump > FD blocks it and allows for landing into CH punish.
##### Under Pressure > Bite/Throw
- On hit Slayer gets no real reward other than a reset (unless has meter), with bite **you need to mash out of stagger tho!**.
##### Under Pressure > 2K
- Low, hits at frame 8
Without IB
c.S Trades
2P Wins
On IB
c.S Trades
2P Wins
5K Wins
2D Wins (very tight, 1 frame late trades, 2 frame late loses)
##### Under Pressure > BDC ?
\>:(
# Oki
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

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5K > c.S > f.S > 5H > Bridal -> berry iad ->
#### IAD
1. j.P > j.toss
1. j.P > j.toss
2. j.P > j.toss
2. j.K > j.toss
3. j.S > j.toss
1. j.S > j.P > j.toss
4. j.H > j.toss

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## Dead Angle
If not point-blank can try to time/preemptive roll (236K/SG.K).

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## Combos
Standard 6H CH Kyouse routing won't work.
It can work if you do superjump IAD instead.
On hitbox with Up SOCD cleaning you can do `[Down] > [Right] + [Up] > ]Down[ > ]Down[ + ]Right[ + ]Up[ (aka release everything, go back to 5) > Right`
https://fireshare.fihome.xyz/w/4142319aa92137100be480bb0982e0ac
## Neutral
### Sniper / Shotgun
Use sniper to deal with Venom setting balls, use the CH opportunity to runup -> pressure or pull berry and throw it while cutting distance.
IT works fullscreen:
On sniper CH -> perfect reload -> SG.H -> Pull berry -> runup meaty oki with SG.P.
SG.H can deal with **small** balls, you can do runnup SG.H.
On sniper, mix switching to SG.H to block/shot balls.
And roll to go over balls.
Geno verse also destroy small balls.
https://mobile.twitter.com/Malrodin/status/934071504664449024
### Stuff
Venom 6P Beats Elphelt IAD j.Whatever.
Elphelt superjump IAD j.K can go over Venom 6P, but you won't get anything.
2H will go under: 5P, 5H, 5S, 6P, **6H if Elp 2H was done at the same timing/slightly earlier**.
Use 2D to Venom's 2D recovery frames. 5K will whiff or clash. 2K, 2S loose against Venom 2D (even when trying to punish it), f.S also looses/whiffs. If substantially spaced 6H will beat it and get a juicy counterhit
## Oki
### Wake-up DA
If close enough you can challenge DA with jbh.
Standard Dark Angel is throwable (if close enough) and "can be hit":
- If you do **jbh** at the first frame possible after the super flash, you will be able to get the first hit on Venom into the animation.
- If you are off by 1 frame, you will hit Venom with the later frames, still good scenario.
Burst Dark Angel has more invulnerable frames frames, meaning:
- If you do **jbh** at the first frame, **jbh** will completely whiff.
- If you delay **jbh** slightly, it will hit Venom in later frames.
- Throw is not an option.
https://fireshare.fihome.xyz/w/c3f3d3e1e3b4820e0cb7153b1a8f1336

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Stealing from LS:
https://youtu.be/7M-YRPUXZjA
https://youtu.be/7M-YRPUXZjA?t=63
Throw > Pull berry > 5k > c.S > **2S** > 2 Toss > f.S > Bridal
5K > c.S > Pull > 5K > 6H > Toss (goes wrong)
> Notes:\
> Going for f.S instead of 2S, means that Zato after IBing c.S can do 2P under f.S
>
> After 5k > c.S > 2S > Toss, you end up away from Zato's 2P Range.
>
> 2S Afterwards will whiff, but catch 2P.
>
> Ky can still Scum dipper under tossing berry.
>
> Vs Ky c.S > Toss works, but at what cost...
https://youtu.be/7M-YRPUXZjA?t=208
5K Jigsaw
https://youtu.be/7M-YRPUXZjA?t=212 full charged blitz
https://youtu.be/7M-YRPUXZjA?t=987 jumpback delay toss delay runup 2K 5K 2P
https://youtu.be/7M-YRPUXZjA?t=992
https://youtu.be/7M-YRPUXZjA?t=1028 jumpback pull toss sniper
https://youtu.be/7M-YRPUXZjA?t=1241 f.S dl 66 5K > 66 5K > c.S dl 2H Pull 2P 6H
https://youtu.be/7M-YRPUXZjA?t=1259 Toss runup 5K 2P > 5K > 66 5K > 6H

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What the hell does this character do?
No clue, loose vs blitz if the setup is "bad" I guess...
# Roundstart
## 5K
5K Clash
2D Wins
f.S Wins
2.S Trades
6H Wins but doesn't get anything if done "frame perfect", otherwise Zato can block.
## f.S
5K Clash
f.S Trades
2S Trades
5P Wins (leads to nothing)
2D Looses
2K Mutual whiff
Slight delay 2H goes under f.S
6H Looses
## 5H
5P Spam makes both moves whiff
2D Clashes
f.S wins
2S wins
5P Looses/Blocks
5K Blocks
6H Looses
## 2K
5K Clashes
f,S wins but can't follow up
2S Trades/Loses
2D Wins
6H Zato gets to block
## 2S
5K Wins (Elp doesnt get nothing)
2D Wins (mutual trade but Zato gets HKDed so we goots)
f.S Looses
2S Looses
2P Wins (Elp gets nothing)
## 2H
f.S Elp Wins + Crouching combo
2S Elp Wins, gotta choose with 2S CH > Bridal, or 2S CH > 5H*5
## 2D
5K Wins (Elp gets nothing)
2S Wins > Bridal
f.S Looses/Trades
2D Trades (both HKD)
2K Looses
Microwalk forward f.S gets crouching combo
## 6P
f.S Stading CH > IAD stuff
5P > f.S Standing CH > IAD stuff
2S Wins > Bridal/5H *
5H Looses
6H Looses
2D Whiffs
5K Whiffs
5P > 2D gets CH > Bridal/Shotgun/Berry etc
2H Looses
Delayed 2H wins, but otherwise looses, very similar to the 2H delay to go under f.S
## Invite Hell (S)
f.S Win Standing CH etc
5P > f.S Win Standing CH etc (i think you need to b frame perfect)
2.S Whiffs
6H CH
2D Whiffs/looses you get to block invite hell

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## With **cooked** berry setup
### vs DPs
#### Stuff > Berry Oki 5P > 2D
The idea is 5P to clash with shit and stuff 2D
+ Works vs Jam parry
+ Works vs Leo DP
+ On block u get to pressure with shotgun
## With **__un__cooked** berry setup
### vs DPs
#### Pull Shotgun > backdash > wait for charged shot > Shot > 66SG.S (wiff) > charge SG > SG.S > 214K > [SG.H] > Stuff
The setup is easily reproducible from `SG.S > 214K` aka
https://youtu.be/Ucn8tEuiIa8?t=1741
+ fuckton of damage
## Bridal
### 66 Delayed jump j.S
- Works midscreen
### IAD j.Pull j.S/j.H
Examples
Notice the small walk forward on sol DP, if not done 2D won't reach.
Routing into 2H toss > Shotgun still works, but it's more annoying due to the opponent height being lower.
[BridalCornerIntoUB.mp4](src%2FBridal%2FBridalCornerIntoUB.mp4)
[BridalCornerLoopOki.mp4](src%2FBridal%2FBridalCornerLoopOki.mp4)

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### Corner
5K allows for tickthrows
5K~c.S
5K runup 2P
----------
Generally speaking I have issues with my pressure in general.
Therefore, will try to make som
## Johnny
Jesus frick don't do standing berry pull, abuse from shotgun cancel.
---
### vs DPs
5K > c.S > holdblock and pray for them to dp the air
## Resets
https://youtu.be/OCo__pJJenE?t=3695

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"My" Elphelt notes
## Pending
https://discord.com/channels/121387821977042945/121387821977042945/757209033173106718
## Docs
https://docs.google.com/document/d/1iRhMYPQrpOxBg_eIFleoVGo_3Jtfz2GuwNlk-wGSn0s/edit#heading=h.405vrmwne3gg
https://docs.google.com/document/d/1hw3Ut-NKpmCx2et7QfyFgsbdkRaaJbCByA2s8zHlTeA/edit
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
https://speedkickstk.wordpress.com/2018/06/14/mid-level-vortex/
https://docs.google.com/spreadsheets/d/1ii8oW26dZyODJ5xjnxKW7Nnve79MaAk4q5TG9f25mNQ/edit#gid=678813005
https://www.evernote.com/shard/s440/client/snv?isnewsnv=true&noteGuid=12326c52-9382-e97b-18d7-5be17d7e9dea&noteKey=53fcb6295ae193acd3c95cb01e294068&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs440%2Fsh%2F12326c52-9382-e97b-18d7-5be17d7e9dea%2F53fcb6295ae193acd3c95cb01e294068&title=Beginner%2BElphelt%2Blearnlist
https://tide-yard-9b4.notion.site/Elphelt-Combo-Theory-1330382ef7a54c839d781145ee8f5d9c

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## Hotashi
### Elp vs Bedman
#### Notes
https://youtu.be/YywjMAHMmfM
A lot of 2K > 5K > cS on pressure/oki
Then 2P > 2K > 5K
```text
iad j.PP > j.S > walkup > cS > f.S > iad j.PP > j.S > j.H (W) > walkup throw
```
> Note, opponent doing FD on c.S / f.S
https://youtu.be/YywjMAHMmfM?t=1148
---
```text
Corner throw > berry > toss asap > 66 > 2K > 5K > cS > 2H > Bridal > `berry explodes` > 2K > cS > 6P *hits* > Genoverse > 6H > berry > toss oki
```
> Note, opponent doing FD on c.S, probably expecting fS therfore looking forward to the push out
https://youtu.be/YywjMAHMmfM?t=1176
#### SG burst punish
```text
8>[7] > block > hold stance until shot is charged > [SG.H] > SG.S > SG.H > c.S > 9j.k > j.S > j.H ~ j.D > j.236p |> 66 low_toss > 66 6P
```
https://youtu.be/YywjMAHMmfM?t=1123
#### CH sniper
CH sniper > pull berry > iad j.4P |> Bridal
(delay after iad?)
https://youtu.be/YywjMAHMmfM?t=1162
#### j.P framekill
Bridal, j.P (framekill) > j.66 > j.PPS
#### midscreen j.D kd
stuff j.D > j.236P > iad (delay?) j.4P toss > bridal > 2K > stuff > 6P > shotgun
#### Anti-air j.S
```text
c.S > j.S > jc > j.K > j.S > j.H ~ j.D 236P > 66 > j.4toss, j.66 > j.P |> 2K > cS > 6P (commit)
```
https://youtu.be/YywjMAHMmfM?t=1322

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sl
https://youtu.be/jmpzVFqRsF0?t=747
ky
https://youtu.be/jmpzVFqRsF0?t=889
Leo
https://youtu.be/jmpzVFqRsF0?t=2180
shit:
https://youtu.be/jmpzVFqRsF0?t=806
https://youtu.be/jmpzVFqRsF0?t=839
https://youtu.be/jmpzVFqRsF0?t=2317
https://youtu.be/e5otmJRBA0g?t=6511
https://youtu.be/e5otmJRBA0g?t=6558
https://youtu.be/e5otmJRBA0g?t=6986
https://youtu.be/YywjMAHMmfM?t=2441
https://youtu.be/be-DkMrX7xk?t=707
https://youtu.be/be-DkMrX7xk?t=982
https://youtu.be/be-DkMrX7xk?t=1041
cat combo_breaker_2023
Horashi - Zawei
1 - 1
Last round
2H > 2D > j.PKSHD > berry > ... ???%
https://youtu.be/UsVeVb3orsM?t=1044
https://youtu.be/fAQ89SkqLs0?t=360
https://youtu.be/fAQ89SkqLs0?t=516
### Kyouse
https://clips.twitch.tv/SneakyHomelyArmadilloCorgiDerp-r2KMoU2Kb_FEd5x6
... > 2H > c.S > j8/7.D > j.236P > j.toss (when almost ground)
https://youtu.be/QmZ-7TxyQmI?t=5807
### Vev
how is the

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https://twitter.com/AscendedFeri/status/1156870163288883200?s=20
CH 6H > c.S > j.KSH toss |> 66 2D
Vs bedman
j.236P (air spin) -> Always can punish with 5P, depending on proximity of
## Bedman roundstarts
### 2S
- 2D trades
- f.S wins
- 2S Trades
- 5K loses
- 6H loses
- Bridal loses
### 5H
- f.S wins, trades if 1-2 frames late
- 2S whiffs, trades if 1-2 frames late
- Bridal loses
- 2D Clashes (very likely to danger time)
### 6H
- 2D loses
- f.S wins
- 2S wins
- 6H trades

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- Jump IB projectiles
Remember to land 4 delayed 4S
----
berry setup 2D sg.G iad j.p XXX