Moved all the files inside the /docs/ folder
2
docs/Mu/Axl/README.md
Normal file
@ -0,0 +1,2 @@
|
||||
|
||||
useful to punish Axl DP in the corner for example) is with IAD j.KSD for example.
|
29
docs/Mu/Baiken/Buttons/README.md
Normal file
@ -0,0 +1,29 @@
|
||||
|
||||
|
||||
# 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.
|
||||
|
||||
|
32
docs/Mu/Baiken/Punishes/README.md
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
|
||||
|
||||
## 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
|
89
docs/Mu/Baiken/README.md
Normal file
@ -0,0 +1,89 @@
|
||||
---
|
||||
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
|
||||
|
32
docs/Mu/Baiken/Situations/README.md
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
|
||||
## 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.
|
||||
|
186
docs/Mu/Jam/Notes.md
Normal file
@ -0,0 +1,186 @@
|
||||
---
|
||||
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
|
||||
|
||||
|
11
docs/Mu/Johnny/Punishes/README.md
Normal file
@ -0,0 +1,11 @@
|
||||
|
||||
|
||||
|
||||
|
||||
# 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
|
39
docs/Mu/Johnny/README.md
Normal file
@ -0,0 +1,39 @@
|
||||
### 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
|
||||
|
||||
##
|
11
docs/Mu/Johnny/Tech/README.md
Normal file
@ -0,0 +1,11 @@
|
||||
## 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.
|
||||
|
||||
|
||||
|
||||
|
23
docs/Mu/Johnny/Thoughts/README.md
Normal file
@ -0,0 +1,23 @@
|
||||
### 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*.
|
133
docs/Mu/Ky/Punishes/README.md
Normal file
@ -0,0 +1,133 @@
|
||||
---
|
||||
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 > ...
|
101
docs/Mu/Ky/README.md
Normal file
@ -0,0 +1,101 @@
|
||||
---
|
||||
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???
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
304
docs/Mu/Leo/Punishes/README.md
Normal file
@ -0,0 +1,304 @@
|
||||
---
|
||||
gitea: none
|
||||
include_toc: true
|
||||
---
|
||||
|
||||
|
||||
## 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 |  |
|
||||
| 236S > 236H | -3 | -5 |  |
|
||||
| 236S > 236H > 214S | -7 | -11 |  |
|
||||
|
||||
|
||||
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.
|
BIN
docs/Mu/Leo/Punishes/src/img/148px-GGXRD_Leo_Zweit.png
Normal file
After Width: | Height: | Size: 42 KiB |
BIN
docs/Mu/Leo/Punishes/src/img/210px-GGXRD-R2_Leo_214S_Hitbox.png
Normal file
After Width: | Height: | Size: 34 KiB |
After Width: | Height: | Size: 32 KiB |
BIN
docs/Mu/Leo/Punishes/src/img/210px-GGXRD-R2_Leo_236S_Hitbox.png
Normal file
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BIN
docs/Mu/Leo/Punishes/src/img/210px-GGXRD_Leo_Dritt.png
Normal file
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BIN
docs/Mu/Leo/Punishes/src/img/210px-GGXRD_Leo_Erst.png
Normal file
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334
docs/Mu/Leo/README.md
Normal file
@ -0,0 +1,334 @@
|
||||
---
|
||||
gitea: none
|
||||
include_toc: true
|
||||
---
|
||||
|
||||
## Roundstart quick notes
|
||||
|
||||
Use f.S and 2D.
|
||||
|
||||
### Elphelt Buttons notes:
|
||||
|
||||
#### Elphelt's f.S
|
||||
|
||||
Doesn't punish backdash, but it's still a win since we get free space for our neutral game.
|
||||
|
||||
##### Wins
|
||||
|
||||
- 6P, only **wins** if Elphelt uses a followup (`f.S > 5H` or `f.S > Bridal`).
|
||||
|
||||
- 2K wins but non-counterhit, can't get anything from it.
|
||||
|
||||
- Everything except the listed under.
|
||||
|
||||
##### Trades
|
||||
|
||||
- 5K
|
||||
|
||||
##### Loses
|
||||
|
||||
- 6P if Elp didn't chain a followup.
|
||||
- H DP.
|
||||
- Leo's S DP (trades), yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD. If Elp delays the f.S 4-5 frames, she can get a CH.
|
||||
|
||||
#### Elphelt's 2D
|
||||
|
||||
Used to cover instances that Elp f.S doesn't win.
|
||||
|
||||
##### Relevant Wins
|
||||
|
||||
- 5K, meanwhile Elp f.S trades.
|
||||
- Allows punishing Leo's 2K unlike with Elp f.S
|
||||
- Whiffs against Leo's S DP.
|
||||
- 1/2 Frames delayed 2D whiffs against Leo's H DP, otherwise clashes.
|
||||
|
||||
##### Trades
|
||||
|
||||
N/A
|
||||
|
||||
##### Loses
|
||||
|
||||
- f.S (2D loses and get poked, Leo can only follow it up by 214S.)
|
||||
- 2D (loses to Elp f.S)
|
||||
|
||||
##### Irrelevant whiffs/clashes
|
||||
|
||||
> Whiff/clashes and doesn't allow for punish or anything relevant.
|
||||
|
||||
- 6P (whiffs, loses to Elp f.S)
|
||||
- 2H (clash, loses to Elp f.S)
|
||||
- H DP (clash)
|
||||
- H DP (whiff, Elp 2D is delayed for 1-2 frames)
|
||||
- 2S (clash, loses to Elp f.S)
|
||||
- 2D (whiffs, still can be blocked, loses to Elp f.S)
|
||||
|
||||
### Leo's 6P
|
||||
|
||||
Something like `f.S > Bridal` or `f.S > 5H` works.
|
||||
|
||||
2D whiffs.
|
||||
|
||||
### Leo's 6K
|
||||
|
||||
Loses to f.S and 2D, didn't bother about anything else.
|
||||
|
||||
### Leo's 5K
|
||||
|
||||
f.S/2S trades
|
||||
|
||||
5H loses.
|
||||
|
||||
6H hits too late, doesn't get a CH, cancel into whatever **but not bridal**.
|
||||
|
||||
6P hits too late, can be blocked.
|
||||
|
||||
2D wins.
|
||||
|
||||
delayed 2k wins, aka ~ 2k>f.S>etc
|
||||
|
||||
delayed 2d wins, aka ~ 2D > bridal / shotgun / berry
|
||||
|
||||
### Leo's f.S
|
||||
|
||||
f.S wins.
|
||||
|
||||
2D loses and get poked, Leo can only follow it up by 214S.
|
||||
|
||||
5P loses.
|
||||
|
||||
5H loses.
|
||||
|
||||
6H loses.
|
||||
|
||||
on IB can do 5H, but if Leo does `f.S > 5H` ur fucked.
|
||||
|
||||
6P "hits" as long doesn't go into stance, also hits if Leo does `f.S > 5H`.
|
||||
|
||||
### Leo's 2H
|
||||
|
||||
6H Clashes, if Leo delays the 2H you get murdered, so discard this option.
|
||||
|
||||
2H loses.
|
||||
|
||||
f.S wins/gets CH.
|
||||
|
||||
2D clashes.
|
||||
|
||||
**1 frame delayed Elp f.S murders you.**
|
||||
|
||||
**3-4 frame delayed Elp f.S scores a CH.**
|
||||
|
||||
### Leo's delayed 2H
|
||||
|
||||
Reminder, Elp 6H murders you. Don't.
|
||||
|
||||
### Leo's 2K
|
||||
|
||||
2D gets a CH, slightly delayed (1/2 frames) 2D also gets a CH, further delay will whiff, still safe tho.
|
||||
|
||||
f.S wins, no CH, can't get anything out of it due to distance. I dont like the idea of pulling shotgun against leo in neutral anyway.
|
||||
|
||||
### Leo's 2S
|
||||
|
||||
2D clashes.
|
||||
|
||||
5K clashes.
|
||||
|
||||
f.S wins with a CH.
|
||||
### Leo's 6H
|
||||
|
||||
f.S/2S gets CH.
|
||||
|
||||
Delayed 2D gets CH.
|
||||
|
||||
6H get CH.
|
||||
|
||||
6P gets CH.
|
||||
|
||||
2H gets CH.
|
||||
|
||||
substantially delayed 5K gets CH.
|
||||
|
||||
### Leo's 2D
|
||||
|
||||
f.S/2S wins.
|
||||
|
||||
2K/5K/2P/5P/2D/6H/5H/Bridal loses.
|
||||
|
||||
### Leo's S DP
|
||||
|
||||
f.S, yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD.
|
||||
|
||||
If Elp delays the f.S 4-5 frames, she can win with an airborne CH.
|
||||
|
||||
**2D Whiffs.**
|
||||
|
||||
2S loses.
|
||||
|
||||
|
||||
6H Trades.
|
||||
|
||||
5H/Bridal loses.
|
||||
|
||||
Bridal also whiffs (does it even matter??).
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
### Leo's H DP
|
||||
|
||||
2S/f.S/5H/6H/Bridal loses.
|
||||
|
||||
2D clashes.
|
||||
|
||||
**1/2 frames delayed 2D wiffs.**
|
||||
|
||||
### Leo's Erst
|
||||
|
||||
Loses to everything except 6H/6P/Bridal?.
|
||||
|
||||
### Leo's Zweit
|
||||
|
||||
Loses to everything except 6H?/6P/Bridal?
|
||||
|
||||
|
||||
### Leo's TK Siegesparade
|
||||
|
||||
f.S/5H/6H/6P wins
|
||||
|
||||
Other might whiff.
|
||||
|
||||
### Leo's Backdash
|
||||
|
||||
Delayed 5H hits bd.
|
||||
|
||||
6H hits bd.
|
||||
|
||||
Bridal hits bd.
|
||||
|
||||
|
||||
## Discord txt
|
||||
|
||||
> Placeholder until I resort all the info.
|
||||
|
||||
- if you got counter hit yourself it's easy to confirm and got oki with bridal
|
||||
|
||||
|
||||
```text
|
||||
Kyouse — Today at 12:55
|
||||
btw writing in match is painful and i didn't want to polluate your session, wanted to say throw more fs at round start range or a bit farther, it has way more chance to hit than a 5k which is going to get counter hit
|
||||
and if you got counter hit yourself it's easy to confirm and got oki with bridal
|
||||
please don't let me jump — Today at 12:56
|
||||
fair
|
||||
|
||||
Kyouse — Today at 12:56
|
||||
that's leo specific
|
||||
fs is a nightmare for him kinda
|
||||
when he does the parry at max range fs doesn't even get into animation
|
||||
so you can backdash fs leo in stance
|
||||
and you'll be fine anyway lol
|
||||
(well actually he can confirm the reject i believe, but the reward isn't that big)
|
||||
|
||||
Thundax — Today at 12:59
|
||||
yeah, if you press bt.D and the poke that hits you is at far range all you get is the same animation as if when you are blitzed
|
||||
you can maybe confirm it into bt.S if it's not too far
|
||||
dont remember for how long you are rejected
|
||||
|
||||
Kyouse — Today at 13:00
|
||||
no not that
|
||||
well if yo ugot rejected you wasn't close in the first place
|
||||
i think it's rekka?
|
||||
i don't know what that special name
|
||||
|
||||
Thundax — Today at 13:00
|
||||
rekka3?
|
||||
dritt?
|
||||
|
||||
Kyouse — Today at 13:00
|
||||
but sometimes i get hit by that shit when rejected
|
||||
yeah this
|
||||
|
||||
Thundax — Today at 13:01
|
||||
once oriol masters these tips my barber will be put out of business...
|
||||
|
||||
Kyouse — Today at 13:02
|
||||
i had way more tips coming in my mind while watching tbh
|
||||
but i don't want to give too much to someone who didn't even ask for my opinion xD
|
||||
please don't let me jump — Today at 13:02
|
||||
i just learned that leo parry is just spamming the D button
|
||||
|
||||
Thundax — Today at 13:02
|
||||
yeah he doesnt hold it
|
||||
please don't let me jump — Today at 13:02
|
||||
I thought u where doing actuall work >:(
|
||||
|
||||
Thundax — Today at 13:02
|
||||
of course not
|
||||
it's leo
|
||||
please don't let me jump — Today at 13:02
|
||||
those top tiers
|
||||
|
||||
Thundax — Today at 13:03
|
||||
i play him because Polish people only activate their brains when stealing cars and robbing Carrefour
|
||||
|
||||
Kyouse — Today at 13:03
|
||||
saying that as if our command grab wasn't a single button
|
||||
|
||||
Kyouse — Today at 13:07
|
||||
well the most important, don't take out a grenade in neutral at mid range
|
||||
either cancel it from a normal, or back iad
|
||||
taking it out like that against that kind of "going forward is the only direction i know" wharacter is asking to put you at a bad situation
|
||||
please don't let me jump — Today at 13:08
|
||||
true
|
||||
|
||||
Kyouse — Today at 13:09
|
||||
don't back dash too much in his pressure, and definitely DON'T BACKDASH when you're at 3/4 of the screen unless it's to avoid his projectile
|
||||
this advice might sound wierd lol
|
||||
please don't let me jump — Today at 13:10
|
||||
its not lmao
|
||||
i allowing him to walk forward at that point #
|
||||
|
||||
Kyouse — Today at 13:10
|
||||
instead of backdashing at this space, focus yourself if you see it going forward you press fs and see what happen
|
||||
if you feel late and it was his charge, well you'll have to block, but don't, backdash
|
||||
even if he's in stance you might eat his super
|
||||
please don't let me jump — Today at 13:11
|
||||
also I think he could do some OS shit for wakeup backdash in the corner
|
||||
|
||||
Kyouse — Today at 13:12
|
||||
yeah prob, usually i rps the backdash a few time
|
||||
please don't let me jump — Today at 13:12
|
||||
well heard that somewhere sometime
|
||||
|
||||
Kyouse — Today at 13:12
|
||||
if he's not in stance
|
||||
but i'm not familiar with OS against leo tbh
|
||||
wouldn't be surprise if there's a lot but you know, community is what it is on this game, either you are a lab monster, either you know a lab monster, either you gonna get stuck because in the end you won't be able to fight many people lol
|
||||
also something else
|
||||
leo has one of the easiest UB setup
|
||||
you could have done it a few time
|
||||
it's a shame
|
||||
oh wait
|
||||
https://streamable.com/t5igrv
|
||||
|
||||
well i failed the yrc but you get it
|
||||
i don't do it that much often myself, but this should be our bnb now that i think about it lol
|
||||
against leo atleast, i say it's easy because it wierdly very consistent
|
||||
that jk can touch leo pretty low
|
||||
|
||||
Kyouse — Today at 13:20
|
||||
once leo is in well you're in deep shit, we are all equal against a 12 positives moves character going in your face, but elphelt has the tools to not let that happen, but you have to commit to not be afraid and take the fs solution instead of the backdash one
|
||||
the second option will not get you away, it will get you kill a few time actually
|
||||
really far away 5h can do the wall
|
||||
closer go for fs, at a whiff distance it can be very strong
|
||||
and 5k, i don't recommend it much it doesn't work really well against leo's favorite button
|
||||
and can't confirm it if too far
|
||||
that's it for now
|
||||
|
||||
please don't let me jump — Today at 13:35
|
||||
ty 🙏 (still got to read breakfast and stale thingie distracted me)
|
||||
```
|
||||
|
||||
[simple_ub_setup_kyouse.mp4](src/simple_ub_setup_kyouse.mp4)
|
||||
|
151
docs/Mu/Millia/README.md
Normal file
@ -0,0 +1,151 @@
|
||||
---
|
||||
gitea: none
|
||||
include_toc: true
|
||||
---
|
||||
|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
|
||||
### 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
|
||||
|
||||

|
||||
|
||||
### 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
|
5
docs/Mu/README.md
Normal file
@ -0,0 +1,5 @@
|
||||
hi
|
||||
|
||||
tbh only Slayer and Leo has some punishes.
|
||||
|
||||
Don't think they are completed anyway.
|
71
docs/Mu/Raven/README.md
Normal file
@ -0,0 +1,71 @@
|
||||
|
||||
|
||||
# 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)
|
||||
|
||||
|
||||
|
400
docs/Mu/Slayer/Punishes/README.md
Normal file
@ -0,0 +1,400 @@
|
||||
---
|
||||
gitea: none
|
||||
include_toc: true
|
||||
---
|
||||
|
||||
|
||||
## 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`:**
|
||||
|
||||

|
||||
|
||||
## 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
|
After Width: | Height: | Size: 184 KiB |
113
docs/Mu/Slayer/README.md
Normal file
@ -0,0 +1,113 @@
|
||||
---
|
||||
gitea: none
|
||||
include_toc: true
|
||||
---
|
||||
|
||||
|
||||
|
||||
## Neutral
|
||||
|
||||
## Additional Notes
|
||||
|
||||
### Discord discussions
|
||||
|
||||
https://discord.com/channels/121387821977042945/121388126550753280/1048054797850382469
|
||||
|
||||
https://discord.com/channels/121387821977042945/121710360901189633/457933377392214016
|
||||
|
||||
https://discord.com/channels/121387821977042945/121710360901189633/457938988234309632
|
||||
|
||||
https://youtu.be/lPNuPcleSaM
|
||||
|
||||
### GGXrd - Punishing Slayer's Forward Dash
|
||||
https://www.youtube.com/watch?v=utzVPJ1y54Y&list=WL&index=14&ab_channel=daymendou
|
||||
|
||||
### Countering Slayer Doc
|
||||
https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl
|
||||
|
||||
|
||||
|
||||
### Dealing with buttons
|
||||
|
||||
|
||||
|
||||
|
||||
#### Under Pressure
|
||||
|
||||
Options after UP:
|
||||
|
||||
- It's late
|
||||
- Throw/Bite reset
|
||||
- DoT
|
||||
|
||||
|
||||
##### Under Pressure > It's Late
|
||||
|
||||
- Move is throw invulnerable
|
||||
- On hit Slayer gets no real reward other than a reset (unless has meter)
|
||||
- On CH you die.
|
||||
|
||||
Without IB
|
||||
c.S Trades
|
||||
2P Wins
|
||||
|
||||
Loekkson said that on jump FD it could enable instant overhead.
|
||||
|
||||
##### Under Pressure > DoT
|
||||
|
||||
- Invulnerable starter super that hits frame 0 (therefore you need to hold 4 _block_ before the super animation occurs).
|
||||
- Don't need FD to be blocked in the air.
|
||||
|
||||
|
||||
- Superjump > FD dodges it.
|
||||
- Late Superjump > FD blocks it and allows for landing into CH punish.
|
||||
|
||||
##### Under Pressure > Bite/Throw
|
||||
|
||||
- On hit Slayer gets no real reward other than a reset (unless has meter), with bite **you need to mash out of stagger tho!**.
|
||||
|
||||
##### Under Pressure > 2K
|
||||
|
||||
- Low, hits at frame 8
|
||||
|
||||
Without IB
|
||||
c.S Trades
|
||||
2P Wins
|
||||
|
||||
On IB
|
||||
|
||||
c.S Trades
|
||||
2P Wins
|
||||
5K Wins
|
||||
2D Wins (very tight, 1 frame late trades, 2 frame late loses)
|
||||
|
||||
##### Under Pressure > BDC ?
|
||||
|
||||
\>:(
|
||||
|
||||
|
||||
# Oki
|
||||
|
||||
https://youtu.be/cZz4lCcxC9c?t=3783
|
||||
|
||||
## Crossup OS
|
||||
|
||||
https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281
|
||||
|
||||
https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962
|
||||
|
||||
|
||||
## Deffense
|
||||
|
||||
Jump/backdash seems to be the main options??
|
||||
|
||||
https://www.twitch.tv/videos/2135654058?t=02h26m17s
|
||||
|
||||
BrandonTheAsian9000:no blocking
|
||||
BrandonTheAsian9000:backdash beats meaty low and high
|
||||
BrandonTheAsian9000:jump beats crossup and grab
|
||||
BrandonTheAsian9000:that way, you can still rps without being in counterhit state
|
||||
BrandonTheAsian9000:and you think about 2 options instead of 4
|
||||
|
||||
|
||||
|
17
docs/Mu/Slayer/weird_shit.md
Normal file
@ -0,0 +1,17 @@
|
||||
|
||||
|
||||
|
||||
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
|
||||
|
3
docs/Mu/Sol/README.md
Normal file
@ -0,0 +1,3 @@
|
||||
## Dead Angle
|
||||
|
||||
If not point-blank can try to time/preemptive roll (236K/SG.K).
|
72
docs/Mu/Venom/README.md
Normal file
@ -0,0 +1,72 @@
|
||||
|
||||
## 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
|
||||
|
48
docs/Mu/Zato/Pressure/README.md
Normal file
@ -0,0 +1,48 @@
|
||||
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
|
90
docs/Mu/Zato/README.md
Normal file
@ -0,0 +1,90 @@
|
||||
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
|
||||
|