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74f30370f2 Merge pull request #3 from OriolFilter/Punishes/Sol/BB
Added punishes on Sol BB
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35d64ae781 Added punishes on Sol BB 2025-04-19 18:46:12 +02:00
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6af8bd4bed added text 2025-03-30 18:35:18 +02:00
b7a8e68eaf fix link. 2025-03-30 18:30:51 +02:00
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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
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16256e133c updated url.
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e5d048c103 Emoji test 2 2024-12-06 19:16:59 +01:00
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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
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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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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
47 changed files with 1091 additions and 166 deletions

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

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

7
docs/Mu/Kum/README.md Normal file
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idk no idea.
If Kum blocks blue balls disappear.
5P antiair CH > 6H
https://youtu.be/xPDaxCEDpMU?t=2144

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## 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
> Useful
!!! success "Useful"
2H does go under (requires a bit of preemtiveness)
@ -44,7 +46,9 @@ Cannot really do a 2D pickup.
## 2P Concept
> Useless except if done the [very specific setup given](https://youtu.be/gRjloPkhlE4), even then it's not that good risk/reward/executionwise
!!! 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)
@ -94,7 +98,7 @@ In this video, dead angle is pressed at frame 3 from blocking, nevertheless even
## 2K
> Useless
!!! danger "Useless"
The same as 2P, it "can go under if we are very close".
@ -105,8 +109,8 @@ https://youtu.be/Vaz1kUteMIQ
## 6P
> Useless
!!! warniing "callout"
You need to be as close of Millia as possible, and also need to _predict_ when Millia is going to press DA
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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# Bandit Bringer
![bandit_bringer.png](src/bandit_bringer.png)
!!! warning "IB required"
If IB is not used one cannot punish Sol Bandit Bringer.
On ground **IB** sol is -5 in a **crouching state**, meaning that we can:
- Ground throw (simple)
- 2P (tight)
## Ground throw
- Simple
- Does 55 damage
- With RC it leads to the respective throw 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 > S > 2D > Bridal
Which 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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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

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

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# Kyouse route
This being 6H CH Pull IAD j.SD -> etc UB setup
!!! error "Very inconsistent. Do something else."
Most of the times berry won't connect with Venom.

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[Playlist](https://www.youtube.com/playlist?list=PL6ZUzEhM_rdAOhOI7gtr0RY9XiEYmAVoN)
# Kire Pull Berry
## Midscreen
Unless I am being a frame late on doing the `23956P` input, on midscreen I am not being able to hit venom on meaty.
Both due to timing (button active a frame late), and distance (too far away from hitting Venom).
- [5K meaty attempt (failed)](https://youtu.be/zN3Pu-3Xa8E)
- [2D meaty attempt (failed)](https://youtu.be/mQX7isQdEMw)
!!! error "bad on midscreen"
## Corner
If Venom is in the corner, I am able to do it tho (with 5K).
https://youtu.be/E75mLvpf5Ag
!!! warning "Harder than IAD j.S"
# IAD Pull j.S Safejump
Standard IAD j.S safejump, as if it was done in the corner with bridal.
Although, the main difference is that you need to do a dash forward in order to
(For now) I won't bother showing crouching routes.
Refer to the respective safejump routes and try to come something similar with it.
https://youtu.be/x100sQC4AMU
!!! success "Simple and reliable"
## j.S Standing Confirms
### Routing into Bridal > Toss
See the different timings for the berry/how it affects your oki/meaty.
Although it's also dependant in your timings/if you delay etc.
#### c.S > Bridal
https://youtu.be/x100sQC4AMU
#### c.S > 5H > Bridal
https://youtu.be/_2oa9urVZiU
#### c.S > f.S > Bridal
https://youtu.be/hFyNgnMSojI
## Wake Up Dark Angel
We can contest with JBH.
https://youtu.be/KfOFTNdwQGE
# IAD j.Pull > j.Toss
If we open the opponent with the meaty, we can follow up with Bridal.
Other than that, there is no mix besides the 50/50 if the opponent wants to Blitz.
https://youtu.be/COTeVK_hRxQ
!!! note "Only was tested in midscreen, not in the corner"
# Perfect Reload Shotgun Pull run meaty SG.P
It's possible, it's hard-ish.
https://youtu.be/pro3qxf_2No
!!! warning "It's harder/tighter than the others"

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## Combos
### 6H CH
Standard 6H CH Kyouse routing won't work.
It can work if you do superjump IAD instead.
@ -9,6 +11,13 @@ On hitbox with Up SOCD cleaning you can do `[Down] > [Right] + [Up] > ]Down[ > ]
https://fireshare.fihome.xyz/w/4142319aa92137100be480bb0982e0ac
### Don't
Don't do 5k > c.S > f.S > 2D, it's prone to missing if one don't have enough dash momentum and hit pointblank
Jump, 6P will kill you.
If you get 6Pd, mash out of it, it's hard to combo without a CH.
## Neutral

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IDK how to fill this up
# Don'ts
Don't jump forward, you big dumdum, you have no meter to FD venom 6P
# 2S
IB it, block it, backdash it, don't jump it.
You can jump backdash, but you are giving screen and putting yourself in the corner vs a fullscreen venom while both of you are full hp so he has no reason to take riskier approaches or to even approach in the first place.
You as well don't have meter to threaten properly with sniper, so again, venom is not in a bad spot.
## 2S > 2D
Used mostly to contest IB/Block > 2H.
If you press 6H after blocking 2S you get a CH.
https://youtu.be/uhsIah4Kpy4
## 2S > Stinger Aim
(ball that shoots at you)
### Stinger Aim S
We can IAD j.KSH etc, even if we got CH by 2S.
It is also possible to do IAD j.KS dl j.D |> f.S 5Hx5
https://youtu.be/E_BOFS5YWiQ
### Stinger Aim H
If we **IB** 2S, we can 2H under the ball, and get a CH with 2H(2), can either continue with berry pull > etc, or a simple f.S 5H Bridal
https://youtu.be/DodfJYKURHM
## fS
2H goes under.
2S trades.
f.S/5h looses.
5K Wins
6P looses unless venom is 1f late which.
Microwalk 5P trades or looses, depends on if you have been late or not (very hard for no reward).
## Carcass Raid
Commonly used to counter your roundstart 2H.
f.S in roundstart leads to CH -> IAD combo.
2S/5H can be used too, yet less reward.

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OLD UNUSED DEPRECATED STINKY FILE IDK WHAT I EVEN HAVE HERE
## With **cooked** berry setup
### vs DPs

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# Regarding j.S / j.D YRC
You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
j.S is NOT a mixup.
If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
In order to have a mixup after j.D YRC we need the opponent to block standing.
Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
### Standing opponent
!!! note
j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).
j.Toss can lead to fshiki when the timer is less to 1 second.
j.K > Toss is not real.
!!! warning "character specific"
fShiki are character specific and some of the options available will vary.
Refer to the respective fShiki section.
```
IAD j.Toss |> 2K # Mid Low
IAD j.S > j.Toss |> 2K # High Low
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
```
Don't work:
```
IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
```

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# Crouching opponent/traditional mixup
If the opponent crouch blocked jD, we are forced to do simple/traditional mix-ups.
Basically 6P, delayed 2D, etc. no funny IAD business.
Playlist:
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdAFs5R0NvpV0B8t7lPJSdjd
# 6P
True blockstring
## jD YRC 6P Genoverse
True blockstring
### jD YRC 6P Genoverse cS Toss
If 6P hits we Genoverse > c.S > Toss
https://youtu.be/_oMrEr6mwrE
### jD YRC 6P Genoverse Toss blocked
If 6P gets blocked, we Genoverse > toss (more + frames than if we c.S > Toss).
https://youtu.be/Q_rbrLdUhjI
## jD YRC 6P SGD dl toss
We can try with 6P > SG.D
!!! danger "If 6P gets blocked it can be mashed"
https://youtu.be/FXtZ3dlgplo
## jD YRC blocked 6P SGP SGD
!!! danger "If 6P gets blocked it can be mashed, then mashed"
We go for stagger pressure or command throw.
https://youtu.be/U5C-bPoPn84
## jD YRC 6P SGP...
We can do SG.P while holding 1, so it's easier for us to react to burst.
We can get bursted when throwing berry.
!!! danger "If 6P gets blocked we can be thrown"
If 6P is blocked/IBd we can get thrown before SGP
### jD YRC 6P SGPP toss baited burst UB Charged SG
https://youtu.be/pLLm87Lg2fE
### jD YRC 6P SGPPP toss baited burst UB
https://youtu.be/9QzvMfRHSUk
### jD YRC 6P SGPPP toss baited burst UB Charged SG
https://youtu.be/SVmdpH4NfLU
### jD YRC 6P SGPPP burstable toss
We can get bursted when throwing berry.
https://youtu.be/3aCjGBS_R3k
### jD YRC 6P baited burst UB Charged SG
https://youtu.be/vMViXTqD3WQ
# 2D
## jD YRC 2D SGH SGP Toss SGH Pickup j7H oki
https://youtu.be/N56-Z7DdFoM
## jD YRC 2D SGH SGP Toss SGH Simple
https://youtu.be/fna5xLifhEk
## jD YRC 2D SGH SGP Toss SGH Simple2
https://youtu.be/LkdVqCgCJc0

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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) | ✅ | ⬜ | ⬜ | ⬜ | 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"
When going for IAD j.KS > jToss > Land > RC. It's important to slightly delay either tossing (better), or RC, so the berry its located at a lower height. This helps with consistency on characters with smaller hurtbox (normally/during hitstun), such as Millia or Answer.
!!! danger "9j.S vs 9j.H"
In some characters besides of 9j.S, 9j.H can also hit/fshiki the opponent, yet it would still force us to use RC to get something out of it (aka chain with berry).
Can technically be used to mix timings, but it's substantially slower therefore more reactable.
!!! info "If 9j.S combos into j.H, you can autopilot any standing hit into that routing without need of confirming."
# Alternatives
Some characters feel quite more limited than others, so there is a couple suggestions per character.
## 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
Todo/Toexplore
After j.Toss (if blocked), landing > 6H is a true blockstring.
After j.Toss (if blocked), landing > 6H > Bridal is a true blockstring that leaves us substantially plus. (need to check the numbers)

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@ -1,6 +1,6 @@
# j.D YRC
Solves the issue that [#iad-pull-js](./IAD_jPull_jS.md) has, it being "how to deal vs blitz".
Solves the issue that [#iad-pull-js](../IAD_jPull_jS.md) has, it being "how to deal vs blitz".
Why is j.D YRC "safe" from blitz? YRC has 2 invulnerable frames, since j.D YRC is a projectile, it will hit opponent blitz, and if timed correctly, you won't be rejected because you will be in one of those 2 invulnerable frames from YRC.

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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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@ -7,6 +7,8 @@
5K runup 2P
2P 2K 5K (2P)

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@ -0,0 +1,4 @@
# Genvoerse (WIP)
Refer to [Routing from genoverse](./Routing_from_genoverse.md).

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Playlist: https://www.youtube.com/watch?v=N006I0x03wM&list=PL6ZUzEhM_rdB19y3nJJoIosxHa8z9lsVm
# 6H
## 6H > Bridal (ender)
!!! Success "Very simple"
Cancel into:
- Pull berry.
- Shotgun.
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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@ -0,0 +1,9 @@
# Midscreen
Same than without IB.
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
# Corner
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H

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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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@ -66,4 +66,10 @@ https://youtu.be/QmZ-7TxyQmI?t=5807
### Vev
how is the
how is the
### LS
Runup jump toss (meaty berry toss) > 5K
https://youtu.be/xPDaxCEDpMU

71
unsorted/todo.md Normal file
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Air Bridal CH w/ wo berry + different spacings
Shotgun.D routings
FINISH UPLOADING STUFF >:(
Random pickups like air f.S into 5H > Bridal:
- Bridal loop > c.s jc jkshd vs c.s jc jkshd
Slayer interactions, mappa hunch can hit elphelt from iad j.p (maybe it was pilebunker idk)
Backdash/jumpback j.H can hit mappahunch (or pilebunker idk) hit/poke
Ram buttons/neutral
Ram basic options/extended pressure
Johnny pull/frametraps strings. What are his options.
Catching backdash?
raw jbh RC -> gutscrush
Pot gigatron vs SG.D (with and without berry in hand), does it hit elphelt? does she have to jbh?
which characters can be picked up from SG.S > SG.H?
2D CH pickups/conversions/routes
https://www.twitch.tv/vevion_fgc/clip/SweetYawningEelTheRinger-tTluPi3wC1Bw4B9-
Charged Blitz route:
- Pull toss c.S f.S 2D Bridal
j.Pull j.Bridal CH
sj.pull ad j.toss YRC j.S
Midscreen CH SG.H (ie Sol does j.214K followup from VV)
pull crossup j.d yrc iad toss
pot https://youtu.be/PA_6V4n_IPc?t=94
meaty toss backdash (bait dp/blitz/button)
https://youtu.be/ESZfPbKBAxM
toss backdash oki 2D/6P
2h j7.h https://x.com/boomersaybell/status/1546531637533483009

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@ -1,36 +0,0 @@
Air Bridal CH w/ wo berry + different spacings
Shotgun.D routings
FINISH UPLOADING STUFF >:(
Random pickups like air f.S into 5H > Bridal:
- Bridal loop > c.s jc jkshd vs c.s jc jkshd
Slayer interactions, mappa hunch can hit elphelt from iad j.p (maybe it was pilebunker idk)
Backdash/jumpback j.H can hit mappahunch (or pilebunker idk) hit/poke
Ram buttons/neutral
Ram basic options/extended pressure
Johnny pull/frametraps strings. What are his options.
Catching backdash?
raw jbh RC -> gutscrush
Pot gigatron vs SG.D (with and without berry in hand), does it hit elphelt? does she have to jbh?