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6
.github/workflows/ghub-pages.yml
vendored
6
.github/workflows/ghub-pages.yml
vendored
@ -3,9 +3,9 @@ on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
# pull_request:
|
||||
# branches:
|
||||
# - main
|
||||
workflow_dispatch:
|
||||
|
||||
concurrency:
|
||||
|
@ -41,3 +41,10 @@ Kidiot words:
|
||||
### Lightfat.docx
|
||||
|
||||
https://docs.google.com/document/d/1-V4ZL3FIAj159qioV5mSk3-HDU1FlndSnWrB0pFpDAE/edit?usp=sharing
|
||||
|
||||
|
||||
### yanagi twitter
|
||||
|
||||
2D seems to deal pnicely vs Johnny reversal.
|
||||
|
||||
https://x.com/yanagiJPN/status/1149331059898642432
|
21
docs/Mu/Kum/Punish/Normals/Readme.md
Normal file
21
docs/Mu/Kum/Punish/Normals/Readme.md
Normal file
@ -0,0 +1,21 @@
|
||||
# 6H
|
||||
|
||||
## IB w Shotgun
|
||||
|
||||
Free runup SG.D
|
||||
|
||||
Can do a charged shotgun but due to range won't wallsplat
|
||||
|
||||
## w Shotgun
|
||||
|
||||
SG.S > Bridal
|
||||
|
||||
SG.S > H
|
||||
|
||||
## wo Shotgun
|
||||
|
||||
### Midscreen
|
||||
|
||||
Runup 2D > j.KSPS > j.KSHD
|
||||
|
||||
2H(1)>2D works but leads to less damage.
|
125
docs/Mu/Sol/Contesting/Riot_Stamp.md
Normal file
125
docs/Mu/Sol/Contesting/Riot_Stamp.md
Normal file
@ -0,0 +1,125 @@
|
||||
# Riot Stamp
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
|
||||
## 5P
|
||||
|
||||
Do either `5P > 5H*5` or `5P > 5H > Bridal`. The latter requires Sol to not be very high and quite close to Elphelt.
|
||||
|
||||
https://youtu.be/UsLpQqy735A
|
||||
|
||||
!!! success "Safe and simple, with small reward"
|
||||
|
||||
## f.S
|
||||
|
||||
If Sol is close enough, you can do `CH f.S > 2H > Pull`, but that requires Sol to be uncomfortably close
|
||||
|
||||
https://youtu.be/bQSbV2Pmy-U
|
||||
|
||||
!!! success "Good and simple"
|
||||
|
||||
### f.S Trade
|
||||
|
||||
On trade, you an either do `raw Bridal`, or do `5H > Bridal`
|
||||
|
||||
https://youtu.be/gt2ZbPiiw5s
|
||||
|
||||
## 5H
|
||||
|
||||
CH 5H will cause a hard knockdown, so we can go for:
|
||||
|
||||
- `5H > Bridal`
|
||||
|
||||
- `5H > Pull`
|
||||
|
||||
- `5H > SG Stance`
|
||||
|
||||
https://youtu.be/2WClhXFF18s
|
||||
|
||||
!!! success "Good and simple when there is some time to react"
|
||||
|
||||
!!! note "5H*5 for more damage?"
|
||||
|
||||
Meanwhile `5H*5` is possible to use to deal a bit more of damage, it's negligible with Bridal. `5H*4` will do a knockdown, but deal the same damage as bridal and the knockdown will bw rose.
|
||||
|
||||
### 5H Trade
|
||||
|
||||
On trade, you cannot take nothing out of it, although still does the hard knockdown.
|
||||
|
||||
|
||||
## 2P
|
||||
|
||||
https://youtu.be/6LmZNf-J5jo
|
||||
|
||||
!!! Warning "Doable but 2H would be better"
|
||||
|
||||
## 2S
|
||||
|
||||
It's somewhat usable but f.S has less range.
|
||||
|
||||
When close to Sol, the 2H pickup is more reliable.
|
||||
|
||||
https://youtu.be/Gx0dx_O1AkU
|
||||
|
||||
!!! error "2H is better"
|
||||
|
||||
## 2H
|
||||
|
||||
If done **too early** will trade with Sol, but can be picked up with c.S
|
||||
|
||||
If done **too late** will hit Sol when reaching the ground.
|
||||
|
||||
https://youtu.be/SCZd3gjMFK8
|
||||
|
||||
!!! success "Low risk with good reward"
|
||||
|
||||
## 6P
|
||||
|
||||
If you are very late with the 6P Sol will hit the ground and will be able to throw you.
|
||||
|
||||
https://youtu.be/p8Rk81XH4fI
|
||||
|
||||
!!! success "Very safe"
|
||||
|
||||
## 6H
|
||||
|
||||
https://youtu.be/km4aQJ_8sYQ
|
||||
|
||||
!!! Warning "A bit risky"
|
||||
|
||||
In comparison to other options like f.S or 2H, 6H carries more risk.
|
||||
|
||||
### 6H Trade
|
||||
|
||||
Pick up with `2H`.
|
||||
|
||||
https://youtu.be/2OOJgiQlu5Q
|
||||
|
||||
## SG.S
|
||||
|
||||
SG.S has little margin of not trading with Sol.
|
||||
|
||||
https://youtu.be/e_bLCJ0IGXY
|
||||
|
||||
!!! error "SG.H is much safer"
|
||||
|
||||
## SG.H / [SG.H]
|
||||
|
||||
Just shoot the Sol before he reaches you.
|
||||
|
||||
https://youtu.be/WwFwnuwBwFk
|
||||
|
||||
!!! success "Good and Simple"
|
||||
|
||||
## Bridal
|
||||
|
||||
**Bridal loses**
|
||||
|
||||
## Genoverse
|
||||
|
||||
Can be used, but since Riot Stamp clearly loses to some buttons, not recommended.
|
||||
|
||||
Technically can be used to beat Riot Stamp > RC Blitz, but if the opponent decides to burn 75% meter for you to press a button, who are we to stop them from doing that.
|
BIN
docs/Mu/Sol/Contesting/src/riot_stamp.png
Normal file
BIN
docs/Mu/Sol/Contesting/src/riot_stamp.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 207 KiB |
BIN
docs/Mu/Sol/Contesting/src/riot_stamp_2.png
Normal file
BIN
docs/Mu/Sol/Contesting/src/riot_stamp_2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 142 KiB |
67
docs/Mu/Sol/Punishes/Bandit_Bringer.md
Normal file
67
docs/Mu/Sol/Punishes/Bandit_Bringer.md
Normal file
@ -0,0 +1,67 @@
|
||||
# Bandit Bringer
|
||||
|
||||

|
||||
|
||||
!!! warning "IB required"
|
||||
|
||||
On ground **IB** sol is -5 in a **crouching state**, meaning that we can:
|
||||
|
||||
- Ground throw (simpler)
|
||||
|
||||
- 2P (harder)
|
||||
|
||||
## Ground throw
|
||||
|
||||
- Simple
|
||||
|
||||
- Does 55 damage
|
||||
|
||||
- With RC it leads to the respective throw RC combos.
|
||||
|
||||
!!! warning "Distance Specific"
|
||||
|
||||
You need to be somewhat close to sol in order to be able to punish with a throw.
|
||||
|
||||
https://youtu.be/8Cqm_L0yP10
|
||||
|
||||
## 2P
|
||||
|
||||
### Bridal ender
|
||||
|
||||
> 2P > c.S > f.S > 2H > 2D > Bridal
|
||||
|
||||
https://youtu.be/oSHCOS8ZqYw
|
||||
|
||||
If we are **very** close, enough for `2S > 2D` to chain, Elphelt can do the `IAD j.Pull j.S Safejump` midscreen.
|
||||
|
||||
> 2P > c.S > 2S > 2D > Bridal
|
||||
|
||||
Allows for an IAD j.Pull j.S Safejump from midscreen
|
||||
|
||||
https://youtu.be/apF50AZI8_c
|
||||
|
||||
### SG.H ender
|
||||
|
||||
Leads to a **midscreen** SG.H safe-jump.
|
||||
|
||||
> 2P > c.S > f.S > 2H(1) > 2D > SG.H
|
||||
|
||||
https://youtu.be/ja3_KmBXPZ8
|
||||
|
||||
!!! warning "If very spaced go for bridal"
|
||||
|
||||
When being substantially spaced SG.H won't knockdown.
|
||||
|
||||
In those scenarios just use Bridal or 2D.
|
||||
|
||||
https://youtu.be/vcMi3DSWpj8
|
||||
|
||||
!!! note "2H(2) is possible but less consistent"
|
||||
|
||||
### 2D ender
|
||||
|
||||
> 2P > c.S > f.S > 2H > 2D
|
||||
|
||||
From this one can go for 2D mixups or the safejump.
|
||||
|
||||
https://youtu.be/jomgFOfIvVE
|
0
docs/Mu/Sol/Punishes/Bandit_Revolver.md
Normal file
0
docs/Mu/Sol/Punishes/Bandit_Revolver.md
Normal file
123
docs/Mu/Sol/Punishes/Ground_Viper.md
Normal file
123
docs/Mu/Sol/Punishes/Ground_Viper.md
Normal file
@ -0,0 +1,123 @@
|
||||
# Ground Viper
|
||||
|
||||

|
||||

|
||||
|
||||
|
||||
## wo Shotgun
|
||||
|
||||
### c.S Simple Punish
|
||||
|
||||
#### BnB Bridal
|
||||
|
||||
The simplest of them all:
|
||||
|
||||
> c.S > f.S > 2H > 2D > Bridal
|
||||
|
||||
https://youtu.be/w24qFfOwmkc
|
||||
|
||||
#### Bridal Ender with IAD j.Pull setup
|
||||
|
||||
|
||||
> 66 dl c.S > f.S > 2D > Bridal
|
||||
|
||||
https://youtu.be/3RhHUKq_kRo
|
||||
|
||||
!!! Warning "No dash momentum!"
|
||||
|
||||
You **need** to not have dash momentum, otherwise when you do the safejump you will fly over Sol.
|
||||
|
||||
!!! Note "Dash momentum alternative"
|
||||
|
||||
The following route allows for dash momentum, at the expense of loosing 40 damage
|
||||
|
||||
> 2PP > c.S > f.S > 2D > Bridal
|
||||
|
||||
https://youtu.be/bjk9oE-C59o
|
||||
|
||||
### SG.H ender
|
||||
|
||||
Leads to a **midscreen** SG.H safe-jump.
|
||||
|
||||
> c.S > f.S > 2H > 2D > SG.H
|
||||
|
||||
https://youtu.be/WBQFx5BY5sY
|
||||
|
||||
### 2D ender
|
||||
|
||||
> 2P > c.S > f.S > 2H > 2D
|
||||
|
||||
From this one can go for 2D mixups or the safejump.
|
||||
|
||||
https://youtu.be/qO-X_Ujt6jA
|
||||
|
||||
### Pull Berry
|
||||
|
||||
> Pull berry > c.S > f.S > 2H > 2Toss > f.S > *Pickup*
|
||||
|
||||
https://youtu.be/0brXJU9b2as (further than right corner)
|
||||
|
||||
https://youtu.be/nAYQx8Xbi7Q (closer to right corner)
|
||||
|
||||
#### Double berry concept
|
||||
|
||||
After tossing `berry > f.S`, cancel into `2H > Pull` followed up on her `2H > Pull` BnB
|
||||
|
||||
https://youtu.be/Z-dybLijREw
|
||||
|
||||
!!! Warning "Concept"
|
||||
|
||||
## w Shotgun
|
||||
|
||||
### Remove shotgun into non-shotgun punish
|
||||
|
||||
It's not limited to the `2PP` routing, but it's more consistent than going for the `66 dl c.S` due to reduced time.
|
||||
|
||||
As well other routes/punishes are possible.
|
||||
|
||||
https://youtu.be/RDwu-A8rP-k
|
||||
|
||||
### SG.S antiair
|
||||
|
||||
Not limited to this routing, but simple overall.
|
||||
|
||||
> SG.S > c.S > j.S > jc > j.KSHD
|
||||
|
||||
https://youtu.be/UJfnTNRumH8
|
||||
|
||||
### Pull berry SG.S antiair
|
||||
|
||||
Probably the most damaging punish with shotgun.
|
||||
|
||||
> Pull Berry > SG.S antiair > c.S > j.SPS > j.Toss > 6H > SG.S > c.S > j.SPSHD
|
||||
|
||||
https://youtu.be/oyldsAQ1I3I
|
||||
|
||||
### SG.PPP... > SG.H
|
||||
|
||||
The maximum number of `SG.P` we can fill with is 6.
|
||||
|
||||
SG.H leads to a safejump.
|
||||
|
||||
> SG.PPPPPP > SG.H
|
||||
|
||||
https://youtu.be/3zwqxBXfu6c
|
||||
|
||||
### SG.S > Bridal
|
||||
|
||||
Simple but you need to time SG.S with Sol touching the ground or being close to do so.
|
||||
|
||||
> SG.S > Bridal
|
||||
|
||||
https://youtu.be/u4OdvjZjrPg
|
||||
|
||||
### Pull SG.D(1) 4Toss concept
|
||||
|
||||
> Pull Berry > SG.D(1) > 4Toss > Delay SG.S > [SG.H] or Bridal > Explosion > Pickup
|
||||
|
||||
https://youtu.be/9VNJDDHDDVA
|
||||
|
||||
!!! Warning "Concept"
|
||||
|
||||
This one specifically is extra finiky due to having to delay the [SG.H] or Bridal so the opopnent is right above the tossed berry.
|
||||
|
46
docs/Mu/Sol/Punishes/Playground/README.md
Normal file
46
docs/Mu/Sol/Punishes/Playground/README.md
Normal file
@ -0,0 +1,46 @@
|
||||
This is me testing for stuff or stuff tested that's "not bueno".
|
||||
|
||||
## Punishes
|
||||
|
||||
|
||||
### Bandit bringer
|
||||
|
||||
It's possible to jump IB it and airthrow.
|
||||
|
||||
To get something out of it you need to RC unless there is a berry right under you.
|
||||
|
||||
Deals 55 damage which can kill sol at 5% HP.
|
||||
|
||||
Ground throw does the exact same damage, and it's easier to perform/less risky.
|
||||
|
||||
https://youtu.be/7UGpWWGpIQg
|
||||
|
||||
|
||||
### Ground viper
|
||||
|
||||
### w Shotgun
|
||||
|
||||
#### Pull Berry
|
||||
|
||||
- Too technical
|
||||
- Too finicky
|
||||
|
||||
> Toss Berry (hits) > SG.H > IAD j.PSH > 2P > c.S > j.SPSHD
|
||||
|
||||
### SG.S > [SG.H]
|
||||
|
||||
Simple but you need to time SG.S with Sol touching the ground or being close to do so.
|
||||
|
||||
Leads to less damage than [SG.PPP... > SG.H](../Ground_Viper.md#sgppp--sgh).
|
||||
|
||||
!!! Error "Bad safejump"
|
||||
|
||||
Allows for safejump, but no reward on hitting the opponent.
|
||||
|
||||
You can do something similar to `j.S |> f.S > 2H > 2D > Toss` or `j.S |> f.S > 2H > Toss`, but after that the opponent will be able to tech/block.
|
||||
|
||||
https://youtu.be/mvIcHmk0FuM
|
||||
|
||||
### wo Shotgun
|
||||
|
||||
...
|
BIN
docs/Mu/Sol/Punishes/src/bandit_bringer.png
Normal file
BIN
docs/Mu/Sol/Punishes/src/bandit_bringer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 42 KiB |
BIN
docs/Mu/Sol/Punishes/src/ground_viper.png
Normal file
BIN
docs/Mu/Sol/Punishes/src/ground_viper.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
docs/Mu/Sol/Punishes/src/ground_viper_2.png
Normal file
BIN
docs/Mu/Sol/Punishes/src/ground_viper_2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 33 KiB |
@ -1,3 +0,0 @@
|
||||
## Dead Angle
|
||||
|
||||
If not point-blank can try to time/preemptive roll (236K/SG.K).
|
3
docs/Oki/Knockdowns/2D/README.md
Normal file
3
docs/Oki/Knockdowns/2D/README.md
Normal file
@ -0,0 +1,3 @@
|
||||
|
||||
|
||||
https://docs.google.com/spreadsheets/d/1ii8oW26dZyODJ5xjnxKW7Nnve79MaAk4q5TG9f25mNQ/edit?gid=648675106#gid=648675106
|
9
docs/Oki/Safejumps/Midscreen/Midscreen_Bridal/README.md
Normal file
9
docs/Oki/Safejumps/Midscreen/Midscreen_Bridal/README.md
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
|
||||
# Basic Bridal Safejump
|
||||
|
||||
66 j9 ~ j.S
|
||||
|
||||
https://x.com/MergicMagaki/status/890257871581175808
|
||||
|
||||
|
4
docs/Routes_Optimization/Genoverse/README.md
Normal file
4
docs/Routes_Optimization/Genoverse/README.md
Normal file
@ -0,0 +1,4 @@
|
||||
# Genvoerse (WIP)
|
||||
|
||||
Refer to [Routing from genoverse](./Routing_from_genoverse.md).
|
||||
|
162
docs/Routes_Optimization/Genoverse/Routing_from_genoverse.md
Normal file
162
docs/Routes_Optimization/Genoverse/Routing_from_genoverse.md
Normal file
@ -0,0 +1,162 @@
|
||||
Playlist: https://www.youtube.com/watch?v=N006I0x03wM&list=PL6ZUzEhM_rdB19y3nJJoIosxHa8z9lsVm
|
||||
|
||||
# 6H
|
||||
|
||||
Cancel into:
|
||||
|
||||
- Bridal
|
||||
- Pull berry
|
||||
- Shotgun
|
||||
|
||||
## 6H > Bridal (ender)
|
||||
|
||||
!!! Success "Very simple"
|
||||
|
||||
|
||||
No video will be provided for this (use the video in [6H > Bridal > Pickup](#6h-bridal-pickup) for reference).
|
||||
|
||||
!!! Note "Bridal is height dependant"
|
||||
|
||||
Bridal is height dependant, if the opponent is too high bridal might go under them.
|
||||
|
||||
The workaround for this is to delay the bridal.
|
||||
|
||||
!!! Note "Beware of long combos"
|
||||
|
||||
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
|
||||
|
||||
## 6H > Bridal > Pickup
|
||||
|
||||
!!! Warning "Can be a bit tricky"
|
||||
|
||||
!!! Note "Bridal is height dependant"
|
||||
|
||||
Bridal is height dependant, if the opponent is too high bridal might go under them.
|
||||
|
||||
The workaround for this is to delay the bridal.
|
||||
|
||||
!!! Note "Beware of long combos"
|
||||
|
||||
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
|
||||
|
||||
|
||||
[Lightweights](https://youtu.be/7405jot9cR8)
|
||||
|
||||
[Midweights](https://youtu.be/gt5O8zUxoLw)
|
||||
|
||||
[Heavyweights](https://youtu.be/N006I0x03wM)
|
||||
|
||||
|
||||
## 6H > Genoverse
|
||||
|
||||
!!! Success "Burst-safe Finisher"
|
||||
|
||||
If the 6H is spaced and the opponent is high, it will be burst-safe.
|
||||
|
||||
When they burst the 6H, Genoverse will whiff (on certain situations can still catch them), and you can punish the burst before they land.
|
||||
|
||||
https://youtu.be/0PI-_NQTF1M
|
||||
|
||||
# j.KSH |> pickup
|
||||
|
||||
## 66 j.9KSH
|
||||
|
||||
|
||||
!!! Warning "Regarding burst-safe"
|
||||
|
||||
While in the air (after j.K) hold crouchback, in case the opponent burst and you don't react to it, you will be crouching, since if Elphelt stands it's possible to get hit by it. Still, on landing you will be doing 2P so you aren't derrailing your inputs.
|
||||
|
||||
---
|
||||
|
||||
To create a height difference between Elphelt and the opponentl, do j.K when she's close to start falling.
|
||||
|
||||
**If this is not done, only j.H might be burstsafe.**
|
||||
|
||||
|
||||
[Lightweights](https://youtu.be/D_YUPAlSDiM)
|
||||
|
||||
[Midweights](https://youtu.be/Our4U9iRc-Y)
|
||||
|
||||
[Heavyweights](https://youtu.be/2LetmAthhIk)
|
||||
|
||||
!!! Note "Potemkin"
|
||||
|
||||
On Potemkin it is possible to make the j.K burstsafe but requires the combo length to be quite short.
|
||||
|
||||
[Potemkin](https://youtu.be/jP4RuiPRSm4)
|
||||
|
||||
## IAD / sj.IAD > j.KSH
|
||||
|
||||
!!! Note "j.KSH or j.PSH?"
|
||||
|
||||
Both, both is good.
|
||||
|
||||
I do j.KSH, both are valid.
|
||||
|
||||
j.P raises the opponent a bit higher than with j.K.
|
||||
|
||||
I rather delay the buttons when I want extra height.
|
||||
|
||||
|
||||
Depending on the amount of hits and opponent height/weight you might need to do sj.IAD instead of an IAD.
|
||||
|
||||
Spacing, hit count, height/weight makes you choose between IAD and **sj.**IAD, a rule of thumb would be:
|
||||
|
||||
- Low hitcount/Lightweights -> sj.IAD
|
||||
- Heavyweight -> IAD
|
||||
|
||||
But other than that it's a bit of trial and error/feeling.
|
||||
|
||||
## Pickups from 2P c.S
|
||||
|
||||
- [5H Bridal](https://youtu.be/4ngjEWlQIYw)
|
||||
|
||||
- [j.SPSHD](https://youtu.be/frkjq1WfKiw)
|
||||
|
||||
- [8j.SD > j.Pull > j.Toss](https://youtu.be/71B7Ydprg9A)
|
||||
|
||||
- [8j.SD > j.Pull > AD j.Toss](https://youtu.be/OIse6yLGr90)
|
||||
|
||||
- [Gutscrush version (finicky)](https://youtu.be/lNDwi1gy1A8)
|
||||
|
||||
### Roundstart 5H > Genoverse
|
||||
|
||||
On this specific scenario sj.IAD is required for Lightweights and Midweights.
|
||||
|
||||
[Lightweights](https://youtu.be/X7ppSw37spE)
|
||||
|
||||
[Midweights](https://youtu.be/9RA0_DAjDNM)
|
||||
|
||||
[Heavyweights](https://youtu.be/k_vD9HjK1UU)
|
||||
|
||||
### High distance
|
||||
|
||||
This route can be used when there is a substantial distance.
|
||||
|
||||
https://youtu.be/BEsUvQNLI30
|
||||
|
||||
# Corner
|
||||
|
||||
Notes specifically regarding the corner.
|
||||
|
||||
> TODO
|
||||
|
||||
## IAD j.SHD > c.S
|
||||
|
||||
...
|
||||
|
||||
## Gutscrush
|
||||
|
||||
## On not prorated combos
|
||||
|
||||
(this is old text, will need to check it eventually)
|
||||
|
||||
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
|
||||
|
||||
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
|
||||
|
||||
# Special notes
|
||||
|
||||
- It's possible to connect Genoverse into 2H (ie. 6P > Genoverse > 2H).
|
||||
|
||||
- It's possible to route into an UB setup.
|
@ -19,39 +19,25 @@ Opponent is in the ground when decides to burst.
|
||||
|
||||
This section expects you to IB the burst.
|
||||
|
||||
# w Shotgun
|
||||
# Midscreen
|
||||
|
||||
## Midscreen
|
||||
|
||||
Same than without IB.
|
||||
|
||||
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
|
||||
|
||||
## Corner
|
||||
|
||||
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H
|
||||
|
||||
# wo Shotgun
|
||||
|
||||
## Midscreen
|
||||
|
||||
### c.S
|
||||
## c.S
|
||||
|
||||
!!! success "Simple and Good"
|
||||
|
||||
c.S routes are overall simple, especially if close to the corner.
|
||||
|
||||
#### c.S > j.SPS > jc j.SPSHD
|
||||
### c.S > j.SPS > jc j.SPSHD
|
||||
|
||||
https://youtu.be/C7hhNXT6kPc
|
||||
|
||||
#### c.S > j.SPS > jc j.SPSHD > 2H > Bridal
|
||||
### c.S > j.SPS > jc j.SPSHD > 2H > Bridal
|
||||
|
||||
If close enough to the corner/managed opponent's height correctly, you will be able to pick up j.D with 2H.
|
||||
|
||||
https://youtu.be/MCIsWS_HUao
|
||||
|
||||
#### c.S > j.KSH > 2P > f.S > 5H > Genoverse
|
||||
### c.S > j.KSH > 2P > f.S > 5H > Genoverse
|
||||
|
||||
!!! warning "Not that good"
|
||||
|
||||
@ -63,13 +49,13 @@ https://youtu.be/MCIsWS_HUao
|
||||
|
||||
https://youtu.be/baGWOGQvVJo
|
||||
|
||||
### j.S > etc
|
||||
## j.S > etc
|
||||
|
||||
!!! warning "Basic c.S routings are possible"
|
||||
|
||||
j.S might be helpful on instances were you did IB the burst but are too high to fall get to the ground and press c.S
|
||||
|
||||
#### j.S > jc > j.KSH > 2P > f.S > 5H > Genoverse
|
||||
### j.S > jc > j.KSH > 2P > f.S > 5H > Genoverse
|
||||
|
||||
!!! warning "6H followup annoying"
|
||||
|
||||
@ -77,40 +63,40 @@ https://youtu.be/baGWOGQvVJo
|
||||
|
||||
https://youtu.be/dzn4KbTmeho
|
||||
|
||||
## Corner
|
||||
# Corner
|
||||
|
||||
### c.S
|
||||
## c.S
|
||||
|
||||
!!! success "Probably the best one"
|
||||
|
||||
Simple, effective, very flexible in the routing and oki.
|
||||
|
||||
#### c.S > j.KSH |> 2H > 5P > c.S > j.7H
|
||||
### c.S > j.KSH |> 2H > 5P > c.S > j.7H
|
||||
|
||||
https://youtu.be/6TmGBf86ETI
|
||||
|
||||
#### c.S > j.KSH |> 2H > Shotgun x4
|
||||
### c.S > j.KSH |> 2H > Shotgun x4
|
||||
|
||||
!!! warning "Advanced"
|
||||
|
||||
https://youtu.be/khPb6evgg14
|
||||
|
||||
### AD
|
||||
## AD
|
||||
|
||||
#### AD j.KSD > j.Pull |> c.S
|
||||
### AD j.KSD > j.Pull |> c.S
|
||||
|
||||
Note the delays between the buttons to increase opponent's height.
|
||||
|
||||
https://youtu.be/B_p4uIhuaE8
|
||||
|
||||
#### AD > j.SD |> c.S > j.KSH |> 2H > Bridal
|
||||
### AD > j.SD |> c.S > j.KSH |> 2H > Bridal
|
||||
|
||||
https://youtu.be/SGqXfXKiEd8
|
||||
|
||||
#### AD > j.SD |> c.S > j.SPSHD |> 2H > Bridal
|
||||
### AD > j.SD |> c.S > j.SPSHD |> 2H > Bridal
|
||||
|
||||
https://youtu.be/J7ziQoPby7M
|
||||
|
||||
#### AD > j.SD |> c.S > j.KSHD |> 2H > Pull
|
||||
### AD > j.SD |> c.S > j.KSHD |> 2H > Pull
|
||||
|
||||
https://youtu.be/cuIsy6PXceU
|
||||
|
@ -1,41 +1,9 @@
|
||||
# wo Shotgun
|
||||
# Corner
|
||||
|
||||
## Corner
|
||||
|
||||
### f.S > 5H > bridal loops
|
||||
## f.S > 5H > bridal loops
|
||||
|
||||
TODO
|
||||
|
||||
# w Shotgun
|
||||
|
||||
## Midscreen
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (!!! success "Don't need IB")
|
||||
|
||||
[//]: # ()
|
||||
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
|
||||
|
||||
### SG.S > Bridal
|
||||
|
||||
Simple. BnB
|
||||
|
||||
TODO
|
||||
|
||||
### SG.S remove stance > jc route
|
||||
|
||||
Simple n2. BnB but a bit more complex
|
||||
|
||||
TODO
|
||||
|
||||
### with Berry on hand
|
||||
|
||||
how is the timing?
|
||||
|
||||
should we SG.S > toss or raw toss?
|
||||
|
||||
## Corner
|
||||
|
||||
## AD j.SD |> c.S
|
||||
|
||||
!!! info ""
|
||||
|
@ -8,7 +8,9 @@
|
||||
|
||||
During a match you can use "whatever" since you want to ensure getting a punish, even if it deals less damage, yet, on certain situations you have more margin to decide what you will start the combo with.
|
||||
|
||||
## Playlists:
|
||||
# Playlists:
|
||||
|
||||
## General
|
||||
|
||||
### General Decent/normal playlist:
|
||||
|
||||
@ -24,6 +26,8 @@ https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
|
||||
|
||||
!!! warning "this list is not exclusively for burst punishes"
|
||||
|
||||
## Shotgun
|
||||
|
||||
### From SG.D Pull SG.S
|
||||
|
||||
https://youtube.com/playlist?list=PL6ZUzEhM_rdDlZIOz5a_RyqO2hSBvbnyz&si=RV991LYWvD5FxZQ6
|
@ -9,9 +9,12 @@
|
||||
|
||||
# SG.D pull > SG.S (standard routing)
|
||||
|
||||
|
||||
## SG.S
|
||||
|
||||
By IBing the burst, shotgun can get charged.
|
||||
|
||||
For the first shot it doesn't require to micro-walk if we do an SG.D right in the corner.
|
||||
|
||||
### Punish with IB SG.Hx2 Toss (very tight)
|
||||
|
||||
Requires opponent to burst as soon as possible.
|
||||
@ -28,7 +31,7 @@ https://youtu.be/OHl5YKR8F2o
|
||||
|
||||
### Punish with 66 SG.H x2 SG.P Toss
|
||||
|
||||
https://youtu.be/k-97qEeuzSo
|
||||
https://youtu.be/NfHF-iJgX14
|
||||
|
||||
### Punish with 66 SG.H cS 5h Toss
|
||||
|
||||
@ -94,4 +97,4 @@ It could be arranged by delaying prior buttons so the berry timer is adjusted/cl
|
||||
|
||||
This would allow for some margin, either to roll through the burst and the berry, or to block both and follow up/punish with a 66 sg.h or sg.p.
|
||||
|
||||
Nevertheless, I won't cover that.
|
||||
Nevertheless, I won't cover that.
|
@ -0,0 +1,9 @@
|
||||
# Midscreen
|
||||
|
||||
Same than without IB.
|
||||
|
||||
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
|
||||
|
||||
# Corner
|
||||
|
||||
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H
|
@ -0,0 +1,40 @@
|
||||
# Midscreen
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (!!! success "Don't need IB")
|
||||
|
||||
[//]: # ()
|
||||
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
|
||||
|
||||
## SG.S > Bridal
|
||||
|
||||
Simple. BnB
|
||||
|
||||
TODO
|
||||
|
||||
## SG.S remove stance > jc route
|
||||
|
||||
Simple n2. BnB but a bit more complex
|
||||
|
||||
TODO
|
||||
|
||||
## with Berry on hand
|
||||
|
||||
how is the timing?
|
||||
|
||||
should we SG.S > toss or raw toss?
|
||||
|
||||
TODO
|
||||
|
||||
# Corner
|
||||
|
||||
## With 50% meter
|
||||
|
||||
### Lightweights
|
||||
|
||||
Raw Genoverse > SG.S > Bridal > Charged Shotguns loops.
|
||||
|
||||
### Into IK
|
||||
|
||||
!!! Warning "ENDER"
|
||||
|
@ -1,47 +0,0 @@
|
||||
# Standard routes
|
||||
|
||||
## Comboing into Genoverse
|
||||
|
||||
Possible followups.
|
||||
|
||||
6H (Ender)
|
||||
|
||||
6H (Bridal |> Pickup)
|
||||
|
||||
6H (Bridal |> KD), if the opponent is quite high they might be abe to tech out, a workaround for this might be delaying the bridal.
|
||||
|
||||
### j.KSH |> (2P >) > (c.S) rejump
|
||||
|
||||
`j.KSH` can be perform by doing:
|
||||
|
||||
- Genoverse > IAD j.KSH
|
||||
- Genoverse > 66 ~ j.9KSH
|
||||
|
||||
|
||||
#### General Notes
|
||||
|
||||
> Notes:
|
||||
>
|
||||
> Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S.
|
||||
>
|
||||
> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
|
||||
>
|
||||
> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
|
||||
>
|
||||
> Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`.
|
||||
>
|
||||
> Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH).
|
||||
|
||||
#### On not prorated combos
|
||||
|
||||
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
|
||||
|
||||
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
|
||||
|
||||
#### On prorated combos
|
||||
|
||||
|
||||
> Notes:
|
||||
>
|
||||
> Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios.
|
||||
|
@ -72,4 +72,11 @@ how is the
|
||||
|
||||
Runup jump toss (meaty berry toss) > 5K
|
||||
|
||||
https://youtu.be/xPDaxCEDpMU
|
||||
https://youtu.be/xPDaxCEDpMU
|
||||
|
||||
|
||||
|
||||
### yanagi
|
||||
|
||||
|
||||
https://x.com/yanagiJPN/status/1118457471029223425
|
5
unsorted/Links.md
Normal file
5
unsorted/Links.md
Normal file
@ -0,0 +1,5 @@
|
||||
|
||||
yanagi - the goat
|
||||
|
||||
https://x.com/yanagiJPN/status/1215648822967193608
|
||||
|
Reference in New Issue
Block a user