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docs/DamageOptimization/Shotgun/Berry_Hit_vs_No_Hit.md
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docs/DamageOptimization/Shotgun/Berry_Hit_vs_No_Hit.md
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# Berry Hit vs No Hit
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Which is the impact/damage overall reduction?
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- [**185** damage **without** the berry hit](https://youtu.be/NwHo9cRwiws)
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- [**174** damage **with** the berry hit](https://youtu.be/tPFZmveH_Qg)
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!!! into "Combo used to test:"
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SG.D > Pull > [SG.H]x3 > Toss > [SG.H]x4 (with wallsplat) > [SG.H]x2 (**without** wallsplat)
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As a tip, doing micro-walks can help fixing both distance and work as a framekill to facilitate the timing/reducing the "manual delay" needed.
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docs/Mu/Jam/Punishes/Wake_Up_Parry.md
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docs/Mu/Jam/Punishes/Wake_Up_Parry.md
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# Wake UP Parry P
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## Parry > P
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# From IAD Pull j.S/j.P Safejump
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Block the Parry P and punish.
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> 66 > c.S ~ f.S ~ 2D ~ 2Toss > SG.S > Bridal > [SG.H]x3 > Ender/UB
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# From j.D YRC
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Land > hit Jam making use of the slowdown from YRC
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2S is more permissive with the button delays, at the expense of loosing 1 point of damage.
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> CH c.S ~ f.S ~ 5H ~ 2Toss ~ f.S/2S ~ SG.S ~ [SG.H]x3 > Ender/UB
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## Hey no clue what I have here nor why, I think it was halfbaked and wasn't reliable.
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