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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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---
gitea: none
include_toc: true
---
## 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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---
gitea: none
include_toc: true
---
# 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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---
gitea: none
include_toc: true
---
## 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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---
gitea: none
include_toc: true
---
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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---
gitea: none
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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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## 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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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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## 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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---
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include_toc: true
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## 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