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a79fa69aee Added alternatives 2024-12-06 20:03:12 +01:00
34 changed files with 885 additions and 162 deletions

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push:
branches:
- main
pull_request:
branches:
- main
# pull_request:
# branches:
# - main
workflow_dispatch:
concurrency:

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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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### Lightfat.docx
https://docs.google.com/document/d/1-V4ZL3FIAj159qioV5mSk3-HDU1FlndSnWrB0pFpDAE/edit?usp=sharing
### yanagi twitter
2D seems to deal pnicely vs Johnny reversal.
https://x.com/yanagiJPN/status/1149331059898642432

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

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

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# Ground Viper
![ground_viper.png](src/ground_viper.png)
![ground_viper_2.png](src/ground_viper_2.png)
## wo Shotgun
### c.S Simple Punish
#### BnB Bridal
The simplest of them all:
> c.S > f.S > 2H > 2D > Bridal
https://youtu.be/w24qFfOwmkc
#### Bridal Ender with IAD j.Pull setup
> 66 dl c.S > f.S > 2D > Bridal
https://youtu.be/3RhHUKq_kRo
!!! Warning "No dash momentum!"
You **need** to not have dash momentum, otherwise when you do the safejump you will fly over Sol.
!!! Note "Dash momentum alternative"
The following route allows for dash momentum, at the expense of loosing 40 damage
> 2PP > c.S > f.S > 2D > Bridal
https://youtu.be/bjk9oE-C59o
### SG.H ender
Leads to a **midscreen** SG.H safe-jump.
> c.S > f.S > 2H > 2D > SG.H
https://youtu.be/WBQFx5BY5sY
### 2D ender
> 2P > c.S > f.S > 2H > 2D
From this one can go for 2D mixups or the safejump.
https://youtu.be/qO-X_Ujt6jA
### Pull Berry
> Pull berry > c.S > f.S > 2H > 2Toss > f.S > *Pickup*
https://youtu.be/0brXJU9b2as (further than right corner)
https://youtu.be/nAYQx8Xbi7Q (closer to right corner)
#### Double berry concept
After tossing `berry > f.S`, cancel into `2H > Pull` followed up on her `2H > Pull` BnB
https://youtu.be/Z-dybLijREw
!!! Warning "Concept"
## w Shotgun
### Remove shotgun into non-shotgun punish
It's not limited to the `2PP` routing, but it's more consistent than going for the `66 dl c.S` due to reduced time.
As well other routes/punishes are possible.
https://youtu.be/RDwu-A8rP-k
### SG.S antiair
Not limited to this routing, but simple overall.
> SG.S > c.S > j.S > jc > j.KSHD
https://youtu.be/UJfnTNRumH8
### Pull berry SG.S antiair
Probably the most damaging punish with shotgun.
> Pull Berry > SG.S antiair > c.S > j.SPS > j.Toss > 6H > SG.S > c.S > j.SPSHD
https://youtu.be/oyldsAQ1I3I
### SG.PPP... > SG.H
The maximum number of `SG.P` we can fill with is 6.
SG.H leads to a safejump.
> SG.PPPPPP > SG.H
https://youtu.be/3zwqxBXfu6c
### SG.S > Bridal
Simple but you need to time SG.S with Sol touching the ground or being close to do so.
> SG.S > Bridal
https://youtu.be/u4OdvjZjrPg
### Pull SG.D(1) 4Toss concept
> Pull Berry > SG.D(1) > 4Toss > Delay SG.S > [SG.H] or Bridal > Explosion > Pickup
https://youtu.be/9VNJDDHDDVA
!!! Warning "Concept"
This one specifically is extra finiky due to having to delay the [SG.H] or Bridal so the opopnent is right above the tossed berry.

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This is me testing for stuff or stuff tested that's "not bueno".
## Punishes
### Bandit bringer
It's possible to jump IB it and airthrow.
To get something out of it you need to RC unless there is a berry right under you.
Deals 55 damage which can kill sol at 5% HP.
Ground throw does the exact same damage, and it's easier to perform/less risky.
https://youtu.be/7UGpWWGpIQg
### Ground viper
### w Shotgun
#### Pull Berry
- Too technical
- Too finicky
> Toss Berry (hits) > SG.H > IAD j.PSH > 2P > c.S > j.SPSHD
### SG.S > [SG.H]
Simple but you need to time SG.S with Sol touching the ground or being close to do so.
Leads to less damage than [SG.PPP... > SG.H](../Ground_Viper.md#sgppp--sgh).
!!! Error "Bad safejump"
Allows for safejump, but no reward on hitting the opponent.
You can do something similar to `j.S |> f.S > 2H > 2D > Toss` or `j.S |> f.S > 2H > Toss`, but after that the opponent will be able to tech/block.
https://youtu.be/mvIcHmk0FuM
### wo Shotgun
...

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## Dead Angle
If not point-blank can try to time/preemptive roll (236K/SG.K).

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https://docs.google.com/spreadsheets/d/1ii8oW26dZyODJ5xjnxKW7Nnve79MaAk4q5TG9f25mNQ/edit?gid=648675106#gid=648675106

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# fShiki
Playlist:
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDNKIPzDUaO41D-yLQhziZe
| Character | f-shiki j.Toss > 9j.S RRC (75% meter) | f-shiki j.Toss > 9j.H RRC (75% meter) | does j9.S > j.H fshiki? | f-shiki does 9j.S combo into j.H | Notes |
|---------------------------------------------|--------------------------------------|--------------------------------------|---------------------------------------|-------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| [Sol](https://youtu.be/9bI1-3oOvnc) | ✅ | ⬜ | ✅ | ⬜ | |
| [Ky](https://youtu.be/Cs9ns3ToIsQ) | ✅ | ✅ **8**j.H | ⬜ | ⬜ | |
| [May](https://youtu.be/mw7pALOf0Bw) | ✅ | ⬜ | ⬜ | ⬜ | May feels a lot tighter than other chars. Very limited options, even with meter. Due to her low height I don't think it's possible to do `j.Toss > Land > RC > j.S/H`. |
| [Millia](https://youtu.be/wcl29Qe39bA) | ✅ | ⬜ | ⬜ | ⬜ | |
| [Zato](https://youtu.be/7E8X5XKEKDw) | ✅ | ⬜ | ⬜ | ✅ | |
| [Potemkin](https://youtu.be/cvQuDxR3-ok) | ✅ | ✅ | ⬜ | ✅ | Slightly annoying due to pushback |
| [Chipp](https://youtu.be/bQeCDskWYxk) | ✅ | ⬜ | ⬜ | ✅ | |
| [Faust](https://youtu.be/ERcEPW-KJew) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable... |
| [Axl](https://youtu.be/hdoZlnnTzOw) | ✅ | ⬜ | ⬜ | ✅ | Instead of `Toss > Land > j.9H RC` we can do `j.Toss > Land > RC > 8j.H` (**Not 9j.H**) and will combo into Berry on fshiki. |
| [Venom](https://youtu.be/YDL20z_TNCY) | ✅ | ⬜ | ⬜ | ✅ | Instead of `Toss > Land > j.9H RC` we can do `j.Toss > Land > RC > 8/9j.H` and will combo into Berry on fshiki. |
| [Slayer](https://youtu.be/RUPKMyqJQvA) | ✅ | ⬜ | ✅ | ✅ | |
| [I-no](https://youtu.be/CgERK68tEss) | ✅ | ⬜ | ⬜ | ⬜ | |
| [Bedman](https://youtu.be/0raviGdu4f8) | ✅ * j.Toss needs to be delayed. | ⬜ | ✅ * j.Toss needs to be delayed. | ⬜ | We can do `j.Toss > Land > RC > Runup > 9j.S` and will combo into Berry on fshiki. The runup is very important. j.H won't work. |
| [Ramlethal](https://youtu.be/UwfcbA_Ynso) | ✅ | ⬜ | ⬜ | ✅ | We can do `j.Toss > Land > RC > Runup > 9j.S` or `j.Toss > Land > RC > 8/9j.H` and will combo into Berry on fshiki. |
| [Sin](https://youtu.be/xK3oNA5vg0s) | ✅ | ⬜ | ⬜ | ⬜ | |
| [Elphelt](https://youtu.be/ODmo-D60Xh8) | ✅ | ⬜ | ⬜ | ⬜ | |
| [Leo](https://youtu.be/Y8gydFEcKu8) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable... |
| [Johnny](https://youtu.be/ytpjq2gEnb8) | ✅ | ⬜ | ✅ | ✅ | |
| [Jack-O](https://youtu.be/iLAQUA9R0T8) | ✅ | ⬜ | ✅ | ⬜ | |
| [Jam](https://youtu.be/oblndtxxHog) | ✅ | ⬜ | ⬜ | ⬜ | We can do `j.Toss > RC > Land > 9j.H/S` |
| [Kum Haehyun](https://youtu.be/93eQGc8DI44) | ✅ | ⬜ | ⬜ | ✅ | |
| [Raven](https://youtu.be/CV-Ee-B-cmQ) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable... |
| [Dizzy](https://youtu.be/flQm6P59Zls) | ✅ | ⬜ | ⬜ | ⬜ | |
| [Baiken](https://youtu.be/MF69Y1Vx9hI) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable... |
| [Answer](https://youtu.be/XhcDiEEr_Dw) | ✅ | ⬜ | ⬜ | ⬜ | We can do `j.Toss > Land > dl. RC > > 9j.S` or `j.Toss > Land > dl. RC > 8/9j.H` and will combo into Berry on fshiki. Note that we first gotta land then slight delayed RC |
[//]: # (!!! info "Why testing `Autopilot j.K > j.S fshiki`?")
[//]: # ()
[//]: # ( In case some character has some weird hitstun animation or something idk.)
| Character | f-shiki j.Toss > 9j.S RRC (75% meter) | f-shiki j.Toss > 9j.H RRC (75% meter) | does j9.S > j.H fshiki? | f-shiki does 9j.S combo into j.H | Notes |
|---------------------------------------------|---------------------------------------|---------------------------------------|-------------------------------------|----------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| [Sol](https://youtu.be/9bI1-3oOvnc) | ✅ | ⬜ | ✅ | ⬜ | |
| [Ky](https://youtu.be/Cs9ns3ToIsQ) | ✅ | ✅ **8**j.H | ⬜ | ⬜ | |
| [May](https://youtu.be/mw7pALOf0Bw) | ✅ | ⬜ | ⬜ | ⬜ | May feels a lot tighter than other chars. Very limited options, even with meter. Due to her low height I don't think it's possible to do `j.Toss > Land > RC > j.S/H`. |
| [Millia](https://youtu.be/wcl29Qe39bA) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Zato](https://youtu.be/7E8X5XKEKDw) | ✅ | ⬜ | ⬜ | ✅ | |
| [Potemkin](https://youtu.be/cvQuDxR3-ok) | ✅ | ✅ | ⬜ | ✅ | Slightly annoying due to pushback. |
| [Chipp](https://youtu.be/bQeCDskWYxk) | ✅ | ⬜ | ⬜ | ✅ | |
| [Faust](https://youtu.be/ERcEPW-KJew) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. |
| [Axl](https://youtu.be/hdoZlnnTzOw) | ✅ | ⬜ | ⬜ | ✅ | Instead of `Toss > Land > j.9H RC` we can do `j.Toss > Land > RC > 8j.H` (**Not 9j.H**) and will combo into Berry on fshiki. |
| [Venom](https://youtu.be/YDL20z_TNCY) | ✅ | ⬜ | ⬜ | ✅ | Instead of `Toss > Land > j.9H RC` we can do `j.Toss > Land > RC > 8/9j.H` and will combo into Berry on fshiki. |
| [Slayer](https://youtu.be/RUPKMyqJQvA) | ✅ | ⬜ | ✅ | ✅ | |
| [I-no](https://youtu.be/CgERK68tEss) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Bedman](https://youtu.be/0raviGdu4f8) | ✅ * j.Toss needs to be delayed. | ⬜ | ✅ * j.Toss needs to be delayed. | ⬜ | We can do `j.Toss > Land > RC > Runup > 9j.S` and will combo into Berry on fshiki. The runup is very important. j.H won't work. |
| [Ramlethal](https://youtu.be/UwfcbA_Ynso) | ✅ | ⬜ | ⬜ | ✅ | We can do `j.Toss > Land > RC > Runup > 9j.S` or `j.Toss > Land > RC > 8/9j.H` and will combo into Berry on fshiki. |
| [Sin](https://youtu.be/xK3oNA5vg0s) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Elphelt](https://youtu.be/ODmo-D60Xh8) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Leo](https://youtu.be/Y8gydFEcKu8) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. |
| [Johnny](https://youtu.be/ytpjq2gEnb8) | ✅ | ⬜ | ✅ | ✅ | |
| [Jack-O](https://youtu.be/iLAQUA9R0T8) | ✅ | ⬜ | ✅ | ⬜ | |
| [Jam](https://youtu.be/oblndtxxHog) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Kum Haehyun](https://youtu.be/93eQGc8DI44) | ✅ | ⬜ | ⬜ | ✅ | |
| [Raven](https://youtu.be/CV-Ee-B-cmQ) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. |
| [Dizzy](https://youtu.be/flQm6P59Zls) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
| [Baiken](https://youtu.be/MF69Y1Vx9hI) | ⬜ | ⬜ | ⬜ | ⬜ | DOESN'T WORK. |
| [Answer](https://youtu.be/XhcDiEEr_Dw) | ✅ | ⬜ | ⬜ | ⬜ | Check [Alternatives](#alternatives) |
> DOESN'T WORK == Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable...
!!! warning "IAD j.KS > jToss > Land > RC"
@ -53,15 +46,24 @@ https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDNKIPzDUaO41D-yLQhziZe
!!! info "If 9j.S combos into j.H, you can autopilot any standing hit into that routing without need of confirming."
## Alternatives
# Alternatives
Some characters feel quite more limited than others, so there is a couple suggestions per character.
May
## From j.KS j.Toss |> Land > RC > fShiki
| Character | Notes |
|-----------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| [Millia](https://youtu.be/l7VKUgrb8WQ) | |
| [Ino](https://youtu.be/KMGVxmvoPJY) | |
| [Sin](https://youtu.be/tn8RPP_JKJI) | |
| [Elphelt](https://youtu.be/49wFY8qLrjA) | 7/8/9j.H don't work. |
| [Jam](https://youtu.be/me-DYIXsLcY) | 7/8j.H don't work. j.9H Works |
| [Dizzy](https://youtu.be/U9K4pY3d1o8) | |
| [Answer](https://youtu.be/aJm-9-qI22c) | Much less consistent in comparison to the other characters. Due to being slim, you need to delay j.Toss and the RC on landing so the berry is at a lower height by the time we open Answer. |
### Other notes
## Other notes
Todo/Toexplore

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@ -0,0 +1,9 @@
# Basic Bridal Safejump
66 j9 ~ j.S
https://x.com/MergicMagaki/status/890257871581175808

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# Genvoerse (WIP)
Refer to [Routing from genoverse](./Routing_from_genoverse.md).

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@ -0,0 +1,162 @@
Playlist: https://www.youtube.com/watch?v=N006I0x03wM&list=PL6ZUzEhM_rdB19y3nJJoIosxHa8z9lsVm
# 6H
Cancel into:
- Bridal
- Pull berry
- Shotgun
## 6H > Bridal (ender)
!!! Success "Very simple"
No video will be provided for this (use the video in [6H > Bridal > Pickup](#6h-bridal-pickup) for reference).
!!! Note "Bridal is height dependant"
Bridal is height dependant, if the opponent is too high bridal might go under them.
The workaround for this is to delay the bridal.
!!! Note "Beware of long combos"
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
## 6H > Bridal > Pickup
!!! Warning "Can be a bit tricky"
!!! Note "Bridal is height dependant"
Bridal is height dependant, if the opponent is too high bridal might go under them.
The workaround for this is to delay the bridal.
!!! Note "Beware of long combos"
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
[Lightweights](https://youtu.be/7405jot9cR8)
[Midweights](https://youtu.be/gt5O8zUxoLw)
[Heavyweights](https://youtu.be/N006I0x03wM)
## 6H > Genoverse
!!! Success "Burst-safe Finisher"
If the 6H is spaced and the opponent is high, it will be burst-safe.
When they burst the 6H, Genoverse will whiff (on certain situations can still catch them), and you can punish the burst before they land.
https://youtu.be/0PI-_NQTF1M
# j.KSH |> pickup
## 66 j.9KSH
!!! Warning "Regarding burst-safe"
While in the air (after j.K) hold crouchback, in case the opponent burst and you don't react to it, you will be crouching, since if Elphelt stands it's possible to get hit by it. Still, on landing you will be doing 2P so you aren't derrailing your inputs.
---
To create a height difference between Elphelt and the opponentl, do j.K when she's close to start falling.
**If this is not done, only j.H might be burstsafe.**
[Lightweights](https://youtu.be/D_YUPAlSDiM)
[Midweights](https://youtu.be/Our4U9iRc-Y)
[Heavyweights](https://youtu.be/2LetmAthhIk)
!!! Note "Potemkin"
On Potemkin it is possible to make the j.K burstsafe but requires the combo length to be quite short.
[Potemkin](https://youtu.be/jP4RuiPRSm4)
## IAD / sj.IAD > j.KSH
!!! Note "j.KSH or j.PSH?"
Both, both is good.
I do j.KSH, both are valid.
j.P raises the opponent a bit higher than with j.K.
I rather delay the buttons when I want extra height.
Depending on the amount of hits and opponent height/weight you might need to do sj.IAD instead of an IAD.
Spacing, hit count, height/weight makes you choose between IAD and **sj.**IAD, a rule of thumb would be:
- Low hitcount/Lightweights -> sj.IAD
- Heavyweight -> IAD
But other than that it's a bit of trial and error/feeling.
## Pickups from 2P c.S
- [5H Bridal](https://youtu.be/4ngjEWlQIYw)
- [j.SPSHD](https://youtu.be/frkjq1WfKiw)
- [8j.SD > j.Pull > j.Toss](https://youtu.be/71B7Ydprg9A)
- [8j.SD > j.Pull > AD j.Toss](https://youtu.be/OIse6yLGr90)
- [Gutscrush version (finicky)](https://youtu.be/lNDwi1gy1A8)
### Roundstart 5H > Genoverse
On this specific scenario sj.IAD is required for Lightweights and Midweights.
[Lightweights](https://youtu.be/X7ppSw37spE)
[Midweights](https://youtu.be/9RA0_DAjDNM)
[Heavyweights](https://youtu.be/k_vD9HjK1UU)
### High distance
This route can be used when there is a substantial distance.
https://youtu.be/BEsUvQNLI30
# Corner
Notes specifically regarding the corner.
> TODO
## IAD j.SHD > c.S
...
## Gutscrush
## On not prorated combos
(this is old text, will need to check it eventually)
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
# Special notes
- It's possible to connect Genoverse into 2H (ie. 6P > Genoverse > 2H).
- It's possible to route into an UB setup.

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@ -19,39 +19,25 @@ Opponent is in the ground when decides to burst.
This section expects you to IB the burst.
# w Shotgun
# Midscreen
## Midscreen
Same than without IB.
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
## Corner
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H
# wo Shotgun
## Midscreen
### c.S
## c.S
!!! success "Simple and Good"
c.S routes are overall simple, especially if close to the corner.
#### c.S > j.SPS > jc j.SPSHD
### c.S > j.SPS > jc j.SPSHD
https://youtu.be/C7hhNXT6kPc
#### c.S > j.SPS > jc j.SPSHD > 2H > Bridal
### c.S > j.SPS > jc j.SPSHD > 2H > Bridal
If close enough to the corner/managed opponent's height correctly, you will be able to pick up j.D with 2H.
https://youtu.be/MCIsWS_HUao
#### c.S > j.KSH > 2P > f.S > 5H > Genoverse
### c.S > j.KSH > 2P > f.S > 5H > Genoverse
!!! warning "Not that good"
@ -63,13 +49,13 @@ https://youtu.be/MCIsWS_HUao
https://youtu.be/baGWOGQvVJo
### j.S > etc
## j.S > etc
!!! warning "Basic c.S routings are possible"
j.S might be helpful on instances were you did IB the burst but are too high to fall get to the ground and press c.S
#### j.S > jc > j.KSH > 2P > f.S > 5H > Genoverse
### j.S > jc > j.KSH > 2P > f.S > 5H > Genoverse
!!! warning "6H followup annoying"
@ -77,40 +63,40 @@ https://youtu.be/baGWOGQvVJo
https://youtu.be/dzn4KbTmeho
## Corner
# Corner
### c.S
## c.S
!!! success "Probably the best one"
Simple, effective, very flexible in the routing and oki.
#### c.S > j.KSH |> 2H > 5P > c.S > j.7H
### c.S > j.KSH |> 2H > 5P > c.S > j.7H
https://youtu.be/6TmGBf86ETI
#### c.S > j.KSH |> 2H > Shotgun x4
### c.S > j.KSH |> 2H > Shotgun x4
!!! warning "Advanced"
https://youtu.be/khPb6evgg14
### AD
## AD
#### AD j.KSD > j.Pull |> c.S
### AD j.KSD > j.Pull |> c.S
Note the delays between the buttons to increase opponent's height.
https://youtu.be/B_p4uIhuaE8
#### AD > j.SD |> c.S > j.KSH |> 2H > Bridal
### AD > j.SD |> c.S > j.KSH |> 2H > Bridal
https://youtu.be/SGqXfXKiEd8
#### AD > j.SD |> c.S > j.SPSHD |> 2H > Bridal
### AD > j.SD |> c.S > j.SPSHD |> 2H > Bridal
https://youtu.be/J7ziQoPby7M
#### AD > j.SD |> c.S > j.KSHD |> 2H > Pull
### AD > j.SD |> c.S > j.KSHD |> 2H > Pull
https://youtu.be/cuIsy6PXceU

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@ -1,41 +1,9 @@
# wo Shotgun
# Corner
## Corner
### f.S > 5H > bridal loops
## f.S > 5H > bridal loops
TODO
# w Shotgun
## Midscreen
[//]: # ()
[//]: # (!!! success "Don't need IB")
[//]: # ()
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
### SG.S > Bridal
Simple. BnB
TODO
### SG.S remove stance > jc route
Simple n2. BnB but a bit more complex
TODO
### with Berry on hand
how is the timing?
should we SG.S > toss or raw toss?
## Corner
## AD j.SD |> c.S
!!! info ""

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@ -1,14 +1,22 @@
# Punishing Burst
## Playlists:
## Decent/normal playlist:
!!! note "Pick a solid starter"
Using the starter with less initial proration leads to more damage even if two routes look alike.
During a match you can use "whatever" since you want to ensure getting a punish, even if it deals less damage, yet, on certain situations you have more margin to decide what you will start the combo with.
# Playlists:
## General
### General Decent/normal playlist:
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCVQw1rpLLc2llAtn0NcIIz
## General Funky playlist:
### General Funky playlist:
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
@ -16,4 +24,10 @@ https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
Probably some more reasonabely "hipster" routings/punishes will appear on the normal playlist and/or both.
!!! warning "this list is not exclusively for burst punishes"
!!! warning "this list is not exclusively for burst punishes"
## Shotgun
### From SG.D Pull SG.S
https://youtube.com/playlist?list=PL6ZUzEhM_rdDlZIOz5a_RyqO2hSBvbnyz&si=RV991LYWvD5FxZQ6

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!!! warning "Disclaimer"
Timings/routes might very depending if there was a delay on the burst or not. This restriction is mostly caused by the berry timer.
!!! warning "Avoid SG.P as Starter"
The damage will be heavily reduced in comparison to other starters.
# SG.D pull > SG.S (standard routing)
## SG.S
By IBing the burst, shotgun can get charged.
For the first shot it doesn't require to micro-walk if we do an SG.D right in the corner.
### Punish with IB SG.Hx2 Toss (very tight)
Requires opponent to burst as soon as possible.
https://youtu.be/bJ4BnEVpq5g
### Punish with IB SG.H SG.S Toss
On a real case scenario, **after the bridal do less charged SG.H**
The last shotgun requires you to be frameperfect, so it's hard.
https://youtu.be/OHl5YKR8F2o
### Punish with 66 SG.H x2 SG.P Toss
https://youtu.be/NfHF-iJgX14
### Punish with 66 SG.H cS 5h Toss
https://youtu.be/dhZSTXHAQeE
## SG.H (1)
### Punish with SG.S SG.P Toss
Very simple.
https://youtu.be/4eQeEZq6LQk
### Punish with 66 SG.H 2P Toss (very tight)
This is mostly to show how limited/tight the options if we want to have a better starter (SG.H).
Probably doesn't work on all characters which will make it extra difficult/bad.
> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
https://youtu.be/Tb-xvHCT9c0
### Punish with IB 66 SG.H SG.P Toss (very tight)
With IB we gain an extra edge, still very tight, but leads a bit more of damage than with SG.S
https://youtu.be/cBokb_QHAvs
> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
## SG.H (2)
!!! info "Burst Safe Distance"
After the second shot, you are in a "burst safe" distance. Where if you block OS your hurtbox while in blocking animation will get within the burst area. But if you don't hold back/block/block OS, burst won't reach you.
If we block burst here, I don't think we can get a reward/punish out of it.
### Punish with SG.S Toss (very tight)
You require of delaying SG.S to hit the opponent after the burst as soon as possible, otherwise berry will explode in your face.
> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
https://youtu.be/yrltlWQJNtI
### Punish with RAW Toss
Very simple, better reward/damage than with SG.S
https://youtu.be/J4snkqp2_jo
## SG.S (2)
This is quite tricky.
By default, if we do `SG.S > Block`, we will block the burst, and afterwards the berry explosion, which will make it a **true blockstring**, which leads to us not being able to punish the burst.
Rolling through wouldn't work on that scenario, since we would roll through burst, and get the explosion while rolling.
It could be arranged by delaying prior buttons so the berry timer is adjusted/closer to the second SG.S.
This would allow for some margin, either to roll through the burst and the berry, or to block both and follow up/punish with a 66 sg.h or sg.p.
Nevertheless, I won't cover that.

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# Midscreen
Same than without IB.
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
# Corner
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H

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@ -0,0 +1,40 @@
# Midscreen
[//]: # ()
[//]: # (!!! success "Don't need IB")
[//]: # ()
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
## SG.S > Bridal
Simple. BnB
TODO
## SG.S remove stance > jc route
Simple n2. BnB but a bit more complex
TODO
## with Berry on hand
how is the timing?
should we SG.S > toss or raw toss?
TODO
# Corner
## With 50% meter
### Lightweights
Raw Genoverse > SG.S > Bridal > Charged Shotguns loops.
### Into IK
!!! Warning "ENDER"

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@ -1,47 +0,0 @@
# Standard routes
## Comboing into Genoverse
Possible followups.
6H (Ender)
6H (Bridal |> Pickup)
6H (Bridal |> KD), if the opponent is quite high they might be abe to tech out, a workaround for this might be delaying the bridal.
### j.KSH |> (2P >) > (c.S) rejump
`j.KSH` can be perform by doing:
- Genoverse > IAD j.KSH
- Genoverse > 66 ~ j.9KSH
#### General Notes
> Notes:
>
> Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S.
>
> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
>
> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
>
> Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`.
>
> Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH).
#### On not prorated combos
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
#### On prorated combos
> Notes:
>
> Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios.

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@ -72,4 +72,11 @@ how is the
Runup jump toss (meaty berry toss) > 5K
https://youtu.be/xPDaxCEDpMU
https://youtu.be/xPDaxCEDpMU
### yanagi
https://x.com/yanagiJPN/status/1118457471029223425

5
unsorted/Links.md Normal file
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@ -0,0 +1,5 @@
yanagi - the goat
https://x.com/yanagiJPN/status/1215648822967193608