Moved all the files inside the /docs/ folder

This commit is contained in:
oriol
2024-10-12 20:20:00 +02:00
parent 56a4fd9317
commit f1a10bd87f
59 changed files with 39 additions and 0 deletions

View File

@ -0,0 +1,206 @@
---
gitea: none
include_toc: true
---
# 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

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

View File

@ -0,0 +1,5 @@
##
## Relevant links
https://www.dustloop.com/w/GGXRD-R2/Damage#Defense_Modife

View File

@ -0,0 +1,697 @@
---
gitea: none
include_toc: true
---
> **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

View File

@ -0,0 +1,65 @@
# 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.

View File

@ -0,0 +1,283 @@
---
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

View File

@ -0,0 +1,166 @@
---
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