137 Commits

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61b0d1eba9 Added #todo 2025-04-17 19:30:08 +02:00
0eed58f77a Added #todo
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6d3dba2b14 Format
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53ce2afb89 Format 2025-03-31 18:44:16 +02:00
b5ddd88177 Format 2025-03-31 18:39:53 +02:00
ebe4b05941 .
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17c22b1ec2 format 2025-03-30 19:04:34 +02:00
9406509877 added pickups from 2p cs 2025-03-30 19:01:31 +02:00
6d3607eed0 format. 2025-03-30 18:37:08 +02:00
6af8bd4bed added text 2025-03-30 18:35:18 +02:00
b7a8e68eaf fix link. 2025-03-30 18:30:51 +02:00
a3eb30c201 fix link, 2025-03-30 18:30:08 +02:00
6c6c3d4f9c Mostly added on Genoverse followups. 2025-03-30 18:28:40 +02:00
0bdaf1c3c9 Mostly added on Genoverse followups. 2025-03-30 18:22:15 +02:00
e55af3ee14 added a bit of text
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dc58a3037f smol refactor 2025-02-04 22:11:13 +01:00
6d894e3e70 smol refactor 2025-02-04 22:09:48 +01:00
9768ee59d7 updated url. 2025-02-04 21:57:28 +01:00
16256e133c updated url.
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f690abd9c4 moved files. 2025-02-03 20:35:34 +01:00
ec611b81dd smol text 2025-02-03 20:31:30 +01:00
eef8fdcdaf added something about johnny and burst punishes. 2025-02-03 20:17:15 +01:00
a3f76ed876 Format
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a79fa69aee Added alternatives 2024-12-06 20:03:12 +01:00
5842007a01 typo
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1cc4541dd0 Emoji test 3 2024-12-06 19:18:52 +01:00
89e18083e1 Emoji test 2 2024-12-06 19:17:25 +01:00
e5d048c103 Emoji test 2 2024-12-06 19:16:59 +01:00
275c7b6f14 No emoji 2024-12-06 19:16:12 +01:00
6868f8de32 Emoji test 2024-12-06 19:15:11 +01:00
c4b1fa9eb7 typo 2024-12-06 19:11:34 +01:00
80e3fd1fa7 Checked on all characters 2024-12-06 19:09:46 +01:00
50fe8eb42b No idea 2024-12-06 19:09:32 +01:00
ca8ac5b0d1 Added mp4
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2308e4ecb5 Updated README.md 2024-11-28 20:58:02 +01:00
2fc1e592ef Added a video 2024-11-28 18:57:37 +01:00
761244aa08 Uploaded traditional mixups 2024-11-28 18:55:09 +01:00
da68bb1ee3 Small refactor. 2024-11-28 18:13:02 +01:00
4f3c6e8044 First jD YRC mixups version 2024-11-28 18:10:00 +01:00
28c0ad3533 rename 2024-11-28 17:42:16 +01:00
68157a6c64 fix
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0c77bd57ef fix 2024-11-26 23:25:04 +01:00
775a413eed fix 2024-11-26 23:24:47 +01:00
42c7045d52 Added jD mixups 2024-11-26 23:21:51 +01:00
33f06e9ec2 Moved safejumps into Oki 2024-11-26 22:35:14 +01:00
833e11c018 uploaded todo
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2a774d10ba whatever uploaded 2024-11-25 00:27:38 +01:00
3380ae6c68 added on todo
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4a8b002296 Added line on Johnny 2024-11-20 21:45:46 +01:00
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1a284df447 Added empty files for pot
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3faaa174e6 Fixed notes on Millia DA vs ELP 6P
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9804b33dd5 .
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d9771be695 Fixed header levels
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2024-11-11 01:04:42 +01:00
e6b8781051 Added playlist 2024-11-11 01:02:12 +01:00
cfd376c96e Added Fullscreen CH Sniper vs Venom 2024-11-11 00:59:55 +01:00
5f8762561d Fixed admonitions
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2024-11-10 20:13:54 +01:00
6d4ae8a1e0 Added CH JBH into SG.H loops Chipp example. 2024-11-10 20:04:55 +01:00
e398cd4089 Uploaded JBH RC stuff 2024-11-10 19:58:41 +01:00
a12408684e Added lightfat johnny link
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56aa91da6b Deglossed exercices. Although the advanced one is still all on a single README.md
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fa67039931 Fixed link. 2024-11-03 00:26:27 +01:00
99ebf0716e Deglossed safejumps 2024-11-03 00:25:29 +01:00
a0899f99e4 Renamed folder
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2024-11-01 13:23:08 +01:00
b90f90d285 Separated the worse routes from the resonable/good ones. 2024-11-01 13:19:31 +01:00
a40c5910b7 Fixes 2024-11-01 12:28:43 +01:00
f0e9eb9d9a Added a tip 2024-11-01 12:14:41 +01:00
a246529fb0 Added content.
Need to separate into useful and not useful
2024-11-01 11:59:54 +01:00
fa5c5c3bf2 fixed links
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2024-10-22 10:26:28 +02:00
fa699fc390 cleanup
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04670d3ee4 cleanup 2024-10-22 03:16:12 +02:00
e75dd3e356 fixed header levels 2024-10-22 03:14:23 +02:00
c3859edaf2 titles 2024-10-22 03:12:38 +02:00
9cd98fbde7 Added h1 tittle 2024-10-22 03:11:59 +02:00
5f0b3ee004 Cleanup 2024-10-22 03:09:58 +02:00
ca71b9f90f Base version for punishing bursts.
Mostly focused on IB routes on ground burst.
2024-10-22 03:08:04 +02:00
878ee0190b Not relevant
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2623b97736 Deglossed StandardRoutes 2024-10-20 15:56:52 +02:00
84688fc661 Moved SG.h shoot berry inside shotgun itself. Fixed wrongly moved folder
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338954c406 Moved SG.h shoot berry inside shotgun itself 2024-10-20 01:50:49 +02:00
c5fc93b651 rewrite 2024-10-20 01:49:51 +02:00
99b1b73c84 Removed Sg.S pull because it's not useful. 2024-10-20 01:44:10 +02:00
0b57c434ba Mostly completed this section, to the exception to sg.s pull 2024-10-20 01:41:46 +02:00
f2ca92b734 Mostly lacking midweights and heavyweights.
As well SG.S reload
2024-10-20 00:44:03 +02:00
795555dcb5 Added some content on shooting berry with SGh into routes 2024-10-20 00:38:51 +02:00
937d207e5e Uploading TODO 2024-10-20 00:38:29 +02:00
91f9128181 Added a bit more of text 2024-10-20 00:14:16 +02:00
9717731763 Fixed TOC 2024-10-20 00:14:02 +02:00
b254621986 Renamed folder 2024-10-20 00:07:58 +02:00
02803e7ecb Added proper title 2024-10-20 00:06:39 +02:00
95493fd7bf Added a bit of wording 2024-10-19 22:47:58 +02:00
29cff1a168 Added playlist URL 2024-10-19 22:45:18 +02:00
0c6f9ed1a3 Uploaded Berry shot IAD j.P useless tech. 2024-10-19 22:41:53 +02:00
510e8bbe6f Upload Millia Dead Angle 2024-10-19 22:14:21 +02:00
13a4c31911 Typo
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77631bc222 format 2024-10-15 01:56:02 +02:00
a4c5cccab5 Added a bit of text 2024-10-15 01:46:19 +02:00
9b37f06679 Renamed file.
Added Millia DA hitbox
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36335923c4 Fixed link 2024-10-15 01:18:10 +02:00
5786aa4cc3 Added ib Millia dead angle 2024-10-15 01:17:48 +02:00
3c4ffd1a6d Updated gitignore
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7e0710ea31 Changed theme since cannot work around section-index targeting the first md in the folder.
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1ed8403cee Added URL 2024-10-13 02:02:04 +02:00
27abb04e4a Added venv 2024-10-13 01:58:09 +02:00
83b5f732a9 Added index.
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ef59b342d9 Updated actions 2024-10-13 01:39:33 +02:00
15309d8b1c Updated actions 2024-10-13 01:37:27 +02:00
aeb53e8694 Updated actions 2024-10-13 01:36:58 +02:00
3e2239d835 Update ghub-pages.yml
added manual trigger
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464e0a0e04 Delete .github/workflows/ci.yml 2024-10-13 01:23:04 +02:00
606b486cbb Create ghub-pages.yml 2024-10-13 01:22:53 +02:00
7dab55a4b6 Added requirements.txt 2024-10-13 00:54:49 +02:00
4b68a68997 Merge pull request #1 from OriolFilter/mkdocs/base-setup
Mkdocs/base setup
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0e31bac9fd CI test 2024-10-13 00:42:12 +02:00
d036fa4d96 Deglossed Raven (a bit) 2024-10-13 00:38:11 +02:00
3ccb995cb0 Deglossed Jam 2024-10-13 00:36:33 +02:00
b771368dd1 Added additional notes for slayer 2024-10-13 00:30:08 +02:00
3940f54b61 Deglossed Baiken 2024-10-13 00:30:01 +02:00
7c060684ab Added folder index plugin 2024-10-13 00:24:22 +02:00
1b0fb454ce Deglossing Ky 2024-10-12 23:55:43 +02:00
f9146d6319 Deglossing Leo 2024-10-12 23:43:59 +02:00
49bc1e5420 Deglossing Leo 2024-10-12 23:42:51 +02:00
d08a61e8a5 Deglossing Millia 2024-10-12 23:22:30 +02:00
5ff93ef407 Deglossing Millia 2024-10-12 23:16:18 +02:00
82d96bf85b Deglossing Slayer 2024-10-12 23:03:27 +02:00
be8195211e Deglossing Slayer 2024-10-12 23:01:17 +02:00
af78120235 Removed useless file 2024-10-12 22:45:45 +02:00
d9a02ef4a2 Slayer breakdown test. 2024-10-12 21:09:15 +02:00
5a12b884b6 Moved some things to unsorted to avoid getting webpaged 2024-10-12 20:49:30 +02:00
0cedf2b62a Removed gitea index 2024-10-12 20:49:21 +02:00
f84ab22f32 Moved some things to unsorted to avoid getting webpaged 2024-10-12 20:31:17 +02:00
2de9eaf698 Removed (bad) old safejumps 2024-10-12 20:23:01 +02:00
1b3731d1ce Pending broken link 2024-10-12 20:21:59 +02:00
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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

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#
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).
![wallsplat_hitbox_good.png](src/wallsplat_hitbox_good.png)
## 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

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# Neutral
## 2D
2D is very helpful to keep yourself in a fair distance.
I believe that the right range to be used is at the tip of `Hyappo Shinshou`, where it should clash.
This forces Jam to rely on more aggressive approaches, which is when you can score big rewards.
Use 2D+footsies to discourage the use of:
- 6P
- 2K
- 2D
- Hochifu (parry)
- Bakushuu (`236S > P`)
- Hamonkyaku (`236S > K`)
- Hyappo Shinshou (`236S > S`) -> Very likely to clash at tip range, beware of danger time and clash cancel. Might be useful to do OS `2D>[1PK]` to avoid clash surprises, which against `Hyappo Shinshou` occur a lot if properly positioned.
### Doubting
- f.S
- 6H
- 5K (if done spaced, since 2D has longer range, I think)
- Senri Shinshou (`236S > H` or `236S > S > H`)
## 2H
I believe that can go under Ryuujin. **All the levels**.
It's a mid, can be parried very easily, therefore play around 2D / shotgun.
It's a lvl3 movie, maybe doing 2H(1) > berry pull can be helpful, as long they respect you, yet you are going to block most likely afterwards due Jam players being on cocaine or her buttons being fast (5P active at frame 3 bruh).
## Shotgun
### SG.S
Sort of antiair, but, I haven't had much luck antiaring Jam with it due `j.H`.
I believe that can go under Ryuujin, yet, no Idea on which levels can or cannot, and most importantly, if you by any chance finish your recovery and invuln frames haven't finished, you are going home with a counterhit in your face.
### SG.H
Shotgun.H can be useful to counterpoke, but it's important to use it as mostly preemptive distanced hitbox screen filler.
Why? Wiffpunishing 2K / 2D / Hamonkyaku.
Also, those motherfuckers will hit you if you use `SG.S`, and why would you approach when you can
Could be useful as an antiair, but not feeling it as a consistent solution as you can get tricked by many ways:
## f.S
I don't like it.
Feels like can get stuffed by too much shit (specially 2D), which results on you getting counterhit and Jam scoring a fullcombo.
At that point I feel like would be using 2S, especially when 2S has less startup frames (8 vs 9), and is far more (5 vs 6). Still 2S has 2 more frames of recovery.
## 2S
I like it as an occasional anti rushdown, but since moves the hurtbox forward, if you get counterhit (which is not very hard), you will suffer the consequences, especially if it's by 6H or 6P.
# Oki
Wakup Jam Options:
## DP:
### lvl 1
Invuln frames: 1-6F All
Properly spaced 2D hits her out of DP, or whiffs, and you punish the DP.
### lvl 2
Invuln frames: 1-13F All
Properly spaced 2D clashes. Maybe do `Fuzzy 2D > 1FD` and proceed from here.
On landing has 1-3 frames of crouch landing recovery.
Punish options:
5D
### lvl 3
Invuln frames: 1-13F All
Properly spaced 2D whiffs and you punish the DP.
# Punishes
## Gekirin (ground)
> She's crouching state while recovering.
> Beware that can cancel into the another followups.
lvl 1: -13.
lvl 2: -6, 2k/2P/c.S > stuff.
lvl 3: -1, Burst Judge Better half, I think.
## Ryujin (ground)
I think that you just crouch and wait for the active frames to finish so you don't get in blockstun status, and Jam is not allowed to do any followup, since could crush you.
# Anti parry propaganda
https://youtu.be/QmZ-7TxyQmI?t=6308
Shotgun.H > throw berry > Shotgun spacing to avoid parry P > SG.H
## Pressure
https://youtu.be/OCo__pJJenE?t=1780
https://youtu.be/OCo__pJJenE?t=3639
## Shenanigans
https://youtu.be/OCo__pJJenE?t=3830
### 5K Spam
~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
Wrong.
### Runup 6P / 5H
Elp 2D works well to hit 6P, but Jam 5H will go over Elp 2D, which means death.
Elp 5K works well to stop a running up Jam
## Wakeup DP
## ToSort
```
after 2D/f.S jam IADs
after 2D/f.S/5H/2H/6H jam special cancels
5K is +2
Chicken block if jam carded overhead
IB 2D and mash 4F or jump out if you can manage to find where jam uses her 2D
Splitkick > Delay > Ryujin YRC is a reset. You can hit jam out of it. Splitkick > No delay Ryujin is a frametrap, you will take some damage.
Splitkick is -15 on block
2D/f.S>earliest Splitkick is a 2F gap frametrap
6H>earliest Splitkick is a gapless "don't fucking stand or jump" option
2D/f.S> Puffball is 12f gap
6H > Puffball is 7f gap
Puffball is +1 unless very close jam tends to use a 6f option after puffball
2nd puffball is +3 (It is possible to backdash it on reaction, it has 1f active)
Super puffball is +3 unless IB'd. Ib it for free meter and stop mashing throw on wakeup, it's throw invul and used to bait wakeup throw.
Badly spaced j2k (that is a j.2k that hits too high/deep) can be thrown ON HIT as a punish, though sometimes jam can RPS with DP since DP is throw invul
MAX Ryujin is a loaded gun. Please be careful when she has this.
Backdash tends to be good against Jam midscreen and even in the corner if you have a good backdash
```
## KNE
SG.H somewhat spaced is a nightmare for Jam.
It feels like the sweet spot is slightly at the end of Jam's 2S, since it means that if she wants to press doesn't have a fast reaching low (aka, you can hold the OS block) and she can't jump for free because SG.H still will chatch her.
https://fireshare.fihome.xyz/w/b1fb7d7baf9a1fe6c07327891379ba3e

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# Strings
66 2K c.S 2D
fd c.S to make 2D(2) whiff
you can punish by ibing 2D(1) and doing a very tight 66 f.S

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## Note
Leo goes to stance by holding 5H.
While in "stance" **can't block**, but can use a parry.
# Normals
## 5H
> Gatlings into 6H and 2D
> **Level 4** move and `-3` on block. On **IB**, it's `-7`, therefore our available options are:
> - 5P
> - 2P
> - 5K (longest range button from the listed ones, active at frame `7`, therefore the punish has to be frameperfect)
> - 2K (Has a lil\' shorter range than `5K` yet it's active at frame `5`, allowing more consistency)
> - c.S (use if close enough)
The punishes are also tied to proximity.
For consistency due to 5K requiring to be frameperfect to gain slightly more range, **I** recommend going through the 2K routing when available.
2K whiffs slightly after the rounds-tart distance, where 5K .
> **Important Disclaimer:**\
> **All of this options get smoked by 5H>2D frametrap!!**\
> Leo's 2D CH **allows for combo pickup**\
> All of this options beat 5H>6H
### Routes
#### 5K
##### Round start
- `5K > f.S > 5H > Bridal/5H*4`, damage: 89/80
- `5K > 2S > 5H > Bridal/5H*4`, damage: 87/78
- `5K > f.S > 2S > 5H > 5H*4`, damage: 102
- `5K > 2D`, damage: 43
https://youtu.be/whChz4fTxHw
##### Slightly past round start
- `5K > f.S > 5H > 5H*4`
- `5K > 2S > 5H > Bridal/5H*4`
> The bridal ender route is quite finicky due to range and requires 2S to work, yet, if the spacing is slightly further, bridal will be blocked, therefore for consistency is recommended to be skipped.
https://youtu.be/X4YjnKK4I98
##### Peak range
- `5K > f.S > 5H > 5H*4`
Further than this distance, 5K will whiff.
https://youtu.be/9hPf2ot-Q9M
#### 2K
> **Note:**\
> Recommended option.
- `2K > f.S > 5H > Bridal/5H*4`, damage: 63/70
- `2K > 2S > 5H > Bridal/5H*4`, damage: 62/69
- `2K > f.S > 2S > 5H > 5H*4`, damage: 79
- `2K > 2D`, damage: 34
https://youtu.be/Z0ruFdzXEtw
## 2D
-5
2P/c.S/5K/2K
c.S requires IB
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one
# Special Moves
## Graviert Würde
The fireballs.
IDK idc.
Deal with it.
H version disappears if Leo is hit.
## Eisen Sturm
https://www.dustloop.com/w/GGXRD-R2/Leo_Whitefang#Eisen_Sturm
The DP
### S Eisen Sturm
#### w Shotgun
##### Corner
After `IAD j.KS`, the `j.D` should be delayed "substantially".
###### j.7H setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/G88-VtXpCzo
###### j.D sour berry setup
- Couldn't get the wallsplat consistently.
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] > j.7D ~ j.Toss
https://youtu.be/-fST4z4idA8
###### Shotgun sour berry setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] (no wallsplat)
https://youtu.be/19EdpbFurlE
##### Midscreen
Remove shotgun and do a c.S route ...
#### wo Shotgun
##### Corner
###### Transition to shotgun route
You can set yourself in shotgun stance and charge a shot to proceed with the Shotgun routes from above.
https://youtu.be/BUMbiR4G_qc
###### j.7H oki
> c.S > > j.S > jc j.K ~ j.S ~ j.H ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/4z0-sYZBBJ8
##### Midscreen
###### c.S non CH antiair
> c.S > j.S > j.P > j.S > jc j.S > j.P > j.S > j.H ~ j.D > j.236P
https://youtu.be/zbtFwPCDK50
###### 2P Rejump
> j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/EGPW9If5kVw
### H Eisen Sturm
#### w Shotgun
##### Point Blank Corner
> charge shotgun > SG.S > [SG.H] > charge shotgun > [SG.H]*2 > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/yyxkiylaU1k
##### Corner
- Just requires being slightly spaced from Leo, enough to not get crossed up basically.
SG.H hits in the air
https://twitter.com/zmasasi/status/1018378921786527744
Keys to success:
Pull berry when Leo is reaching the top, it will autotime SG.H at the right height
##### Midscreen
###### SG.D
- Pull berry ASAP
- delay throwing berry substantially.
- You want to press `SG.S > Bridal` when Leo's swords touch the ground.
- Quite tricky to get right and consistently.
- Can't recommend over the next combo
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal ~ SG.S > [SG.H] > IAD j.S > j.D > c.S > j.K > j.S > j.H > j.D > j.236P |> 2Toss
https://youtu.be/XxWH0aKrfEA
###### SG.D SG Loops
Same route from above, but this time doing `SG.S > Bridal, [SG.H]` instead of `SG.S > [SG.H] > IAD j.S` to proceed with shotgun loops in the corner.
Even more funky than the previous SG.D route, as this one requires Leo to be hit by the PineBerry explosion at a lower height, otherwise `SG.S > Bridal` will whiff.
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal, SG.S > Bridal > [SG.H]*whatever
https://youtu.be/e0TCEDLRJVs
###### c.S non CH antiair BnB
A lot easier and more consistent at the expense of 30 of damage +/- (comparing with the SG.D route)
> c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.D ~ j.236P
https://youtu.be/pj0FNA3cBBg
###### c.S non CH antiair
Refer to the [Eisen Sturm S c.S non CH antiair routing](#cs-non-ch-antiair).
###### c.S 2P rejump
- Better oki and damage compared with the previous route.
- Quite more finiky but w/e
> c.S > j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/8ZyPhuiykgU
#### wo Shotgun
##### Corner
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/EHb0ftlGy4c
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/rA6QZfTBdNo
> c.S > j.S ~ jc j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
##### Midscreen
Elphelt non counterhit c.S antiair BnB with berry pulled
- 195/196 damage
https://youtu.be/0ubHLAITDvs
## Kaltes Gestöber Erst
aka. Rekka
Combinations available:
236S = Erst
236H = Zweit
214S = Dritt
| combo | on block | on IB | imgs |
|---------------------|----------|-------|---------------------------------------------------------------------|
| 236S | -1 | -3 | ![210px-GGXRD_Leo_Erst.png](src/img/210px-GGXRD_Leo_Erst.png) |
| 236S > 236H | -3 | -5 | ![148px-GGXRD_Leo_Zweit.png](src/img/148px-GGXRD_Leo_Zweit.png) |
| 236S > 236H > 214S | -7 | -11 | ![210px-GGXRD_Leo_Dritt.png](src/img/210px-GGXRD_Leo_Dritt.png) |
I think that crouch `IBing "Erst" >~ 4SH > 4SH > 1FD` allows to OS throw/Dead Angle Zweit, and block the followup from single rekka
`4SH` as Throw OS
## Kaltes Gestöber Zweit
Leo benefit is nothing meaningful unless RRC or counterhit.
It's plus.
# Practice
## Differentiate the DP
Set the 2 `S DP` and 1 `H DP` or 2 `H DP` and 1 `S DP` and practice the timing and recognition of each one in order to have consistent punishes.

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As much as Millia players would like to complain about `f.S`, the real criminal is Elph `5K`.
Remember to not put yourself in pin range.
According Xyzz, aim where she will be, not where she is! (Truly a mosquito character in disguise)
Preemptive j.D good.
6H covers huge space on the screen, BUT YOU CAN GET HIT OUT OF IT! So don't get pinned through it please!.
After Millia `6H(1)` beware of possible IAD, you can deal with it by running inside.
Usually IAD scams are from `2S` and `6H (1)`, `2H2`, meanwhile `5K` is rare, it's also possible.
Jump cancelable normals: `5K cS 2S 2H and 6H(`)`
## Xyzz notes
5K is low attack level, so frame advantage is pretty damn bad.
2H has virtually no other options, and you see her do 2H > jump all the time in combos, so it's rare she would intentionally go for that.
the others have reasonable alternatives, so they're good points for her to reset with an iad
## EIiitti notes
Personally I have had a lot of success with 2H > delay 2D because most people try to upback to deal with pin/IAD, so if it's a rare option for others, it isn't that rare for me at least
after a pretty decently + jump-in, frame trapping with 2H is pretty good tbh
1-hit hitconfirm with j9KD if you see the opponent get launched
do jc stuff or delay 2D if blocked
or leave on the -2
2H also frame traps after 2P/2K
but the opponent has to be mashing at the speed of a thousand suns to get caught since the gap is like 1-2f
## 2D Pickups
> 2H>2D>j.PSPS>**SPS**HD \
> Annoying to get proper knockdown
> 2H>2D>j.PSPS>**PKS**HD\
> This one might be helpful to do a `2H > Bridal` pickup ender
## Iron Savior
The move yet is -13 on block, so, if you block, you get to press buttons back.
![](https://www.dustloop.com/wiki/images/thumb/1/1c/GGXRD-R2_Millia_IronSavior_hitbox.png/210px-GGXRD-R2_Millia_IronSavior_hitbox.png)
### Contest
You mostly want to hit her feet.
#### w Shotgun
Both charged and uncharged shotgun can hit `Iron Savior` at a somewhat hateful distance.
https://youtu.be/HJlv2RLE1uE
https://youtu.be/6Lp9yRwjj_k
> **Tip:**\
> Uncharged shotgun can be done while crouchingback so if very misstimed you block it.
#### wo Shotgun
5K can win at the right distance, yet is veeery finiky, skill issue.
https://youtu.be/_h6iof_8fjU
At a distance Elp can 6H and get a juicy counterhit.
https://youtu.be/J36i4UvAfzo
#### Genoverse
It can hit her, just beware of Millier RC since you would have lost 25% meter.
https://youtu.be/c7oAOEzsnjE
### Punish
Only focused at further range.
Closer range as per the moment "do the needful".
### wo Shotgun
No need to IB (but encouraged), since it is very tight (mash 5H, hard).
> 5H*5
https://youtu.be/uLNopCmBi-c
> Disclaimer:\
> `5H > Genoverse` won't hit! (meaning at peak range)
## Forward Roll > H
![](https://www.dustloop.com/wiki/images/thumb/f/f2/GGXRD_Millia_Digitalis.png/210px-GGXRD_Millia_Digitalis.png)
### Punish
When at a fair distance, you will need to IB it.
> 5H*5
> 5H>Bridal
https://youtu.be/IxXjzH_HzJA
https://youtu.be/IxXjzH_HzJA
With 50% meter we unlock substantial damage/carry.
> 5H > Genoverse > 66 > j.K ~ j.S > j.H |> (2P >) c.S > j.SPSHD > j.236P
https://youtu.be/o6uxiH0NQUg
## Oki
God damm I am so bad at meating Millia, wether i get thrown because I get in throw range, or I get hit by 5H or whatever else.
### Alternative off 2D (if close enough/possible)
Elpheltcord link
Basically 2D > j.PS/K > j.D > Pull and AD as fast as possible (this makes the berry be closer/more catches the backdashes better)
https://discord.com/channels/121387821977042945/121388142941962241/1274134641594466435
Pot equivalent (with j.S only, do 5k delayed S delayed S > etc)
https://discord.com/channels/121387821977042945/121388142941962241/1274144093567455385

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hi
tbh only Slayer and Leo has some punishes.
Don't think they are completed anyway.

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## Generic routes
### 6H Counterhit
#### Midscreen
no clue just do some bnb
#### Corner
236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/VM9hw7CVcvU
#### Corner Slightly Spaced
> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/m-uzwD07O_A
## Corner Throw RC
- Recycled a clip for [Pilebunker](#throw-rc).
After the throw, the combo would be:
> Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/Sk9rMBDlpF8
## Punishes
### 2H
#### w.o Shotgun
##### c.S / f.S
We can use `f.S` as long Slayer 2H was not made at peak range.
If close enough we can start the combo with c.S.
Ibing Slayer's 2H will facilitate the timing of landing f.S.
https://youtu.be/ngxdRKQtOYo
##### Throw
If the opponent is close enough we can throw him into the corner or whenever we want.
https://youtu.be/k0SYu3tbCrY
#### w. Shotgun
If the opponent is close enough we can `SG.P > SG.H`.
At all ranges we can `SG.H`.
Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`.
https://youtu.be/svOg5tXXABM
#### JBH
If the opponent is close enough we can `Judge Better Half`.
https://youtu.be/dBBQJtOzndE
### Mapa
#### P Mappa
Only punishable on Shotgun stance **AND** IB.
On Block is `-1`, on IB `-5`, but .
##### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`, it's also quite tight.
https://youtu.be/dMf1UDNvw9s
If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/x0dAnzPtqkw
#### K Mappa
##### w.o Shotgun IB
You will need to IB the hit.
> 5P > f.S > 5H > Bridal
Not punisheable at peak range as `5P` won't reach Slayer.
https://youtu.be/9UbmtsIxcq4
##### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`.
https://youtu.be/_z3zgJVQkQg
If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/Thb5lc10M6c
##### IB JBH
Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**.
Can't recommend using that.
https://youtu.be/NQxfeaxLlP0
### Pilebunker
#### Midscreen
##### w.o Shotgun
- IBing will facilitate the timing, but it's not required, certainly facilitates everything.
- Dash momentum and being point-blank spacing with slayer is required if `2S` will be used in the combo, as otherwise `2D` will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether.
- We can also throw for sideswap (or metered throw corner combo)
The base route would be as:
> 66 > c.S > f.S > (2S >) 2D
After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc.
Still, if we intend to use `Genoverse` or `Roman Cancel` to extend the combos, I suggest to remove the `2S` and for `Genoverse` specifically I would also remove `2D`.
Genoverse:
> 66 > c.S > f.S > Genoverse > Stuff
RC:
> 66 > c.S > f.S > 2D > RC > Stuff
non-dash momentum or point blank spacing:
> 66 > c.S > f.S > 2D > ender
###### Bridal
> 66 > c.S > f.S > (2S >) 2D > Bridal
https://youtu.be/EqOiSGSRGG0
###### Berry Pull
We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner.
> 66 > c.S > f.S > (2S >) 2D > Pull Berry
https://youtu.be/r8TunMpRvtY
###### Throw RC
After the throw, the combo would be:
> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/Sk9rMBDlpF8
##### w. Shotgun
> SG.S > Bridal
https://youtu.be/_TuxzArqQJo
#### w. Shotgun IB Corner
- Very tight.
- Needs to be **VERY** close to the corner.
- Quite meme since it's quite tight and corner proximity is required.
> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H
### Crosswise Heel
Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing.
After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered.
As well, it's recommended that after IBing the second hit of `Crosswise Heel`, do a microwalk forward to facilitate `c.S` connecting. This slightly improves consistency.
I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib.
https://youtu.be/RER12BaOado
#### Far hit
From a far hit there isn't much to cash in.
Go with some corner carry string and call it a day.
We can still RC to extend the combo, or Genoverse.
> f.S > 5H > Bridal
https://youtu.be/Qr0B6J6WKMg
#### Midscreen
##### Close IB
Generic c.S Antiair Counterhit BnB
> CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P
https://youtu.be/nUt0LnZ4Ywk
#### Corner
##### Corner Close IB
- Require proximity to the corner
- Quite tight
> CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H
https://youtu.be/Ac8Oajhsyvc
##### Corner w. Shotgun Close
More or less a BnB routing.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/T8rDc2ZAWLw
##### Corner w. Shotgun Close Bridal Loops
Same as above, changing the ender to Bridal loops.
> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal
https://youtu.be/J_sBuYvu2Os
##### Corner w. Shotgun Close IB
Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P
https://youtu.be/2KiaC5U7IAs
#### Outspaced
Basically the move wiffs because you are too far away, this is your moment to shine
For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced)
For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen)
### Dead on Time
#### Midscreen
##### w.o Shotgun c.S Antiair route
##### w.o Shotgun 6H Antiair route
##### w Shotgun c.S Antiair route
##### w Shotgun 6H Antiair route
##### w. Shotgun IB IAD route
- Great amount of screen carry.
- I think that without IB can be done, but it might affect the height.
> CH [SG.H] ...
https://youtu.be/Q0I6nFQLXgE
#### Corner
##### c.S Antiair route
Generic c.S antiair route.
Other routing can apply.
> CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/RwF4eBPR53s
##### w. Shotgun into c.S antiair route
- IBing will give a generous amount of time to remove the shotgun.
We can remove the shotgun and continue with a `c.S` antiair route.
> 236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/eaTfxlhels8
##### 6H Antiair route
todo
#### Corner Sideswap
##### w. Shotgun
Doesn't deal much damage but gives you the corner pressure.
> 236K > SG.S > Bridal
https://youtu.be/HAz296emqUY
##### w.o Shotgun IB
- Requires IB
> 236K > SG.S > Bridal
https://youtu.be/5qKF2vRiY58
##### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
> CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/765P0ukd-K8
##### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
- I can't make the 3rd SG.H cause wallsplat.
It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced).
> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P
https://youtu.be/vpd3aF7dTuE
#### Tips
##### How to IB EASILY
Start by already be blocking it, otherwise you will hit by mister frame 0.
Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer.
https://youtu.be/4mpFo3RZZCQ
**Frame on which "press" `4`:**
![Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg](src/Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg)
## Labbing
### Mappa and Pilebunker
Set the recordings to the following:
- P Mappa
- K Mappa
- Pilebunker
The idea is to practice, not only the combo routes, but the move recognition.
A reminder that [Pilebunker](#pilebunker) doesn't need to be IBd to be punished.
https://youtu.be/0DNYpcBzm-Q
#### Shortcuts to the punishes:
- [Pilebunker](#pilebunker)
- [P Mappa](#p-mappa)
- [K Mappa](#k-mappa)
## Placeholder
Whatever ramblings I want to write to have arround while I do these things
> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance

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# 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

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# 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

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## SG.D
## SG.D with berry on hand
SG.D delay toss

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!!! 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

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!!! 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

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## String into throwing berry
### Crouching

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# 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

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# 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

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# 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

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# 6P bJBH
Deals 65 of damage. (should deal more I believe? Maybe it was tested at 20% or something like that)

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# 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

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# 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 &#40;10+/-&#41;, 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 &#40;1-2 extra damage&#41;.)
### 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

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# 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"

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# 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.

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# 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

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# 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

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# 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

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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!

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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).
![wallsplat_hitbox_good.png](src/wallsplat_hitbox_good.png)

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On SG.H CH, if close enough, Baiken will be launched, if close to the corner, it will allow for a 2H Pickup.

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# Suzuran vs SG (SG.P interactions/range)
Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.

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# Blockstring into Kabari (S/H)
- Blitz, it exists
> Example string:\
> 5K > f.S > 5H > Kabari S \
> or
> 5K > f.S > 5H > Kabari H
IB superjump forward FD, it's tricky but can allow for avoiding both Kabaris.

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@ -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.

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# 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

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# 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

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# 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.

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# 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

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# 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

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# 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.

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# 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.

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# Strings
66 2K c.S 2D
fd c.S to make 2D(2) whiff
you can punish by ibing 2D(1) and doing a very tight 66 f.S
# 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.

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@ -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

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# 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

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@ -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.

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@ -0,0 +1,7 @@
idk no idea.
If Kum blocks blue balls disappear.
5P antiair CH > 6H
https://youtu.be/xPDaxCEDpMU?t=2144

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@ -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.

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# 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 > ...

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@ -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 > ...

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@ -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`)

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@ -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

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@ -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

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@ -0,0 +1,5 @@
## Note
Leo goes to stance by holding 5H.
While in "stance" **can't block**, but can use a parry.

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## 2D
-5
2P/c.S/5K/2K
c.S requires IB
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one

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@ -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

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@ -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.

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# 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

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@ -0,0 +1,9 @@
# Graviert Würde
The fireballs.
IDK idc.
Deal with it.
H version disappears if Leo is hit.

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@ -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 | ![210px-GGXRD_Leo_Erst.png](../../src/210px-GGXRD_Leo_Erst.png) |
| 236S > 236H | -3 | -5 | ![148px-GGXRD_Leo_Zweit.png](../../src/148px-GGXRD_Leo_Zweit.png) |
| 236S > 236H > 214S | -7 | -11 | ![210px-GGXRD_Leo_Dritt.png](../../src/210px-GGXRD_Leo_Dritt.png) |
I think that crouch `IBing "Erst" >~ 4SH > 4SH > 1FD` allows to OS throw/Dead Angle Zweit, and block the followup from single rekka
`4SH` as Throw OS
## Kaltes Gestöber Zweit
Leo benefit is nothing meaningful unless RRC or counterhit.
It's plus.

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@ -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)

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@ -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.

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# Contest
You mostly want to hit her feet.
![Millia_Iron_Savior_Hitboxes.png](../src/Millia_Iron_Savior_Hitboxes.png)
## 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

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# 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

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## 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**.

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# Digitalis
When at a fair distance, you will need to IB it.
> 5H*5
> 5H>Bridal
![](https://www.dustloop.com/wiki/images/thumb/f/f2/GGXRD_Millia_Digitalis.png/210px-GGXRD_Millia_Digitalis.png)
## 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

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# Iron Savior
The move -13 on block, so, if you block, you get to press buttons back.
![Millia_Iron_Savior_Hitboxes.png](../src/Millia_Iron_Savior_Hitboxes.png)
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)

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# 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

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# Dead Angle
![Millia_DA_Hitbox.png](src/Millia_DA_Hitbox.png)
## 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
![Elphelt_2P_Under_DA.jpg](src/Elphelt_2P_Under_Millia_DA.jpg)
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

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## Dealing with flick on berry toss
5K c.S Toss (if close enough)

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# 2P
- 2P clash
- 5P (makes 2P whiff)

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# Defense?
Block glide > FD normal buttons / c.S once in the ground
# Neutral?
Slow/commital buttons like 6H feel very meh, since raven can just dash through them
5H is very risky without meter since raven can just 2h on block/whiff
# Stuff
2H > Scratch at lvl 3 (Max exc) is a true blockstring (can be dalyedo)

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