Compare commits
141 Commits
275e46c5e6
...
Punishes/S
Author | SHA1 | Date | |
---|---|---|---|
0644080e18 | |||
8794c3f135 | |||
c2af7b92cd | |||
74f30370f2 | |||
35d64ae781 | |||
0eed58f77a | |||
6d3dba2b14 | |||
53ce2afb89 | |||
b5ddd88177 | |||
ebe4b05941 | |||
17c22b1ec2 | |||
9406509877 | |||
6d3607eed0 | |||
6af8bd4bed | |||
b7a8e68eaf | |||
a3eb30c201 | |||
6c6c3d4f9c | |||
0bdaf1c3c9 | |||
e55af3ee14 | |||
dc58a3037f | |||
6d894e3e70 | |||
9768ee59d7 | |||
16256e133c | |||
f690abd9c4 | |||
ec611b81dd | |||
eef8fdcdaf | |||
a3f76ed876 | |||
a79fa69aee | |||
5842007a01 | |||
1cc4541dd0 | |||
89e18083e1 | |||
e5d048c103 | |||
275c7b6f14 | |||
6868f8de32 | |||
c4b1fa9eb7 | |||
80e3fd1fa7 | |||
50fe8eb42b | |||
ca8ac5b0d1 | |||
2308e4ecb5 | |||
2fc1e592ef | |||
761244aa08 | |||
da68bb1ee3 | |||
4f3c6e8044 | |||
28c0ad3533 | |||
68157a6c64 | |||
0c77bd57ef | |||
775a413eed | |||
42c7045d52 | |||
33f06e9ec2 | |||
833e11c018 | |||
2a774d10ba | |||
3380ae6c68 | |||
4a8b002296 | |||
b5df08fdf4 | |||
8dc7f85105 | |||
1a284df447 | |||
3faaa174e6 | |||
9804b33dd5 | |||
d9771be695 | |||
e6b8781051 | |||
cfd376c96e | |||
5f8762561d | |||
6d4ae8a1e0 | |||
e398cd4089 | |||
a12408684e | |||
56aa91da6b | |||
fa67039931 | |||
99ebf0716e | |||
a0899f99e4 | |||
b90f90d285 | |||
a40c5910b7 | |||
f0e9eb9d9a | |||
a246529fb0 | |||
fa5c5c3bf2 | |||
fa699fc390 | |||
04670d3ee4 | |||
e75dd3e356 | |||
c3859edaf2 | |||
9cd98fbde7 | |||
5f0b3ee004 | |||
ca71b9f90f | |||
878ee0190b | |||
2623b97736 | |||
84688fc661 | |||
338954c406 | |||
c5fc93b651 | |||
99b1b73c84 | |||
0b57c434ba | |||
f2ca92b734 | |||
795555dcb5 | |||
937d207e5e | |||
91f9128181 | |||
9717731763 | |||
b254621986 | |||
02803e7ecb | |||
95493fd7bf | |||
29cff1a168 | |||
0c6f9ed1a3 | |||
510e8bbe6f | |||
13a4c31911 | |||
77631bc222 | |||
a4c5cccab5 | |||
9b37f06679 | |||
36335923c4 | |||
5786aa4cc3 | |||
3c4ffd1a6d | |||
7e0710ea31 | |||
1ed8403cee | |||
27abb04e4a | |||
83b5f732a9 | |||
ef59b342d9 | |||
15309d8b1c | |||
aeb53e8694 | |||
3e2239d835 | |||
464e0a0e04 | |||
606b486cbb | |||
7dab55a4b6 | |||
4b68a68997 | |||
0e31bac9fd | |||
d036fa4d96 | |||
3ccb995cb0 | |||
b771368dd1 | |||
3940f54b61 | |||
7c060684ab | |||
1b0fb454ce | |||
f9146d6319 | |||
49bc1e5420 | |||
d08a61e8a5 | |||
5ff93ef407 | |||
82d96bf85b | |||
be8195211e | |||
af78120235 | |||
d9a02ef4a2 | |||
5a12b884b6 | |||
0cedf2b62a | |||
f84ab22f32 | |||
2de9eaf698 | |||
1b3731d1ce | |||
a34f98f5e6 | |||
f1a10bd87f | |||
56a4fd9317 |
44
.github/workflows/ghub-pages.yml
vendored
Normal file
@ -0,0 +1,44 @@
|
||||
name: ghub-pages
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
# pull_request:
|
||||
# branches:
|
||||
# - main
|
||||
workflow_dispatch:
|
||||
|
||||
concurrency:
|
||||
group: ${{ github.workflow }}-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
jobs:
|
||||
# Single deploy job since we're just deploying
|
||||
deploy:
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Setup Pages
|
||||
uses: actions/configure-pages@v5
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: 3.x
|
||||
- run: pip install -r requirements.txt
|
||||
- run: mkdocs build
|
||||
- name: Upload artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
with:
|
||||
path: './site'
|
||||
- name: Deploy to GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v4
|
2
.gitignore
vendored
@ -1,2 +1,2 @@
|
||||
/rev_2_sauce.iml
|
||||
/.idea/
|
||||
/venv/
|
||||
|
@ -1 +0,0 @@
|
||||
Pending to cook.
|
@ -1,292 +0,0 @@
|
||||
#
|
||||
|
||||
Hey, you, reader, if you are going to jump straight to the exercise, be sure to read the whole part and watching the video example before starting, then, _do the needful_!
|
||||
|
||||
Note that the main focus of this is (blah blah blah to fill, shotgun loops, not the advanced things past the microwalks)
|
||||
|
||||
Reminder that there is no hurry and that it can be frustrating to practice, but it's something that takes its time and everyone gets used to the timing eventually. Instructions and suggestions described can be very personal, the idea is to feel comfortable through the whole series of exercises, so feel free to make variations on them if they make you feel more comfortable with the exercises.
|
||||
|
||||
Some of us are real slow learners and required more time than others, and that's okay!
|
||||
|
||||
As long you stick to the game, you will improve.
|
||||
|
||||
As well, remember that you are not alone, if you are frustrated at something you can always walk into the [Elphelt Discord Server](https://discord.gg/0g2PWaA3VYwX2c7Z) and ask for feedback, even if it's for something that you already suspect the answer, sometimes it's reassuring verifying that you are on the right track.
|
||||
|
||||
# First steps
|
||||
|
||||
## Shotgun Stance
|
||||
|
||||
## Entering SG Stance
|
||||
|
||||
- While not in SG stance (this includes being on sniper stance) do a 236H Motion
|
||||
|
||||
https://fireshare.fihome.xyz/w/cc364e40fc0faec70464ce09bd5dbae9
|
||||
|
||||
### Leaving SG stance
|
||||
|
||||
- On SG Stance do a 236H motion to remove yourself from the SG stance.
|
||||
|
||||
- On SG Stance do a 236S motion to enter the sniper stance state
|
||||
|
||||
- After shooting, Elphelt will leave the SG stance unless she [reloads](#reloading).
|
||||
|
||||
https://fireshare.fihome.xyz/w/c2b4ae42650a5416ad08278f803cc5da
|
||||
|
||||
## Reloading
|
||||
|
||||
- To reload, after shooting, we do a `4 > 6 > H` input, it can as well be inputted as `4>6H`, the `Hardsslash` button press doesn't require to be at the same time as the 6 input, so inputs like `4>6>5H` would still work (as long it's done within the required timing).
|
||||
|
||||
- Regarding the input, as long we have the `4` input through the process, we can do `4>3H` or `4>9H`, as well it allows for `4>1>2>3>6H` or the topside equivalent `4>7>8>9>6H`
|
||||
|
||||
- This allows to "reload" the shotgun, and we get to keep the shotgun stance.
|
||||
|
||||
- The sooner you input the reload, the earlier you will reload, the earlier you will finish reloading.
|
||||
|
||||
- Unlike sniper there isn't a "perfect reload" timing. On Shotgun Stance is, the earlier, the better.
|
||||
|
||||
Example of reloading late vs early.
|
||||
|
||||
https://fireshare.fihome.xyz/w/fed248b984a333e172d9ef954b005341
|
||||
|
||||
## Charging shotgun
|
||||
|
||||
- Elphelt requires to stand still 14 frames in order to charge shotgun.
|
||||
|
||||
- When shotgun is charged, you will momentarily see a pink glow around Elphelt, and as well a specific audio clue.
|
||||
|
||||
https://fireshare.fihome.xyz/w/1fec804e37b16e7f2878628fadfef3dd
|
||||
|
||||
- If Elphelt moves, crouches or blocks, she will lose the charge and will need to hold for another 14 frames.
|
||||
|
||||
https://fireshare.fihome.xyz/w/dac0881f1bc24b0c744f631b8ca56665
|
||||
|
||||
- SG.P, SG.K, SG.S, SG.D, Berry Toss and Bridal Express allow Elphelt to keep her charge, meanwhile SG.K resets the timer.
|
||||
|
||||
https://fireshare.fihome.xyz/w/4cf5687984b77abcdcecbe142ae26c6d
|
||||
|
||||
- The hitbox of the charged shotgun move is bigger and active at frame 1, meanwhile uncharged SG.H is active at frame 3 with a smaller hitbox.
|
||||
|
||||
- Charged Shotgun shots deal more damage and if close enough to the opponent (and wall) will walls plat.
|
||||
|
||||
- In order to wallsplat, it requires the two inner **hit**boxes (red boxes) to be inside the opponent's **hurt**boxes (green boxes).
|
||||
|
||||

|
||||
|
||||
## Exercises
|
||||
|
||||
### Reloading input
|
||||
|
||||
> Note:\
|
||||
> It's very helpful to have the input display and input history enabled while doing the exercises, as well some exercises might depend on it for some steps.\
|
||||
> \
|
||||
> To enable input display, once in the training mode, press start to ender the "Paused Menu", enter the submenu "Display Settings", search for the options "Input History" and "Virtual stick" and enable them.\
|
||||
> \
|
||||
> Regarding "Virtual stick's position" set them at will, I personally find it more comfortable set to the center of the screen instead to any of the corners, at latest on these exercises.
|
||||
|
||||
This is exercise is aimed towards being used to reloading shotgun input/motion. not to the fastest timing.
|
||||
|
||||
First I would recommend trying to _do it_ without previous practice.
|
||||
|
||||
Exercise steps:
|
||||
- Get in shotgun stance
|
||||
- Shoot
|
||||
- Try to reload
|
||||
|
||||
If you are being able to reload consistently, try to keep a rhythm for a while.
|
||||
|
||||
If you weren't able to do it at the first try (which is expected!), check the [sub-exercises section](#sub-exercises) for a breakthrough of the whole process. As well, read the [recommendations section](#recommendations).
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/04a2c998ff8a802130936bf8d935c4b1
|
||||
|
||||
#### Recommendations
|
||||
|
||||
Wait for the shotgun to charge before shooting, this might help towards keeping a "rythm", the audio clue from Elphelt charging the shotgun and the firing sound can also help towards finding a rythm.
|
||||
|
||||
While doing the reload, watch the virtual stick move from left to right, this might help to being more aware of the inputs performed.
|
||||
|
||||
On fail: Check the history, this is to "understand" which input we did, in case we didn't notice something while watching the virtual stick.
|
||||
|
||||
#### Sub-exercises
|
||||
|
||||
I recommend starting slow and paying special attention to the inputs done through the input stick, to ensure we are doing the `4>6H` Input, through the process we can hit corners
|
||||
|
||||
If you are having difficulties being used to the input, you can just visualize it through doing the movement input, without pressing any of the attack buttons.
|
||||
|
||||
https://fireshare.fihome.xyz/w/595d1ff31d6b63aedc30180c57b9bbf5
|
||||
|
||||
Once you have visualized the movement input, try pressing the `Hardslash` button at the end. Keep special attention to the virtual stick and confirm that you are pressing the `Hardslash` button, at the same time or after than when you are doing the 6 input. In case of doubt, you can also check that through the input history.
|
||||
|
||||
https://fireshare.fihome.xyz/w/b5355f9b088fefc3cba8a7f24c0d0cd9
|
||||
|
||||
Finally, add a `Hardslash` button at the start, so you do `5H > 4 > 6H`.
|
||||
|
||||
If we get 2 `5H` shots, we should be doing the input timing good enough to perform reloads.
|
||||
|
||||
https://fireshare.fihome.xyz/w/4d4a2b2c4d1eb1e0e10baadc73f30d25
|
||||
|
||||
Once you reached this step, try again the main exercise, and don't hesitate to go back to this sub-exercises if you still have difficulties.
|
||||
|
||||
### Reloading timing
|
||||
|
||||
On this part I will focus on the "rhythm"/sound of your buttons being pressed, more than the virtual stick input.
|
||||
|
||||
https://fireshare.fihome.xyz/w/2b11f283eca202131a07a3ae5970cc53
|
||||
|
||||
As well another example with only the game sound.
|
||||
|
||||
https://fireshare.fihome.xyz/w/d9b978385abd967463f1682b37ebcc95
|
||||
|
||||
If you miss any of the reloads, I suggest on the history checking the most recent input to review why could it have happened. For example you could have done the input `5H (SG.H) > 4 > 5H > 6` or very similarly `5H (SG.H) > 4H > 6`, where on both instances we pressed `Hardslash` too early.
|
||||
|
||||
#### Sub-exercices
|
||||
|
||||
Very similarly to the previous sub example, we will be doing the input `5H>4>6H`, and meanwhile in the previous sub-example the focus was to get 2 5H shots, on this sub-exersice the goal is to get the second shot a bit after we have completed the input.
|
||||
|
||||
https://fireshare.fihome.xyz/w/2a7fcd5edb71c32acc609c0c5fa6490e
|
||||
|
||||
### Charged shotgun timing
|
||||
|
||||
It's very recommended first being a bit consistent on the reloading of shotgun before moving to this step, as it can make the experience very frustrating.
|
||||
|
||||
As well, I believe that getting used to reloading will ease some of the exercises mentioned.
|
||||
|
||||
#### Exercise 1, sound
|
||||
|
||||
The first exercise we don't aim to do nothing further than focusing in the sound Elphelt does when she reloads the shotgun.
|
||||
|
||||
> Note:\
|
||||
> On this exercise, the **AUDIO** cue will be much more helpful than the visual cue, because of that, I encourage to **disable the background music**.\
|
||||
> \
|
||||
> The visual cue will be helpful in future steps (specifically on the microwalking section), but I believe that on this one it can create bad habits.
|
||||
|
||||
The steps on this exercise will be:
|
||||
|
||||
- Pull shotgun
|
||||
- Wait for Elphelt to charge shotgun and wait a bit longer.
|
||||
- After waiting for a while, shoot, reload and wait for Elphelt to charge her shotgun.
|
||||
- Before shooting again, take breath and imagine Elphelt charging the shotgun, specially imagining the "charged sound" she does once it's loaded.
|
||||
- Once you have done that, shoot, reload and wait again.
|
||||
- Keep repeating the imaginary process before each shoot, it's very important to be confident before you shoot, if you need more time to "feel it", take it, there is no hurry.
|
||||
|
||||
> Note:\
|
||||
> This doesn't apply to the first one since it's timing can feel a bit different when pulling shotgun than when reloading.
|
||||
|
||||
The main goal of this exercise is to be used to the timing between the reload until Elphelt charges the shotgun, so we can have an imaginary rhythm, focusing in the audio cue.
|
||||
|
||||
It's okay to mess the reload since it's not the main focus, yet if it's happening very often that it's making you loose focus on this exercise, go back to the [reloading input section](#reloading-input).
|
||||
|
||||
As well, if you find yourself doing a movement input before pressing the H, because you are anticipating the reload, try to slow down the inputs, since again there is no hurry, yet if you find yourself having issues with that, go back to the [reloading input section](#reloading-input).
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/5ff90a3e92fab4cb71d26ae084b75a64
|
||||
|
||||
[//]: # (#### Exercise 1.5, sound, a bit faster)
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (It's the exact same exercise as before, just trying to leave a little less time than )
|
||||
|
||||
|
||||
#### Exercise 2, progressive speed up
|
||||
|
||||
Using as a base the previous exercise, the idea is to progressively "speed up" (aka, wait past charge for less time) whenever you feel confident/comfortable at your current speed.
|
||||
|
||||
If you shoot an uncharged shot, you have to "reset" and go back to a slow(er) timing.
|
||||
|
||||
[//]: # (???)
|
||||
[//]: # (I find it helpful not being very focused on the progression/timing you left waiting, but paying more attention on the "idea of the exercise")
|
||||
|
||||
Once you are more or less aware of the charge timing, try to slowly go reducing the extra waited time after charging the shotgun.
|
||||
|
||||
Eventually you will reach close to the edge of the timing, where you should try to slowly push it a _bit further_ until you make a mistake and shoot an uncharged shot.
|
||||
|
||||
On this exercise, **the main goal is to make mistakes** to develop a timing, therefore one shouldn't be afraid of shooting too early, nor ashamed of having shot too early, as **making mistakes is part of the exercise**.
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/bda1d3b0169a5c622f2c6d57a55b6f48
|
||||
|
||||
|
||||
## Using Pineberry to charge the shotgun
|
||||
|
||||
TODO
|
||||
|
||||
## SG.D Pull berry
|
||||
|
||||
TODO
|
||||
|
||||
# Consolidation exercise
|
||||
|
||||
As a consolidation of the previous exercises, I suggest practicing the next combo as it makes you exercise the following points:
|
||||
|
||||
- Charge shotgun.
|
||||
- Reloading shotgun.
|
||||
|
||||
Combo example:
|
||||
https://fireshare.fihome.xyz/w/1d9c9e54d25c074add04559c7d80d5fb
|
||||
|
||||
The routing is:
|
||||
|
||||
> SG.D > Pull Berry > SG.S > [Charged SG.H]x2 > SG.S > 2Toss > SG.S > Bridal > [Charged SG.H]x6
|
||||
|
||||
> Note:\
|
||||
> The last charged shotgun can be a bit complicated, if you miss it, don't get discouraged and keep practicing!!
|
||||
>
|
||||
> The combo is not intended to be "optimal" nor anything like that, but it focuses in
|
||||
|
||||
|
||||
|
||||
# Advanced Entry Level
|
||||
|
||||
[//]: # (??? Hold 6 after the reload so Elphelt walks forward frame 1.)
|
||||
|
||||
|
||||
## Microwalks
|
||||
|
||||
### Practicing extercice
|
||||
|
||||
|
||||
# Advanced
|
||||
|
||||
|
||||
## Links
|
||||
|
||||
SG.H > SG.S > Bridal > SG.H
|
||||
|
||||
[SG.H] > SG.S > 236P > [SG.H]x3 > ender (usually 6H/5H > Toss > 6H > Pull Berry/SG)
|
||||
|
||||
antiair SG.S CH > 236P > [SG.H]x3
|
||||
|
||||
antiair SG.S > Bridal > [SG.H]
|
||||
|
||||
|
||||
## Block OS
|
||||
|
||||
|
||||
## Reload OS
|
||||
|
||||
https://www.youtube.com/watch?v=cqv5NMfaySI&t=2s
|
||||
|
||||
|
||||
## Setups
|
||||
|
||||
|
||||
# A point on timing for SG.S > SG.H?
|
||||
|
||||
# A point on SG.H reload 66 SG.H
|
||||
|
||||
# tmp notes
|
||||
|
||||
"microwalking" can also be referenced as micro-walking.
|
||||
|
||||
bridal express is the 214K input
|
||||
|
||||
pull berry or berry pull is the 236P input, when we _pull_ the grenade
|
||||
|
||||
2Toss/Low toss, is when we do 2P with the grenade on hand, so we throw the grenade "low"
|
||||
|
||||
4Toss/High toss, is when we do 4P with the grenade on hand, so we throw the grenade "high"
|
||||
|
||||
# Mention taking breaks/stretch/water
|
186
Mu/Jam/Notes.md
@ -1,186 +0,0 @@
|
||||
---
|
||||
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
|
||||
|
||||
|
@ -1,11 +0,0 @@
|
||||
|
||||
|
||||
|
||||
|
||||
# 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
|
@ -1,304 +0,0 @@
|
||||
---
|
||||
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.
|
@ -1,151 +0,0 @@
|
||||
---
|
||||
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
|
@ -1,5 +0,0 @@
|
||||
hi
|
||||
|
||||
tbh only Slayer and Leo has some punishes.
|
||||
|
||||
Don't think they are completed anyway.
|
@ -1,400 +0,0 @@
|
||||
---
|
||||
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
|
@ -1,3 +0,0 @@
|
||||
## Dead Angle
|
||||
|
||||
If not point-blank can try to time/preemptive roll (236K/SG.K).
|
10
README.md
@ -1,13 +1,13 @@
|
||||
|
||||
# Index
|
||||
|
||||
"My" Elphelt notes
|
||||
|
||||
## Pending
|
||||
## URL
|
||||
|
||||
https://discord.com/channels/121387821977042945/121387821977042945/757209033173106718
|
||||
https://oriolfilter.github.io/Elphelt/
|
||||
|
||||
|
||||
|
||||
## Docs
|
||||
## (Some) Links of interest
|
||||
|
||||
https://docs.google.com/document/d/1iRhMYPQrpOxBg_eIFleoVGo_3Jtfz2GuwNlk-wGSn0s/edit#heading=h.405vrmwne3gg
|
||||
|
||||
|
Before Width: | Height: | Size: 2.9 MiB After Width: | Height: | Size: 2.9 MiB |
33
docs/ComboStructure/Conversions/Air/jBridal.md
Normal file
@ -0,0 +1,33 @@
|
||||
# Non-CH j.Bridal
|
||||
|
||||
Leads to knockdown
|
||||
|
||||
Allow for berrypull oki + meaty hit/button, but you cannot adjust distance that way so could get thrown.
|
||||
|
||||
# CH j.Bridal
|
||||
|
||||
|
||||
## Corner
|
||||
|
||||
Allows for 2H pickup
|
||||
|
||||
### 2H
|
||||
|
||||
#### 2H pull c.S etc
|
||||
|
||||
#### 2H Shotgun Loops
|
||||
|
||||
## Midscreen
|
||||
|
||||
Depending on the distance might whiff/sideswitch
|
||||
|
||||
> j.Bridal CH > 2H > Pull > c.S j.KSH j.Toss |> Shotgun Stance
|
||||
|
||||
(The BnB but without doing 6H)
|
||||
|
||||
Shotgun stance can be replaced with 6H > Bridal, might allow for c.S pickup.
|
||||
|
||||
|
||||
### Sideswitch
|
||||
|
||||
Use SG.S to sideswitch
|
5
docs/ComboStructure/Shotgun/Command_Grab/README.md
Normal file
@ -0,0 +1,5 @@
|
||||
## SG.D
|
||||
|
||||
## SG.D with berry on hand
|
||||
|
||||
SG.D delay toss
|
0
docs/ComboStructure/Shotgun/SGh_Shoot_Berry/2H.md
Normal file
66
docs/ComboStructure/Shotgun/SGh_Shoot_Berry/IAD jP.md
Normal file
@ -0,0 +1,66 @@
|
||||
!!! warning "USELESS TECH"
|
||||
|
||||
This tech is useless.
|
||||
|
||||
|
||||
!!! note "Concept"
|
||||
|
||||
This is mostly a concept and nothing else.
|
||||
|
||||
!!! info "Playlist"
|
||||
|
||||
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdAV_BcgvQ0sJ34EcyP4-OOi
|
||||
|
||||
|
||||
If we shoot the berry with `SG.H`, we have enough time to fit an `IAD` into a 6f move, this being `j.P`.
|
||||
|
||||
On Midweights and heavyweights is more stable.
|
||||
|
||||
On Lightweights instead, unless you are in the corner where you might be able to do something like IAD j.PSD, it's not possible to get something out of it (except very specific characters).
|
||||
|
||||
Everything tested has been tested **MIDSCREEN** meaning that in the corner it's **very likely** that routing into `j.D > 2H` or `j.D > 2P/c.S/f.S` are possible.
|
||||
|
||||
Nevertheless, don't do this.
|
||||
|
||||
# Lightweights
|
||||
|
||||
Tested on Milia, couldn't get anything.
|
||||
|
||||
Should apply to **most** of the Lightweights, but if they are horizontally wide enough it might be possible to do something exactly like the May routing.
|
||||
|
||||
I am assuming (but not tested) Ram and Dizzy on top of my mind right now.
|
||||
|
||||
Maybe some characters it's possible to IAD `j.PP dl.H`, but that's besides the point.
|
||||
|
||||
## May
|
||||
|
||||
IAD j.PSH > 2P works on May
|
||||
|
||||
https://youtu.be/JfM7HTGs_iI
|
||||
|
||||
### Funny IAD j.PSD Corner IK
|
||||
|
||||
https://youtu.be/QKyB-4KSAtI
|
||||
|
||||
!!! note "Technically optimal"
|
||||
|
||||
If you can get an IK with that starter, it's optimal.
|
||||
|
||||
Drawbacks being painful to execute, even more when we take into account that you should ever never do this routing so how you gonna land it with no practice.
|
||||
|
||||
|
||||
# Midweights
|
||||
|
||||
Tested on Sol
|
||||
|
||||
Standard IAD j.PSH > 2P pickup
|
||||
|
||||
https://youtu.be/R4A--TnsVvY
|
||||
|
||||
# Heavyweights
|
||||
|
||||
Tested on Potemkin
|
||||
|
||||
Standard IAD j.PSH > 2P pickup
|
||||
|
||||
https://youtu.be/YdH4gfomL14
|
153
docs/ComboStructure/Shotgun/SGh_Shoot_Berry/Reload_SGs.md
Normal file
@ -0,0 +1,153 @@
|
||||
|
||||
!!! info "Playlist"
|
||||
|
||||
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCVaELSwspeihUbMlwNIl3D
|
||||
|
||||
Usually, after shooting berry with `SG.H` this will be the standard routes.
|
||||
|
||||
Combo gravity as well of opponent height and weight take a big factor when doing this routes.
|
||||
|
||||
# SG.S > c.S > jc
|
||||
|
||||
Do SG.S > remove shotgun and proceed with a standard c.S > jc routing
|
||||
|
||||
At mid to further distance, before doing the SG.S it's quite recommended to do a small 66 input (forward dash) to get closer to the opponent, makes stuff more consistent
|
||||
|
||||
## Lightweights
|
||||
|
||||
https://youtu.be/aYhBAsZxOVg
|
||||
|
||||
## Midweights
|
||||
|
||||
Technically possible, won't list since either requires to shoot raw, or the combo to be close to null hits
|
||||
|
||||
## Heavyweights
|
||||
|
||||
Technically possible, won't list since either requires to shoot raw, or the combo to be close to null hits
|
||||
|
||||
# SG.S > Bridal
|
||||
|
||||
Do SG.S > Bridal
|
||||
|
||||
Depending on the opponent height and weight, SG.S and/or bridal will need to be substantially delayed.
|
||||
|
||||
If close to the corner/in the corner one might be able to extend the combo with bridal loops.
|
||||
|
||||
Unless the shotgun is charged (or able to combo), doing an additional SG.H is most likely to cause the opponent to airtech, so not recommended.
|
||||
|
||||
## Midscreen
|
||||
|
||||
Simple route.
|
||||
|
||||
SG.S > Bridal
|
||||
|
||||
!!! Warning "Manual delays involved"
|
||||
|
||||
You might need to delay the SG.S and/or Bridal depending on the opponent height/spacing.
|
||||
|
||||
### Lightwieghts
|
||||
|
||||
https://youtu.be/QiNlAHzBAaY
|
||||
|
||||
### Midweights
|
||||
|
||||
https://youtu.be/eqztNJNahis
|
||||
|
||||
### Heavyweights
|
||||
|
||||
https://youtu.be/I_ieywPFZ6c
|
||||
|
||||
## Corner
|
||||
|
||||
In the corner we can follow up with SG.P or SG.H, from there pick up respectively with "whatever".
|
||||
|
||||
Generally speaking you will eventually choose between bridal or jumpcancel routes.
|
||||
|
||||
### c.S jc
|
||||
|
||||
Probably the most consistent route among the others
|
||||
|
||||
- j.D pull ender
|
||||
- berry oki
|
||||
|
||||
#### Lightweights
|
||||
|
||||
https://youtu.be/j5Wu9-cotC4
|
||||
|
||||
#### Midweights
|
||||
|
||||
https://youtu.be/KaEJjmyZ9Fk
|
||||
|
||||
#### Heavyweights
|
||||
|
||||
!!! info "2P > c.S for height consistency"
|
||||
|
||||
For height consistency a 2P before the c.S can be added.
|
||||
|
||||
https://youtu.be/ztxk9SRVl8s
|
||||
|
||||
### Bridal
|
||||
|
||||
We can route into bridal and end the combo there, or do one bridal and go back to a `c.S jc` routing.
|
||||
|
||||
#### Lightweights
|
||||
|
||||
https://youtu.be/zkWMcSLYDZs
|
||||
|
||||
#### Midweights
|
||||
|
||||
https://youtu.be/4jKehEGQ_94
|
||||
|
||||
#### Heavyweights
|
||||
|
||||
!!! warning "not reliable"
|
||||
|
||||
Requires the combo to have a very small ammount of hits or being done raw. Otherwise it will drop.
|
||||
|
||||
From 1 to 4 hits. 3 if we consider whatever > toss (not counting the shot itself or the explosion) > SG.H
|
||||
|
||||
https://youtu.be/sejOMc1MsuE
|
||||
|
||||
### Lightweights
|
||||
|
||||
Unlike the other weights, on lightweights you are able to route into charged shotgun, as long the starter number of hits within the combo stays very low.
|
||||
|
||||
#### Low number of hits
|
||||
|
||||
From 1 to 4 hits. 3 if we consider whatever > toss (not counting the shot itself or the explosion) > SG.H
|
||||
|
||||
https://youtu.be/1nzErNwCxew
|
||||
|
||||
#### Bigger number of hits
|
||||
|
||||
In the scenario you are no longer able/confident to get charged shot, you should pick one of the **standard routes**, the `c.S jc` routing being the most stable one.
|
||||
|
||||
# Double SG.S
|
||||
|
||||
Mostly leads into SG.H or Bridal, requires to be horizontally spaced, so you don't end up sideswitching with the opponent.
|
||||
|
||||
Mostly done from raw hit, since from combo it's hard due to the spacing required, although weights are also taken into consideration.
|
||||
|
||||
Might require of manual delays to reduce the opponent height is a bit lower.
|
||||
|
||||
Might also require to delay the bridal followup, although this might be mostly with Lightweights.
|
||||
|
||||
## Lightweights
|
||||
|
||||
### SG.S > SG.S > Bridal
|
||||
|
||||
https://youtu.be/pr8xYUuk6xQ
|
||||
|
||||
### SG.S > SG.S > 2P jc
|
||||
|
||||
On lightweights, if the combo does have very low hits, we can cancel the second SG.S with removing the shotgun stance, then pickup with 2P into c.S/f.S (mostly likely will be f.S), following it up with a jump cancel into whatever.
|
||||
|
||||
https://youtu.be/6U9UUDT5q1Q
|
||||
|
||||
## Midweights
|
||||
|
||||
https://youtu.be/qtlTf2Qf6-Q
|
||||
|
||||
## Heavyweights
|
||||
|
||||
https://youtu.be/kpCyXI7jw5g
|
7
docs/Combofucks/StadardRoutes.md
Normal file
@ -0,0 +1,7 @@
|
||||
## String into throwing berry
|
||||
|
||||
### Crouching
|
||||
|
||||
|
||||
|
||||
|
33
docs/DamageOptimization/6H_CH/Berry_Pull/README.md
Normal file
@ -0,0 +1,33 @@
|
||||
# 6H CH > Berry pull
|
||||
|
||||
## Midscreen
|
||||
|
||||
|
||||
|
||||
6H CH > Berry Pull > IAD j.SD > j.toss > 6H > Bridal > 2D > SG.S > [SG.H] x3 > SG.S > pull berry > SG.H > SG.P > SG.H 219 (216 with c.S) <- Kyouse routing
|
||||
|
||||
6H CH > Berry Pull > dl c.S > j.SPSH > j.Toss > 6H > dl SG.S > Bridal > [SG.H]x4 194
|
||||
|
||||
(cant recommend, too finicky for no real benefit)
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPSHD |> 2H > Bridal 168
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPS > jc j.KSHD 163
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > 6H > Bridal > c.S > j.SPS > jc j.KSHD 193
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
### Useless thing based off saybel
|
||||
|
||||
https://discord.com/channels/121387821977042945/121388142941962241/1234272468412399686
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > j.Toss |> jc > j.SH > 6H > Bridal > c.S > j.KSH 188 (vs characters wider like Ky, `c.S > 5H > Bridal` is possible (186 damage vs Ky))
|
||||
|
||||
## Corner
|
||||
|
||||
6H CH > Berry Pull > 2H > SG.H > [SG.H] x2 > Toss > SG.S x2 > [SG.H] x5 215
|
||||
|
||||
6H CH > Berry Pull > 2H > SG.H > [SG.H] x2 > Toss > SG.S > Toss > Pull Berry > [SG.H] x3 > 6H > Toss 6H 220
|
33
docs/DamageOptimization/6P/6P_Bridal.md
Normal file
@ -0,0 +1,33 @@
|
||||
# 6P Bridal
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ??
|
||||
|
||||
`6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested)
|
||||
|
||||
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort=
|
||||
|
||||
|
||||
|
||||
6SG.H ->
|
||||
or
|
||||
3SG.H SG.S 3SG.H ->
|
||||
|
||||
|
||||
j.ppppp (j.p x5) = 5
|
||||
|
||||
kshd = 4
|
||||
|
||||
fS 5hx5 = 6
|
||||
|
||||
15
|
||||
|
20
docs/DamageOptimization/6P/6P_Genoverse.md
Normal file
@ -0,0 +1,20 @@
|
||||
# 6P Genoverse
|
||||
|
||||
This is specifically intended to when the opponent is "fairly low", aka a killer combo.
|
||||
|
||||
### Sol 20% HP
|
||||
|
||||
Sol has 84hp.
|
||||
|
||||
> 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H
|
||||
|
||||
63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1)
|
||||
|
||||
|
||||
> 6P > Genoverse > 2H > Pull Berry > c.S > j.S > jc j.K > j.S > j.H > j.Toss |> 6H > SG > [SG.S] > Pull Berry > [SG.H] > j.7D
|
||||
|
||||
\# Saybell routing
|
||||
|
||||
54 Damage.
|
||||
|
||||
24% Meter Gain
|
3
docs/DamageOptimization/6P/6P_JBH.md
Normal file
@ -0,0 +1,3 @@
|
||||
# 6P bJBH
|
||||
|
||||
Deals 65 of damage. (should deal more I believe? Maybe it was tested at 20% or something like that)
|
21
docs/DamageOptimization/AirBridalCH/README.md
Normal file
@ -0,0 +1,21 @@
|
||||
# Without berry
|
||||
## Midscreen
|
||||
|
||||
> CH j.Bridal > 2P c.S > j.S > jc > j.KSHD > Pull
|
||||
|
||||
BnB.
|
||||
|
||||
> CH j.Bridal > 66j.9 > ETC rejump
|
||||
|
||||
Run-up helps for consistency, if j.Bridal lets you horizontally very close you might be able j.9
|
||||
|
||||
> Air ch
|
||||
|
||||
Bridal Juggles
|
||||
|
||||
|
||||
## Corner
|
||||
|
||||
|
||||
|
||||
# With Berry
|
@ -1,180 +1,4 @@
|
||||
# The idea about this doc, is checking when/if its better to "optimize" shit for extra damage
|
||||
|
||||
## c.S > f.S > ? > Bridal
|
||||
|
||||
> Tested on Sol only.
|
||||
|
||||
| Route | Damage | Notes |
|
||||
|:-----------------------------|:-----------------------------------------------------------|:----------------------------|
|
||||
| c.S > f.S > Bridal | 88 | |
|
||||
| c.S > f.S > 2D > Bridal | 114 | |
|
||||
| c.S > f.S > 2S > 2D > Bridal | 129 | Requires dash momentum 100% |
|
||||
| c.S > f.S > 5H > Bridal | 100 | |
|
||||
| c.S > f.S > 2S > 5H > Bridal | 117 | Requires dash momentum 100% |
|
||||
| c.S > f.S > 2S > Bridal | **FAKE**/**NOT POSSIBLE**, after 2S Bridal won't connect!! | |
|
||||
|
||||
TLDR:
|
||||
|
||||
With dash momentum:
|
||||
|
||||
> c.S > f.S > 2S > 2D > Bridal
|
||||
|
||||
Without dash momentum:
|
||||
|
||||
> c.S > f.S > 2D > Bridal
|
||||
|
||||
## c.S f.S > ? > Bridal RC > BNB
|
||||
|
||||
c.S f.S > ? > Bridal RC > 2H > Pull Berry > c.S > j.S > jc j.K > j.S j.H > j.Toss |> 6H > SG.pull > SG.S > SG.unpull? > c.S > j.KSH
|
||||
|
||||
| Route | Damage | Notes |
|
||||
|:-----------------------------------|:-------|:----------------------------------------------------|
|
||||
| c.S > f.S > Bridal > ... | 199 | |
|
||||
| c.S > f.S > 2D > Bridal > ... | 199 | |
|
||||
| c.S > f.S > 2S > 2D > Bridal > ... | 198 | Requires dash momentum 100%. Makes the combo harder |
|
||||
| c.S > f.S > 5H > Bridal > ... | 186 | |
|
||||
| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
|
||||
|
||||
**TLDR: Keep it simple.**
|
||||
|
||||
> c.S > f.S > Bridal > ...
|
||||
|
||||
OR
|
||||
|
||||
> c.S > f.S > 2D > Bridal > ...
|
||||
|
||||
(Check with sol at low HP)
|
||||
|
||||
## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
|
||||
|
||||
| Route | Damage | Notes |
|
||||
|:-----------------------------------|:-------|:---------------------------------------------------|
|
||||
| c.S > f.S > Bridal > ... | 174 | |
|
||||
| c.S > f.S > 2D > Bridal > ... | 184 | |
|
||||
| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
|
||||
| c.S > f.S > 5H > Bridal > ... | 178 | |
|
||||
| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
|
||||
|
||||
**TLDR: Keep it simple.**
|
||||
|
||||
> c.S > f.S > Bridal > ...
|
||||
|
||||
OR
|
||||
|
||||
> c.S > f.S > 2D > Bridal > ...
|
||||
|
||||
(Check with sol at low HP)
|
||||
|
||||
##
|
||||
|
||||
## 6P Genoverse
|
||||
|
||||
This is specifically intended to when the opponent is "fairly low", aka a killer combo.
|
||||
|
||||
### Sol 20% HP
|
||||
|
||||
Sol has 84hp.
|
||||
|
||||
> 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H
|
||||
|
||||
63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1)
|
||||
|
||||
|
||||
> 6P > Genoverse > 2H > Pull Berry > c.S > j.S > jc j.K > j.S > j.H > j.Toss |> 6H > SG > [SG.S] > Pull Berry > [SG.H] > j.7D
|
||||
|
||||
\# Saybell routing
|
||||
|
||||
54 Damage.
|
||||
|
||||
24% Meter Gain
|
||||
|
||||
|
||||
## 6P Bridal
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ??
|
||||
|
||||
`6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested)
|
||||
|
||||
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort=
|
||||
|
||||
|
||||
|
||||
6SG.H ->
|
||||
or
|
||||
3SG.H SG.S 3SG.H ->
|
||||
|
||||
|
||||
j.ppppp (j.p x5) = 5
|
||||
|
||||
kshd = 4
|
||||
|
||||
fS 5hx5 = 6
|
||||
|
||||
15
|
||||
|
||||
## 6P bJBH
|
||||
|
||||
Deals 65 of damage.
|
||||
|
||||
|
||||
## Comboing into Genoverse
|
||||
|
||||
Possible followups.
|
||||
|
||||
6H (Ender)
|
||||
|
||||
6H (Bridal |> Pickup)
|
||||
|
||||
### 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.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## Number of Charged SG.H when routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H
|
||||
# Number of Charged SG.H when routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H
|
||||
|
||||
- This assumes we are close to the corner.
|
||||
|
||||
@ -187,8 +11,8 @@ From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once
|
||||
- Dash micro optimization (`66 6H/5H > 2Toss`) is very important for consistency. We as well can perform a dash optimization with the ender `6H` (`66 6H`).
|
||||
|
||||
[//]: # (- `5H > 2Toss` results in less pushback than `6H > 2Toss`, therefore it's more consistent, the damage variation is slight (10+/-), most of the situations `6H > 2Toss` will result in slight more damage than with `5H > 2Toss`, but certain specific situations `5H > 2Toss` will result in irrelevant more damage (1-2 extra damage).)
|
||||
|
||||
### When to use 6H or 5H before 2Toss?
|
||||
|
||||
## When to use 6H or 5H before 2Toss?
|
||||
|
||||
- `6H` generally speaking deals more damage than `5H`, usually with a damage variation of 10 +/-. On lightweights `5H` can result on a damage increase of 1-3.
|
||||
|
||||
@ -200,7 +24,7 @@ From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once
|
||||
|
||||
- With `6H` pushback, on lightweights and Venom due to smaller hurtbox berry can harder to hit, therefore it's recommended to use `5H`.
|
||||
|
||||
- When using `6H` on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use `5H` for consistency.
|
||||
- When using `6H` on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use `5H` for consistency.
|
||||
|
||||
- Both 5H and 6H allows for dash micro optimization (`66 6H/5H > 2Toss`)
|
||||
|
||||
@ -214,7 +38,7 @@ TLDR:
|
||||
|
||||
|
||||
|
||||
### Chart
|
||||
## Chart
|
||||
|
||||
| Setup before charged SG.H | Damage (sol 100%) | n. `[SG.H]` | Notes | Link |
|
||||
|:---------------------------------------------|:-------------------|:-------------------------|:--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:----------------------------------------------------------------|
|
||||
@ -259,7 +83,7 @@ TLDR:
|
||||
| Raw Berry > SG.S > Bridal | 272 | 2 | | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
|
||||
| Blitz | 264 | 3 | | pending |
|
||||
|
||||
### Same but with burst super
|
||||
## Same but with burst super
|
||||
|
||||
|
||||
Routing:
|
||||
@ -275,84 +99,7 @@ vs 5H > Toss: 339 (6 of damage)
|
||||
|
||||
|
||||
|
||||
## Same but with burst super + hellfire
|
||||
|
||||
|
||||
|
||||
### Same but with burst super + hellfire
|
||||
|
||||
|
||||
|
||||
|
||||
## String into throwing berry
|
||||
|
||||
### Crouching
|
||||
|
||||
|
||||
|
||||
|
||||
# Controlling opponent height
|
||||
|
||||
## Air normals
|
||||
|
||||
Saybel video.
|
||||
|
||||
## Shotgun
|
||||
|
||||
### Walkthrough from interactions
|
||||
|
||||
#### 5H Toss/Bridal vs 6H Toss/Bridal
|
||||
|
||||
6H reduces the opponent height substantially, 5H not that much, damage difference is usually minimal when at 100%.
|
||||
|
||||
### Increase height
|
||||
|
||||
#### SG.S Toss
|
||||
|
||||
D
|
||||
|
||||
|
||||
### Decrease height
|
||||
|
||||
This can mean how to actually decrease opponent height, to how to prevent opponent height to be risen as much as possible.
|
||||
|
||||
#### SG.S Toss
|
||||
|
||||
Delay toss hit so berry hits 1-3 before about to explode, this will cause opponent to gain a bit of height, then proceed with the falldown.
|
||||
|
||||
This is caused to the first frames after being hit by the
|
||||
|
||||
|
||||
|
||||
## 6H CH > Berry pull
|
||||
|
||||
### Midscreen
|
||||
|
||||
|
||||
|
||||
6H CH > Berry Pull > IAD j.SD > j.toss > 6H > Bridal > 2D > SG.S > [SG.H] x3 > SG.S > pull berry > SG.H > SG.P > SG.H 219 (216 with c.S) <- Kyouse routing
|
||||
|
||||
6H CH > Berry Pull > dl c.S > j.SPSH > j.Toss > 6H > dl SG.S > Bridal > [SG.H]x4 194
|
||||
|
||||
(cant recommend, too finicky for no real benefit)
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPSHD |> 2H > Bridal 168
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPS > jc j.KSHD 163
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > 6H > Bridal > c.S > j.SPS > jc j.KSHD 193
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
#### Useless thing based off saybel
|
||||
|
||||
https://discord.com/channels/121387821977042945/121388142941962241/1234272468412399686
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > j.Toss |> jc > j.SH > 6H > Bridal > c.S > j.KSH 188 (vs characters wider like Ky, `c.S > 5H > Bridal` is possible (186 damage vs Ky))
|
||||
|
||||
### Corner
|
||||
|
||||
2H > SG.H > [SG.H] x2 > Toss > SG.S x2 > [SG.H] x5 215
|
||||
|
||||
2H > SG.H > [SG.H] x2 > Toss > SG.S > Toss > Pull Berry > [SG.H] x3 > 6H > Toss 6H 220
|
50
docs/Guides/ShotgunLoops/Advanced/README.md
Normal file
@ -0,0 +1,50 @@
|
||||
|
||||
# Advanced Entry Level
|
||||
|
||||
[//]: # (??? Hold 6 after the reload so Elphelt walks forward frame 1.)
|
||||
|
||||
|
||||
## Microwalks
|
||||
|
||||
### Practicing extercice
|
||||
|
||||
|
||||
# Advanced
|
||||
|
||||
## Links
|
||||
|
||||
SG.H > SG.S > Bridal > SG.H
|
||||
|
||||
[SG.H] > SG.S > 236P > [SG.H]x3 > ender (usually 6H/5H > Toss > 6H > Pull Berry/SG)
|
||||
|
||||
antiair SG.S CH > 236P > [SG.H]x3
|
||||
|
||||
antiair SG.S > Bridal > [SG.H]
|
||||
|
||||
|
||||
## Block OS
|
||||
|
||||
|
||||
## Reload OS
|
||||
|
||||
https://www.youtube.com/watch?v=cqv5NMfaySI&t=2s
|
||||
|
||||
|
||||
## Setups
|
||||
|
||||
|
||||
# A point on timing for SG.S > SG.H?
|
||||
|
||||
# A point on SG.H reload 66 SG.H
|
||||
|
||||
# tmp notes
|
||||
|
||||
"microwalking" can also be referenced as micro-walking.
|
||||
|
||||
bridal express is the 214K input
|
||||
|
||||
pull berry or berry pull is the 236P input, when we _pull_ the grenade
|
||||
|
||||
2Toss/Low toss, is when we do 2P with the grenade on hand, so we throw the grenade "low"
|
||||
|
||||
4Toss/High toss, is when we do 4P with the grenade on hand, so we throw the grenade "high"
|
53
docs/Guides/ShotgunLoops/Exercices/1_Reloading_Input.md
Normal file
@ -0,0 +1,53 @@
|
||||
# Reloading input
|
||||
|
||||
> Note:\
|
||||
> It's very helpful to have the input display and input history enabled while doing the exercises, as well some exercises might depend on it for some steps.\
|
||||
> \
|
||||
> To enable input display, once in the training mode, press start to ender the "Paused Menu", enter the submenu "Display Settings", search for the options "Input History" and "Virtual stick" and enable them.\
|
||||
> \
|
||||
> Regarding "Virtual stick's position" set them at will, I personally find it more comfortable set to the center of the screen instead to any of the corners, at latest on these exercises.
|
||||
|
||||
This is exercise is aimed towards being used to reloading shotgun input/motion. not to the fastest timing.
|
||||
|
||||
First I would recommend trying to _do it_ without previous practice.
|
||||
|
||||
Exercise steps:
|
||||
- Get in shotgun stance
|
||||
- Shoot
|
||||
- Try to reload
|
||||
|
||||
If you are being able to reload consistently, try to keep a rhythm for a while.
|
||||
|
||||
If you weren't able to do it at the first try (which is expected!), check the [sub-exercises section](#sub-exercises) for a breakthrough of the whole process. As well, read the [recommendations section](#recommendations).
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/04a2c998ff8a802130936bf8d935c4b1
|
||||
|
||||
## Recommendations
|
||||
|
||||
Wait for the shotgun to charge before shooting, this might help towards keeping a "rythm", the audio clue from Elphelt charging the shotgun and the firing sound can also help towards finding a rythm.
|
||||
|
||||
While doing the reload, watch the virtual stick move from left to right, this might help to being more aware of the inputs performed.
|
||||
|
||||
On fail: Check the history, this is to "understand" which input we did, in case we didn't notice something while watching the virtual stick.
|
||||
|
||||
## Sub-exercises
|
||||
|
||||
I recommend starting slow and paying special attention to the inputs done through the input stick, to ensure we are doing the `4>6H` Input, through the process we can hit corners
|
||||
|
||||
If you are having difficulties being used to the input, you can just visualize it through doing the movement input, without pressing any of the attack buttons.
|
||||
|
||||
https://fireshare.fihome.xyz/w/595d1ff31d6b63aedc30180c57b9bbf5
|
||||
|
||||
Once you have visualized the movement input, try pressing the `Hardslash` button at the end. Keep special attention to the virtual stick and confirm that you are pressing the `Hardslash` button, at the same time or after than when you are doing the 6 input. In case of doubt, you can also check that through the input history.
|
||||
|
||||
https://fireshare.fihome.xyz/w/b5355f9b088fefc3cba8a7f24c0d0cd9
|
||||
|
||||
Finally, add a `Hardslash` button at the start, so you do `5H > 4 > 6H`.
|
||||
|
||||
If we get 2 `5H` shots, we should be doing the input timing good enough to perform reloads.
|
||||
|
||||
https://fireshare.fihome.xyz/w/4d4a2b2c4d1eb1e0e10baadc73f30d25
|
||||
|
||||
Once you reached this step, try again the main exercise, and don't hesitate to go back to this sub-exercises if you still have difficulties.
|
17
docs/Guides/ShotgunLoops/Exercices/2_Reloading_Timing.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Reloading timing
|
||||
|
||||
On this part I will focus on the "rhythm"/sound of your buttons being pressed, more than the virtual stick input.
|
||||
|
||||
https://fireshare.fihome.xyz/w/2b11f283eca202131a07a3ae5970cc53
|
||||
|
||||
As well another example with only the game sound.
|
||||
|
||||
https://fireshare.fihome.xyz/w/d9b978385abd967463f1682b37ebcc95
|
||||
|
||||
If you miss any of the reloads, I suggest on the history checking the most recent input to review why could it have happened. For example you could have done the input `5H (SG.H) > 4 > 5H > 6` or very similarly `5H (SG.H) > 4H > 6`, where on both instances we pressed `Hardslash` too early.
|
||||
|
||||
## Sub-exercices
|
||||
|
||||
Very similarly to the previous sub example, we will be doing the input `5H>4>6H`, and meanwhile in the previous sub-example the focus was to get 2 5H shots, on this sub-exersice the goal is to get the second shot a bit after we have completed the input.
|
||||
|
||||
https://fireshare.fihome.xyz/w/2a7fcd5edb71c32acc609c0c5fa6490e
|
@ -0,0 +1,61 @@
|
||||
# Charged shotgun timing
|
||||
|
||||
It's very recommended first being a bit consistent on the reloading of shotgun before moving to this step, as it can make the experience very frustrating.
|
||||
|
||||
As well, I believe that getting used to reloading will ease some of the exercises mentioned.
|
||||
|
||||
## Exercise 1, sound
|
||||
|
||||
The first exercise we don't aim to do nothing further than focusing in the sound Elphelt does when she reloads the shotgun.
|
||||
|
||||
> Note:\
|
||||
> On this exercise, the **AUDIO** cue will be much more helpful than the visual cue, because of that, I encourage to **disable the background music**.\
|
||||
> \
|
||||
> The visual cue will be helpful in future steps (specifically on the microwalking section), but I believe that on this one it can create bad habits.
|
||||
|
||||
The steps on this exercise will be:
|
||||
|
||||
- Pull shotgun
|
||||
- Wait for Elphelt to charge shotgun and wait a bit longer.
|
||||
- After waiting for a while, shoot, reload and wait for Elphelt to charge her shotgun.
|
||||
- Before shooting again, take breath and imagine Elphelt charging the shotgun, specially imagining the "charged sound" she does once it's loaded.
|
||||
- Once you have done that, shoot, reload and wait again.
|
||||
- Keep repeating the imaginary process before each shoot, it's very important to be confident before you shoot, if you need more time to "feel it", take it, there is no hurry.
|
||||
|
||||
> Note:\
|
||||
> This doesn't apply to the first one since it's timing can feel a bit different when pulling shotgun than when reloading.
|
||||
|
||||
The main goal of this exercise is to be used to the timing between the reload until Elphelt charges the shotgun, so we can have an imaginary rhythm, focusing in the audio cue.
|
||||
|
||||
It's okay to mess the reload since it's not the main focus, yet if it's happening very often that it's making you loose focus on this exercise, go back to the [reloading input section](./../Exercices/1_Reloading_Input.md).
|
||||
|
||||
As well, if you find yourself doing a movement input before pressing the H, because you are anticipating the reload, try to slow down the inputs, since again there is no hurry, yet if you find yourself having issues with that, go back to the [reloading input section](./../Exercices/1_Reloading_Input.md).
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/5ff90a3e92fab4cb71d26ae084b75a64
|
||||
|
||||
[//]: # (#### Exercise 1.5, sound, a bit faster)
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (It's the exact same exercise as before, just trying to leave a little less time than )
|
||||
|
||||
|
||||
## Exercise 2, progressive speed up
|
||||
|
||||
Using as a base the previous exercise, the idea is to progressively "speed up" (aka, wait past charge for less time) whenever you feel confident/comfortable at your current speed.
|
||||
|
||||
If you shoot an uncharged shot, you have to "reset" and go back to a slow(er) timing.
|
||||
|
||||
[//]: # (???)
|
||||
[//]: # (I find it helpful not being very focused on the progression/timing you left waiting, but paying more attention on the "idea of the exercise")
|
||||
|
||||
Once you are more or less aware of the charge timing, try to slowly go reducing the extra waited time after charging the shotgun.
|
||||
|
||||
Eventually you will reach close to the edge of the timing, where you should try to slowly push it a _bit further_ until you make a mistake and shoot an uncharged shot.
|
||||
|
||||
On this exercise, **the main goal is to make mistakes** to develop a timing, therefore one shouldn't be afraid of shooting too early, nor ashamed of having shot too early, as **making mistakes is part of the exercise**.
|
||||
|
||||
Example for reference:
|
||||
|
||||
https://fireshare.fihome.xyz/w/bda1d3b0169a5c622f2c6d57a55b6f48
|
@ -0,0 +1,18 @@
|
||||
# Consolidation exercise
|
||||
|
||||
As a consolidation of the previous exercises, I suggest practicing the next combo as it makes you exercise the following points:
|
||||
|
||||
- Charge shotgun.
|
||||
- Reloading shotgun.
|
||||
|
||||
Combo example:
|
||||
https://fireshare.fihome.xyz/w/1d9c9e54d25c074add04559c7d80d5fb
|
||||
|
||||
The routing is:
|
||||
|
||||
> SG.D > Pull Berry > SG.S > [Charged SG.H]x2 > SG.S > 2Toss > SG.S > Bridal > [Charged SG.H]x6
|
||||
|
||||
> Note:\
|
||||
> The last charged shotgun can be a bit complicated, if you miss it, don't get discouraged and keep practicing!!
|
||||
>
|
||||
> The combo is not intended to be "optimal" nor anything like that, but it focuses in
|
22
docs/Guides/ShotgunLoops/Exercices/README.md
Normal file
@ -0,0 +1,22 @@
|
||||
|
||||
|
||||
1 - [Reloading Input](./1_Reloading_Input.md)
|
||||
|
||||
2 - [Reloading Timing](./2_Reloading_Timing.md)
|
||||
|
||||
3 - [Charged Shotgun Timing](./3_Charged_Shotgun_Timing.md)
|
||||
|
||||
Once all the exercises are completed, consider moving to the [consolidation exercise](./99_Consolidation_Exercice.md).
|
||||
|
||||
## TODO
|
||||
|
||||
- Using Pineberry to charge the shotgun
|
||||
- SG.D Pull berry
|
||||
|
||||
# Reminder on taking breaks/stretch/water
|
||||
|
||||
It's very important to take small breaks, **especially if you have been practicing the same stuff over and over**, just getting up from the computer and going to the kitchen to grab a glass of water, some cookies or something else is a big help for your hands!
|
||||
|
||||
Watching a YT video or reading some messages also works.
|
||||
|
||||
Try to rest the hands for a bit every now and then!
|
71
docs/Guides/ShotgunLoops/README.md
Normal file
@ -0,0 +1,71 @@
|
||||
Hey, you, reader, if you are going to jump straight to the exercise, be sure to read the whole part and watching the video example before starting, then, _do the needful_!
|
||||
|
||||
Note that the main focus of this is (blah blah blah to fill, shotgun loops, not the advanced things past the microwalks)
|
||||
|
||||
**There is no hurry**, and it can be frustrating to practice, but it's something that takes time and everyone can get used to the timing. Instructions and suggestions described can be very personal, the idea is to feel comfortable through the whole series of exercises, so feel free to make variations on them if they make you feel more comfortable with the exercises.
|
||||
|
||||
Some of us are real slow learners and required more time than others, and that's okay!
|
||||
|
||||
As long you stick to the game, you will improve.
|
||||
|
||||
As well, remember that you are not alone, if you are frustrated at something you can always walk into the [Elphelt Discord Server](https://discord.gg/0g2PWaA3VYwX2c7Z) and ask for feedback, even if it's for something that you already suspect the answer, sometimes it's reassuring verifying that you are on the right track.
|
||||
|
||||
# First steps
|
||||
|
||||
## Shotgun Stance
|
||||
|
||||
### Entering SG Stance
|
||||
|
||||
- While not in SG stance (this includes being on sniper stance) do a 236H Motion
|
||||
|
||||
- We can also do 236K to do a roll that ends with us in shotgun stance.
|
||||
|
||||
https://fireshare.fihome.xyz/w/cc364e40fc0faec70464ce09bd5dbae9
|
||||
|
||||
### Leaving SG stance
|
||||
|
||||
- On SG Stance do a 236H motion to remove yourself from the SG stance.
|
||||
|
||||
- On SG Stance do a 236S motion to enter the sniper stance state
|
||||
|
||||
- After shooting, Elphelt will leave the SG stance unless she [reloads](#reloading).
|
||||
|
||||
https://fireshare.fihome.xyz/w/c2b4ae42650a5416ad08278f803cc5da
|
||||
|
||||
### Reloading
|
||||
|
||||
- To reload, after shooting, we do a `4 > 6 > H` input, it can as well be inputted as `4>6H`, the `Hardsslash` button press doesn't require to be at the same time as the 6 input, so inputs like `4>6>5H` would still work (as long it's done within the required timing).
|
||||
|
||||
- Regarding the input, as long we have the `4` input through the process, we can do `4>3H` or `4>9H`, as well it allows for `4>1>2>3>6H` or the topside equivalent `4>7>8>9>6H`
|
||||
|
||||
- The sooner you input the reload, the earlier you will reload, the earlier you will finish reloading.
|
||||
|
||||
- Unlike sniper there isn't a "perfect reload" timing. On Shotgun Stance is, the earlier, the better.
|
||||
|
||||
Example of reloading late vs early.
|
||||
|
||||
https://fireshare.fihome.xyz/w/fed248b984a333e172d9ef954b005341
|
||||
|
||||
### Charging shotgun
|
||||
|
||||
- Elphelt requires to stand still 14 frames in order to charge shotgun.
|
||||
|
||||
- When shotgun is charged, you will momentarily see a pink glow around Elphelt, and as well a specific audio clue.
|
||||
|
||||
https://fireshare.fihome.xyz/w/1fec804e37b16e7f2878628fadfef3dd
|
||||
|
||||
- If Elphelt moves, crouches or blocks, she will lose the charge and will need to hold for another 14 frames.
|
||||
|
||||
https://fireshare.fihome.xyz/w/dac0881f1bc24b0c744f631b8ca56665
|
||||
|
||||
- SG.P, SG.K, SG.S, SG.D, Berry Toss and Bridal Express allow Elphelt to keep her charge.
|
||||
|
||||
https://fireshare.fihome.xyz/w/4cf5687984b77abcdcecbe142ae26c6d
|
||||
|
||||
- The hitbox of the charged shotgun move is bigger and active at frame 1, meanwhile uncharged SG.H is active at frame 3 with a smaller hitbox.
|
||||
|
||||
- Charged Shotgun shots deal more damage and if close enough to the opponent will wallsplat if the opponent reaches the wall.
|
||||
|
||||
- In order to wallsplat, it requires the two inner **hit**boxes (red boxes) to be inside the opponent's **hurt**boxes (green boxes).
|
||||
|
||||

|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
1
docs/Mu/Baiken/Additional_notes.md
Normal file
@ -0,0 +1 @@
|
||||
On SG.H CH, if close enough, Baiken will be launched, if close to the corner, it will allow for a 2H Pickup.
|
@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
# Suzuran vs SG (SG.P interactions/range)
|
||||
|
||||
Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.
|
12
docs/Mu/Baiken/Defence/Kabari.md
Normal file
@ -0,0 +1,12 @@
|
||||
# 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.
|
@ -1,21 +1,4 @@
|
||||
|
||||
|
||||
## 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
|
||||
# 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).
|
||||
|
||||
@ -29,4 +12,3 @@ Cant with:
|
||||
|
||||
- 5K is 7 Frames
|
||||
- c.S is not possible due to being outside of range.
|
||||
|
@ -1,23 +1,20 @@
|
||||
# Azami
|
||||
|
||||
## Corner
|
||||
|
||||
|
||||
## Azami
|
||||
|
||||
### Corner
|
||||
|
||||
#### w Shotgun
|
||||
### w Shotgun
|
||||
|
||||
https://x.com/humo_ah/status/863398544526368769?s=20
|
||||
|
||||
### Blocked Kuchi
|
||||
## Blocked Kuchi
|
||||
|
||||
#### Without Shotgun
|
||||
### Without Shotgun
|
||||
|
||||
- c.S > f.S > 5H > Bridal
|
||||
|
||||
- (with dash momentum) c.S > f.S > 2D > Bridal
|
||||
|
||||
#### With Shotgun
|
||||
### With Shotgun
|
||||
|
||||
- (with dash momentum) SG.PPPPPPH
|
||||
|
21
docs/Mu/Jam/Additional_Notes.md
Normal file
@ -0,0 +1,21 @@
|
||||
# Punishes
|
||||
|
||||
## Shenanigans
|
||||
|
||||
https://youtu.be/OCo__pJJenE?t=3830
|
||||
|
||||
|
||||
## Dealing with 5K Spam
|
||||
|
||||
~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
|
||||
Wrong.
|
||||
|
||||
## Dealing with 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
|
||||
|
||||
|
||||
|
||||
|
68
docs/Mu/Jam/Neutral.md
Normal file
@ -0,0 +1,68 @@
|
||||
# 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.
|
||||
|
||||
|
37
docs/Mu/Jam/Oki.md
Normal file
@ -0,0 +1,37 @@
|
||||
# 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.
|
||||
|
||||
## Anti parry propaganda
|
||||
|
||||
https://youtu.be/QmZ-7TxyQmI?t=6308
|
||||
|
||||
Shotgun.H > throw berry > Shotgun spacing to avoid parry P > SG.H
|
||||
|
||||
|
14
docs/Mu/Jam/Pressure.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Pressure
|
||||
|
||||
https://youtu.be/OCo__pJJenE?t=1780
|
||||
|
||||
|
||||
https://youtu.be/OCo__pJJenE?t=3639
|
||||
|
||||
## Shotgun Spacing
|
||||
|
||||
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 catch her.
|
||||
|
||||
https://fireshare.fihome.xyz/w/b1fb7d7baf9a1fe6c07327891379ba3e
|
11
docs/Mu/Jam/Punishes/Gekirin.md
Normal file
@ -0,0 +1,11 @@
|
||||
# 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.
|
3
docs/Mu/Jam/Punishes/Ryujin.md
Normal file
@ -0,0 +1,3 @@
|
||||
# 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.
|
20
docs/Mu/Johnny/Punishes/README.md
Normal file
@ -0,0 +1,20 @@
|
||||
|
||||
|
||||
|
||||
|
||||
# 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
|
||||
|
||||
|
||||
# Reversal
|
||||
|
||||
2H Spaced 6P can go under/through it.
|
||||
|
||||
If berry on hand 2H spam low toss.
|
||||
|
||||
If you are in shotgun and Johnny animation/flash starts, you are able to press K to roll through it and punish with a charged shotgun.
|
@ -36,4 +36,8 @@ 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
|
||||
|
||||
##
|
||||
## Links
|
||||
|
||||
### Lightfat.docx
|
||||
|
||||
https://docs.google.com/document/d/1-V4ZL3FIAj159qioV5mSk3-HDU1FlndSnWrB0pFpDAE/edit?usp=sharing
|
54
docs/Mu/Johnny/Roundstart/README.md
Normal file
@ -0,0 +1,54 @@
|
||||
|
||||
# Normals
|
||||
|
||||
## 5K
|
||||
|
||||
## 2S
|
||||
|
||||
### 2D/2S
|
||||
|
||||
2D or 2S > 5H*5
|
||||
|
||||
## 2D
|
||||
|
||||
### 2D
|
||||
|
||||
### fS
|
||||
|
||||
The best reward.
|
||||
|
||||
Crouching CH.
|
||||
|
||||
Confirm with 2H > 2D > Bridal.
|
||||
|
||||
Basically fullscreen carry.
|
||||
|
||||
## 5H
|
||||
|
||||
### 2S
|
||||
|
||||
If you are 1 frame late you trade.
|
||||
|
||||
2S > 5H*5 87 damage
|
||||
|
||||
## f.S
|
||||
|
||||
# Coin
|
||||
|
||||
- On hit leads to +1 level followed up by some pressure
|
||||
|
||||
## Runup 2D
|
||||
|
||||
Punishes.
|
||||
|
||||
If canceled into Bridal instantly it might get hit by coin. Either do a small delay, or cancel into anything else but that.
|
||||
|
||||
shotgun, whatever or will get hit by coin.
|
||||
|
||||
Pulling berry might get you hit.
|
||||
|
||||
## Runup 2S
|
||||
|
||||
66 2S > 5H > Bridal 75 damage
|
||||
|
||||
66 2S > 5H*5 87 damage
|
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.
|
7
docs/Mu/Kum/README.md
Normal file
@ -0,0 +1,7 @@
|
||||
idk no idea.
|
||||
|
||||
If Kum blocks blue balls disappear.
|
||||
|
||||
5P antiair CH > 6H
|
||||
|
||||
https://youtu.be/xPDaxCEDpMU?t=2144
|
5
docs/Mu/Ky/Additional_Notes.md
Normal file
@ -0,0 +1,5 @@
|
||||
## Strings to safely throw Berry???
|
||||
|
||||
Stuff like 2D, Stun Dipper YRC are very annoying to deal with.
|
||||
|
||||
If close enough can do c.S > 2Toss and will be a true blockstring.
|
29
docs/Mu/Ky/Punishes/Greed_Saver.md
Normal file
@ -0,0 +1,29 @@
|
||||
# Greed Sever
|
||||
|
||||
-10
|
||||
|
||||
|
||||
#### w Shotgun
|
||||
|
||||
SG.S > Bridal/SG.H, at the corner might be possible to SG.S > SG.H > 2P pickup, maybe, idk.
|
||||
|
||||
#### wo Shotgun
|
||||
|
||||
|
||||
##### IB
|
||||
|
||||
##### no IB
|
||||
|
||||
**[Crouching recovery. (press f.S)]()**
|
||||
|
||||
5K / 2K work almost all the time, unless at the peak of the peakest range
|
||||
|
||||
Jump IB? -> need to test at different height / distances, but a that point you can just block it normally, can't you?
|
||||
|
||||
##### j.block
|
||||
|
||||
2P > ...
|
||||
|
||||
##### j.block IB
|
||||
|
||||
whatever > ...
|
@ -1,20 +1,4 @@
|
||||
---
|
||||
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
|
||||
# Stun Dipper
|
||||
|
||||
[//]: # (Normal/FD block the first hit.)
|
||||
|
||||
@ -42,7 +26,7 @@ IBing the second hit is relevant since allows less timing on your end. BUT NOT N
|
||||
We got different options.
|
||||
|
||||
|
||||
### Very close
|
||||
## Very close
|
||||
|
||||
On IB:
|
||||
|
||||
@ -51,16 +35,16 @@ On IB:
|
||||
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.
|
||||
### 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 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.
|
||||
|
||||
@ -74,11 +58,11 @@ Even further? it will be a true string, so go for the next listed punishes. Remi
|
||||
|
||||
https://youtu.be/Xn0LE3t38AI
|
||||
|
||||
### Middle ground
|
||||
## Middle ground
|
||||
|
||||
f.S 5H Bridal
|
||||
|
||||
### Big distance
|
||||
## Big distance
|
||||
|
||||
(but not peak!)
|
||||
|
||||
@ -88,7 +72,7 @@ f.S 5H Bridal
|
||||
|
||||
> 5H > Genoverse > IAD j.KSH > 2P > c.S > j.SPSHD
|
||||
|
||||
### Peak Distance.
|
||||
## Peak Distance.
|
||||
|
||||
At the peakest of the peakest distances 5H Genoverse will not reach.
|
||||
|
||||
@ -107,27 +91,3 @@ f.S Will whiff
|
||||
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 > ...
|
7
docs/Mu/Ky/Punishes/Vapor_Thrust.md
Normal file
@ -0,0 +1,7 @@
|
||||
# Vapor Thrust
|
||||
|
||||
DP
|
||||
|
||||
## Vapor Thrust S
|
||||
|
||||
As per the moment just do air combo and whatever (`c.S (antiair) > jc > etc`)
|
21
docs/Mu/Ky/README.md
Normal file
@ -0,0 +1,21 @@
|
||||
I hate ky.
|
||||
|
||||
|
||||
|
||||
https://discord.com/channels/121387821977042945/121387821977042945/1084293595487539200
|
||||
|
||||
https://discord.com/channels/121387821977042945/121387821977042945/1054083854933176401
|
||||
|
||||
|
||||
from: SmashSK#8597 ky
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1,32 +1,13 @@
|
||||
---
|
||||
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
|
||||
# Ky Roundstart tests
|
||||
|
||||
> 5SH,5*47, 5P
|
||||
|
||||
### Ky 5P
|
||||
## Ky 5P
|
||||
|
||||
665K
|
||||
|
||||
|
||||
### Ky f.S
|
||||
## Ky f.S
|
||||
|
||||
- f.S Trade (2S Better)
|
||||
- 2S Trade (CH Stagger, good enough)
|
||||
@ -38,7 +19,7 @@ from: SmashSK#8597 ky
|
||||
|
||||
- Backdash 5H Hits (nothing relevant, cant get anything further than pulling berry, not bad)
|
||||
|
||||
### Greed Saver
|
||||
## Greed Saver
|
||||
|
||||
> Ky on crouching state.
|
||||
|
||||
@ -49,16 +30,16 @@ from: SmashSK#8597 ky
|
||||
- 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.
|
||||
### Non relevant to roundstart.
|
||||
- Without IB we can use most the time `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
|
||||
## 2D
|
||||
|
||||
(requires to be blocking with 4 instead of 1, otherwise elphelt will extend her hurtbox and block 2D)
|
||||
|
||||
- f.S Looses
|
||||
- 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
|
||||
@ -66,7 +47,7 @@ from: SmashSK#8597 ky
|
||||
- 2S Wins
|
||||
- Delayed 6H wins.
|
||||
|
||||
### Scum Dipper
|
||||
## 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)
|
||||
@ -74,28 +55,16 @@ from: SmashSK#8597 ky
|
||||
- 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.
|
||||
- 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
|
||||
|
||||
###
|
||||
## Air related
|
||||
|
||||
5H catches IABDs
|
||||
|
||||
#### IABD j.S?
|
||||
|
||||
|
||||
#### IABD Air Shot
|
||||
|
||||
|
||||
|
||||
|
||||
### Strings to safely throw Berry???
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#### IABD projectile
|
5
docs/Mu/Leo/Additional_notes.md
Normal file
@ -0,0 +1,5 @@
|
||||
## Note
|
||||
|
||||
Leo goes to stance by holding 5H.
|
||||
|
||||
While in "stance" **can't block**, but can use a parry.
|
9
docs/Mu/Leo/Punishes/Normals/2D.md
Normal file
@ -0,0 +1,9 @@
|
||||
## 2D
|
||||
|
||||
-5
|
||||
|
||||
2P/c.S/5K/2K
|
||||
|
||||
c.S requires IB
|
||||
|
||||
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one
|
70
docs/Mu/Leo/Punishes/Normals/5H.md
Normal file
@ -0,0 +1,70 @@
|
||||
# 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
|
5
docs/Mu/Leo/Punishes/Practice.md
Normal file
@ -0,0 +1,5 @@
|
||||
# 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.
|
156
docs/Mu/Leo/Punishes/Specials/Eisen_Sturm.md
Normal file
@ -0,0 +1,156 @@
|
||||
# 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
|
||||
|
9
docs/Mu/Leo/Punishes/Specials/Graviert_Würde.md
Normal file
@ -0,0 +1,9 @@
|
||||
# Graviert Würde
|
||||
|
||||
The fireballs.
|
||||
|
||||
IDK idc.
|
||||
|
||||
Deal with it.
|
||||
|
||||
H version disappears if Leo is hit.
|
33
docs/Mu/Leo/Punishes/Specials/Kaltes_Gestöber_Erst.md
Normal file
@ -0,0 +1,33 @@
|
||||
# Kaltes Gestöber Erst
|
||||
|
||||
## Kaltes Gestöber Erst
|
||||
|
||||
aka. Rekka
|
||||
|
||||
- 236S = Erst
|
||||
- 236H = Zweit
|
||||
- 214S = Dritt
|
||||
|
||||
Combinations available:
|
||||
|
||||
| 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.
|
||||
|
@ -1,211 +1,4 @@
|
||||
---
|
||||
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.
|
||||
# Leo
|
||||
|
||||
|
||||
## Discord txt
|
||||
@ -330,5 +123,5 @@ 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)
|
||||
[simple_ub_setup_kyouse.mp4](#TODO)
|
||||
|
201
docs/Mu/Leo/Roundstart.md
Normal file
@ -0,0 +1,201 @@
|
||||
# Roundstart
|
||||
|
||||
## TLDR
|
||||
|
||||
Use f.S or 2D to beat all the **ground** options (if one doesn't the other does).
|
||||
|
||||
### 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.
|
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 42 KiB |
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 34 KiB |
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 32 KiB |
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
34
docs/Mu/Millia/Contest/Iron_Savior.md
Normal file
@ -0,0 +1,34 @@
|
||||
# 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
|
17
docs/Mu/Millia/Oki.md
Normal file
@ -0,0 +1,17 @@
|
||||
# Oki
|
||||
|
||||
God damm I am so bad at meating Millia. Either getting hit back or getting throw, (skill issue on my end).
|
||||
|
||||
I believe that it's due to her waking up animation being visually standing up before finishing the waking up animation.
|
||||
|
||||
## 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
|
6
docs/Mu/Millia/Pressure.md
Normal file
@ -0,0 +1,6 @@
|
||||
## Corner Shotgun Pressure
|
||||
|
||||
Millia can just "jump out" between uncharged shotgun shots and press j.H to "shrink" her hurtbox.
|
||||
|
||||
So TLDR, shotgun pressure can be done, but needs more mind being put into that, since the reward is most of the time **murdering her**.
|
||||
|
27
docs/Mu/Millia/Punish/Digitalis.md
Normal file
@ -0,0 +1,27 @@
|
||||
# Digitalis
|
||||
|
||||
When at a fair distance, you will need to IB it.
|
||||
|
||||
> 5H*5
|
||||
> 5H>Bridal
|
||||
|
||||
|
||||

|
||||
|
||||
|
||||
## 5H Bridal
|
||||
|
||||
https://youtu.be/IxXjzH_HzJA
|
||||
|
||||
## 5H x5
|
||||
|
||||
https://youtu.be/LCw8sfyHa_A
|
||||
|
||||
## 5H Genoverse
|
||||
|
||||
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
|
||||
|
21
docs/Mu/Millia/Punish/Iron_Savior.md
Normal file
@ -0,0 +1,21 @@
|
||||
# Iron Savior
|
||||
|
||||
The move -13 on block, so, if you block, you get to press buttons back.
|
||||
|
||||

|
||||
|
||||
Only focused at further range.
|
||||
|
||||
Closer range as per the moment is a "do the needful" (believe the you that believes on me).
|
||||
|
||||
# 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)
|
||||
|
58
docs/Mu/Millia/README.md
Normal file
@ -0,0 +1,58 @@
|
||||
# Millia
|
||||
|
||||
As much as Millia players would like to complain about `f.S`, the real criminal is Elph `5K`.
|
||||
|
||||
Yet, imo Elphelt 5K on the Millia mu is used to poke/annoy the Millia, slowly, since a CH 5K hitting at a disjointed Millia won't get anything, yet, if done a couple times she might get tilted and rush in/do something stupid, that's were you get the CH and kill her.
|
||||
|
||||
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(1)`
|
||||
|
||||
Doing 6H is a **great way of killing yourself**.
|
||||
|
||||
## 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
|
||||
|
||||
I have no idea when I did type this nor why, need to recheck it.
|
||||
|
||||
> 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
|
||||
|
||||
|
116
docs/Mu/Millia/Tech/Dead_Angle.md
Normal file
@ -0,0 +1,116 @@
|
||||
# Dead Angle
|
||||
|
||||

|
||||
|
||||
## Spaced 2D
|
||||
|
||||
!!! success "Useful"
|
||||
|
||||
Spaced and delayed 2D can go under Millia's dead angle and hit her on the recovery frames, if we have a berry set up we can almost kill Millia, if it's the second time she's been hit, she's definitely going to die.
|
||||
|
||||
https://youtu.be/Gdp0unr75Ak
|
||||
|
||||
## 2H
|
||||
|
||||
!!! success "Useful"
|
||||
|
||||
2H does go under (requires a bit of preemtiveness)
|
||||
|
||||
On the corner we can cancel 2H(1) or 2H(2) > 2D > SG > with a tight runforward SG.P, then toss the berry.
|
||||
|
||||
If we cancel 2H(1) we will be less far away than if we did cancel 2H(2)
|
||||
|
||||
### Berry in hand
|
||||
|
||||
#### Corner
|
||||
|
||||
https://youtu.be/QasMgYm_OWg
|
||||
|
||||
### wo Berry but with meter
|
||||
|
||||
Either Genoverse or Bridal RC > stuff (the alter is better in the corner)
|
||||
|
||||
### wo Berry and wo meter
|
||||
|
||||
#### Midscreen
|
||||
|
||||
2D Pickup combo
|
||||
|
||||
#### Corner
|
||||
|
||||
Just do 2D and take the knockdown I guess?
|
||||
|
||||
Depending on the berry timing you might be able to do a berry hit-stun toss combo.
|
||||
|
||||
Cannot really do a 2D pickup.
|
||||
|
||||
## 2P Concept
|
||||
|
||||
!!! danger "Useless"
|
||||
|
||||
Useless except if done the [very specific setup given](https://youtu.be/gRjloPkhlE4), even then it's not that good risk/reward/executionwise
|
||||
|
||||

|
||||
|
||||
If Elphelt is close enough, the dead angle will go over Elphelt.
|
||||
|
||||
Although this setup looses to IB > Throw
|
||||
|
||||
!!! success "Wins:"
|
||||
|
||||
- Throw
|
||||
- Mash
|
||||
- Dead angle
|
||||
- Wake up reversal
|
||||
|
||||
!!! failure "Looses:"
|
||||
|
||||
- IB Throw (very tight)
|
||||
- IB Blitz
|
||||
- IB reversal
|
||||
|
||||
!!! warning end "Others:"
|
||||
|
||||
- Blitz (not rejected)
|
||||
|
||||
On hitconfirm and with berry setup, you could route into stuff as the following:
|
||||
|
||||
- 2P > 2D > Shotgun.H
|
||||
|
||||
- 2P > c.S > f.S > 2D/5H > Bridal
|
||||
|
||||
- 2P > c.S > f.S > 5H > Shotgun stance
|
||||
|
||||
|
||||
[Example Corner Combo](https://youtu.be/5bJYna9MgSc)
|
||||
|
||||
[Concept scenarios](https://youtu.be/gRjloPkhlE4)
|
||||
|
||||
In this video, dead angle is pressed at frame 3 from blocking, nevertheless even pressing it at frame 1 it would still work.
|
||||
|
||||
|
||||
!!! example "Concept scenarios video wakeup tool inputs"
|
||||
|
||||
```
|
||||
5*8,6*3,5*4,6*17,6K*3,5K*2,5*2,5S*5,5*2,5S*4,5*2,5S*4,5*3,5S*9,2S,2*7,2D*4,2*2,2D*14,1*2,4*4,4K*3,5K*16,5*37,2*3,3*2,6*3,6P,5P*5,5*6,6*2,5*4,6*4,3,2*3,2P*2,5P*2,5*22,6*3,5*3,6*4,3*7,3P*4,3*3,3P*3,3*2,3P*4,3*3,3P*4,3*2,3P*3,3*4,3P*5,3*5
|
||||
```
|
||||
|
||||
|
||||
## 2K
|
||||
|
||||
!!! danger "Useless"
|
||||
|
||||
The same as 2P, it "can go under if we are very close".
|
||||
|
||||
Issue? It requires the stars to align for it to work, so at this point you would do the 2P one.
|
||||
|
||||
https://youtu.be/Vaz1kUteMIQ
|
||||
|
||||
|
||||
## 6P
|
||||
|
||||
!!! warniing "callout"
|
||||
|
||||
You need to _predict_ when Millia is going to press DA
|
||||
|
||||
https://youtu.be/yzrZyKdcN2A
|
BIN
docs/Mu/Millia/Tech/src/Elphelt_2P_Under_Millia_DA.jpg
Normal file
After Width: | Height: | Size: 276 KiB |
BIN
docs/Mu/Millia/Tech/src/Millia_DA_Hitbox.png
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
docs/Mu/Millia/src/Millia_Digitalis_2_Hitboxes.png
Normal file
After Width: | Height: | Size: 122 KiB |
BIN
docs/Mu/Millia/src/Millia_Iron_Savior_Hitboxes.png
Normal file
After Width: | Height: | Size: 26 KiB |
6
docs/Mu/Potemkin/Blockstrings.md
Normal file
@ -0,0 +1,6 @@
|
||||
|
||||
|
||||
## Dealing with flick on berry toss
|
||||
|
||||
5K c.S Toss (if close enough)
|
||||
|
3
docs/Mu/Potemkin/README.md
Normal file
@ -0,0 +1,3 @@
|
||||
|
||||
|
||||
|
7
docs/Mu/Potemkin/Roundstart.md
Normal file
@ -0,0 +1,7 @@
|
||||
|
||||
|
||||
|
||||
# 2P
|
||||
|
||||
- 2P clash
|
||||
- 5P (makes 2P whiff)
|