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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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docs/Mu/Baiken/README.md Normal file
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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.