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@ -1,291 +1,3 @@
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# Standard routes
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The idea about this doc, is checking when/if its better to "optimize" shit for extra damage
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## c.S > f.S > ? > Bridal
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> Tested on Sol only.
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| Route | Damage | Notes |
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|:-----------------------------|:-----------------------------------------------------------|:----------------------------|
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| c.S > f.S > Bridal | 88 | |
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| c.S > f.S > 2D > Bridal | 114 | |
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| c.S > f.S > 2S > 2D > Bridal | 129 | Requires dash momentum 100% |
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| c.S > f.S > 5H > Bridal | 100 | |
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| c.S > f.S > 2S > 5H > Bridal | 117 | Requires dash momentum 100% |
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| c.S > f.S > 2S > Bridal | **FAKE**/**NOT POSSIBLE**, after 2S Bridal won't connect!! | |
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TLDR:
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With dash momentum:
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> c.S > f.S > 2S > 2D > Bridal
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Without dash momentum:
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> c.S > f.S > 2D > Bridal
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## c.S f.S > ? > Bridal RC > BNB
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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
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:----------------------------------------------------|
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| c.S > f.S > Bridal > ... | 199 | |
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| c.S > f.S > 2D > Bridal > ... | 199 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 198 | Requires dash momentum 100%. Makes the combo harder |
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| c.S > f.S > 5H > Bridal > ... | 186 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD
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| Route | Damage | Notes |
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|:-----------------------------------|:-------|:---------------------------------------------------|
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| c.S > f.S > Bridal > ... | 174 | |
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| c.S > f.S > 2D > Bridal > ... | 184 | |
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| c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. |
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| c.S > f.S > 5H > Bridal > ... | 178 | |
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| c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% |
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**TLDR: Keep it simple.**
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> c.S > f.S > Bridal > ...
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OR
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> c.S > f.S > 2D > Bridal > ...
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(Check with sol at low HP)
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##
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## 6P Genoverse
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This is specifically intended to when the opponent is "fairly low", aka a killer combo.
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### Sol 20% HP
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Sol has 84hp.
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> 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H
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63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1)
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> 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
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\# Saybell routing
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54 Damage.
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24% Meter Gain
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## 6P Bridal
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Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.)
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Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.)
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Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ??
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`6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested)
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https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G
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https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort=
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6SG.H ->
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or
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3SG.H SG.S 3SG.H ->
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j.ppppp (j.p x5) = 5
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kshd = 4
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fS 5hx5 = 6
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15
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## 6P bJBH
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Deals 65 of damage.
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## Comboing into Genoverse
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Possible followups.
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6H (Ender)
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6H (Bridal |> Pickup)
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### j.KSH |> (2P >) > (c.S) rejump
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`j.KSH` can be perform by doing:
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- Genoverse > IAD j.KSH
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- Genoverse > 66 ~ j.9KSH
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#### General Notes
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> Notes:
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>
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> 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.
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>
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> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
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>
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> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
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>
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> 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`.
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>
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> 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).
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#### On not prorated combos
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At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
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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.
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#### On prorated combos
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> Notes:
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>
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> 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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## Number of Charged SG.H when routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H
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- This assumes we are close to the corner.
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- Standard ender used is `6H > Pull Berry`, unless specified the contrary.
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- To reduce opponent height, after pulling berry (`SG.S > 236P`) we can delay the next `SG.H`, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits.
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- As per the moment combos mainly only been tested on Sol, unless specified the contrary.
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- 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`).
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[//]: # (- `5H > 2Toss` results in less pushback than `6H > 2Toss`, therefore it's more consistent, the damage variation is slight (10+/-), most of the situations `6H > 2Toss` will result in slight more damage than with `5H > 2Toss`, but certain specific situations `5H > 2Toss` will result in irrelevant more damage (1-2 extra damage).)
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### When to use 6H or 5H before 2Toss?
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- `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.
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- `6H` results in substantially more pushback than `5H`, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (`66 6H 2Toss`), yet can still be inconsistent depending on the opponent height/hurtbox.
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- `6H` pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful.
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- `5H` results in less pushback than `6H` is more consistent, while still allowing for dash micro optimization for extra consistency (`66 5H > 2Toss`).
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- With `6H` pushback, on lightweights and Venom due to smaller hurtbox berry can harder to hit, therefore it's recommended to use `5H`.
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- 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.
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- Both 5H and 6H allows for dash micro optimization (`66 6H/5H > 2Toss`)
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TLDR:
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- `5H` is more consistent than `6H`.
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- Use `5H` on everyone including Venom, and excluding the rest of midweights.
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- Use `6H` on midweights excluding Venom, yet if the situation looks too tight, you can use `5H`.
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- Dash optimization is relevant on both normals (`66 6H/5H > 2Toss`).
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### Chart
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| Setup before charged SG.H | Damage (sol 100%) | n. `[SG.H]` | Notes | Link |
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|:---------------------------------------------|:-------------------|:-------------------------|:--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:----------------------------------------------------------------|
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| CH 6H | 242 | 3 | Standard next to the wall | https://fireshare.fihome.xyz/w/404c8b61851e998f4aebb445d4ec936c |
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| CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route `CH 6H > SG.S > Bridal`, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S goes under. Technically 3 Reps can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 `[SG.H]`, on the scenarios where we can do 3 `[SG.H]` we would be using the route without the `SG.S` | https://fireshare.fihome.xyz/w/b61b1e40025236144fdb4ccd3adcbb03 |
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| CH 6H > SG.S > Bridal | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the raw `6H > Loop` route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | https://fireshare.fihome.xyz/w/a2113ff9e721cc9dd71afd21ce011421 |
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| Antiair CH c.S | 265 | 3 | | https://fireshare.fihome.xyz/w/32dcba00554ef4435a89ed7949f3992b |
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| Antiair CH c.S > SG.S | 262 | 3 | | https://fireshare.fihome.xyz/w/ab422b04b204235ae8446a6f05bb25ef |
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| Antiair CH c.S > SG.S > Bridal | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the `SG.S`. | https://fireshare.fihome.xyz/w/e29f2fcc0e96fc7701695bd28cf8bcf0 |
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| CH 2H | 236 | 3 | | https://fireshare.fihome.xyz/w/235db979d73aaa2ccf2f63875f4ba3df |
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| CH 2H > [SG.H] > SG.S | 218 | 0 | No shotgun loops. | https://fireshare.fihome.xyz/w/09b3956da5985620048f33e42e6b56b2 |
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| CH 2H > [SG.H] > SG.S | 225 | 1 | Veeery hard. (imo) | https://fireshare.fihome.xyz/w/08fcc27c737cff1e224e0d172535e45d |
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| CH 2H > [SG.H] > SG.S > Bridal | 234 | 1 | | https://fireshare.fihome.xyz/w/a153168b22299a5fbeefaca88cecb95b |
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| j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | https://fireshare.fihome.xyz/w/5268c5b494a0faa60a2af797ff59d98e |
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| j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | https://fireshare.fihome.xyz/w/29db6455c26b6d33a133a247eeaa6cbc |
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| j.D YRC > 2H | 258 | 3 | | https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415 |
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| 2D > Bridal RC | 243 | 3 | | https://fireshare.fihome.xyz/w/ef3a9880e26e756ba753d428d0b67d5f |
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| 6P > Bridal RC | 181 | 3 | | https://fireshare.fihome.xyz/w/558a4c48185731ce0934d3645b30a384 |
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| 2D (Cooked berry setup) | 273 | 3 | | https://fireshare.fihome.xyz/w/676829e4b320391d6fb16d821f7276e4 |
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| 6P (Cooked berry setup) | 210 | 3 | | https://fireshare.fihome.xyz/w/3874a00f700ebb8e9f3844d2f885624f |
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| j.H (Cooked berry setup) | 271 | 3 | | https://fireshare.fihome.xyz/w/0c8cd69ea87036f47954fc80094781d0 |
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| 5D | 172 | 3 | | https://fireshare.fihome.xyz/w/29cd4f8dede99df099ea7b2b233a3339 |
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| CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the `CH c.S` point blank: Sol, Ramlethal, Johnny, Millia, Slayer, Axl, Venom | https://fireshare.fihome.xyz/w/64be4dd85a314b5693fe706144e7f276 |
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| Raw [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/dfb7e77ac07a976a95e00988f6c5a6a5 |
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| Raw CH [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/520a19741496f3e19072608e51704587 |
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| SG.S | 229 | 4 | 3 is far more stable than 4. | https://fireshare.fihome.xyz/w/5a6adcd32e49d157a53d70b5ae88ca6a |
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| Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | https://fireshare.fihome.xyz/w/dac6d43fc2d74b8d83c786d7d0b6244d |
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| Raw CH SG.H (uncharged) > 2H (vs Baiken) | 246 (Baiken) | 2 | 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't works on all lightweights. Works on: Baiken, May, Ino, Elphelt, Jack-O, Jam, Dizzy | https://fireshare.fihome.xyz/w/5f4476005896b83e216bb3185b69a3ee |
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| Antiair CH SG.S | 229 | 4 | | https://fireshare.fihome.xyz/w/3da4ae9c136bb1ba97255405eaec20f1 |
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| Antiair CH SG.S > Bridal | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 |
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| SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
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| SG.D (Lightweights) (vs Millia) | 200 <br/> | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b |
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| SG.D > Pull Berry > [SG.H] x3 > 2Toss | 174 | *0 (3 through the setup) | Universal <------ move move | pending |
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| SG.D > Pull Berry > SG.S > [SG.H] x2 > 2Toss | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
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| SG.D > [SG.H] > 2H > [SG.H] | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
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| SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 [SG.H] can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 [SG.H] instead of 3. | https://fireshare.fihome.xyz/w/4f3b64d7259366733065dc445fe2e8b3 |
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| SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] _can_ be done, yet i's too inconsistent. | https://fireshare.fihome.xyz/w/86b0c6b41eeb8658ae3892ac85cf78e1 |
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| SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://fireshare.fihome.xyz/w/745f5e6df87c4a37ad7998831d47bd39 |
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| SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 |
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| Raw Berry | 272 | 3 | | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 |
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| Raw Berry > SG.S | 268 | 3 | | https://fireshare.fihome.xyz/w/625a64d91900a3ca2b4d98d6e07a768b |
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| Raw Berry > SG.S > Bridal | 272 | 2 | | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
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| Blitz | 264 | 3 | | pending |
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### Same but with burst super
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Routing:
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||||
[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 345 (bjbh damage: 62)
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vs 5H > Toss: 339 (6 of damage)
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[SG.H]x3 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 339 (bjbh damage: 62) (one shotgun less)
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[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 5H > Toss > 6H > Genoverse > 6H > Bridal > bjbh: 345 (bjbh damage: ??) (one shotgun less)
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||||
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||||
|
||||
|
||||
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||||
|
||||
### Same but with burst super + hellfire
|
||||
|
||||
|
||||
|
||||
|
||||
## String into throwing berry
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||||
|
||||
### Crouching
|
||||
@ -293,69 +5,3 @@ vs 5H > Toss: 339 (6 of damage)
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||||
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||||
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||||
|
||||
# Controlling opponent height
|
||||
|
||||
## Air normals
|
||||
|
||||
Saybel video.
|
||||
|
||||
## Shotgun
|
||||
|
||||
### Walkthrough from interactions
|
||||
|
||||
#### 5H Toss/Bridal vs 6H Toss/Bridal
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||||
|
||||
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
|
||||
|
33
docs/DamageOptimization/6H_CH/Berry_Pull/README.md
Normal file
33
docs/DamageOptimization/6H_CH/Berry_Pull/README.md
Normal file
@ -0,0 +1,33 @@
|
||||
# 6H CH > Berry pull
|
||||
|
||||
## Midscreen
|
||||
|
||||
|
||||
|
||||
6H CH > Berry Pull > IAD j.SD > j.toss > 6H > Bridal > 2D > SG.S > [SG.H] x3 > SG.S > pull berry > SG.H > SG.P > SG.H 219 (216 with c.S) <- Kyouse routing
|
||||
|
||||
6H CH > Berry Pull > dl c.S > j.SPSH > j.Toss > 6H > dl SG.S > Bridal > [SG.H]x4 194
|
||||
|
||||
(cant recommend, too finicky for no real benefit)
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPSHD |> 2H > Bridal 168
|
||||
|
||||
6H CH > Berry Pull > c.S > j.SPSH > j.Toss > 66 c.S > j.SPS > jc j.KSHD 163
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > 6H > Bridal > c.S > j.SPS > jc j.KSHD 193
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
6H CH > Berry Pull > 2P > c.S > j.KSH > j.Toss > 6H > dl SG.S > c.S > j.KSHD 167
|
||||
|
||||
### Useless thing based off saybel
|
||||
|
||||
https://discord.com/channels/121387821977042945/121388142941962241/1234272468412399686
|
||||
|
||||
6H CH > Berry Pull > c.S > j.KSH > j.Toss |> jc > j.SH > 6H > Bridal > c.S > j.KSH 188 (vs characters wider like Ky, `c.S > 5H > Bridal` is possible (186 damage vs Ky))
|
||||
|
||||
## Corner
|
||||
|
||||
6H CH > Berry Pull > 2H > SG.H > [SG.H] x2 > Toss > SG.S x2 > [SG.H] x5 215
|
||||
|
||||
6H CH > Berry Pull > 2H > SG.H > [SG.H] x2 > Toss > SG.S > Toss > Pull Berry > [SG.H] x3 > 6H > Toss 6H 220
|
33
docs/DamageOptimization/6P/6P_Bridal.md
Normal file
33
docs/DamageOptimization/6P/6P_Bridal.md
Normal file
@ -0,0 +1,33 @@
|
||||
# 6P Bridal
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.)
|
||||
|
||||
Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ??
|
||||
|
||||
`6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested)
|
||||
|
||||
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G
|
||||
|
||||
|
||||
https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort=
|
||||
|
||||
|
||||
|
||||
6SG.H ->
|
||||
or
|
||||
3SG.H SG.S 3SG.H ->
|
||||
|
||||
|
||||
j.ppppp (j.p x5) = 5
|
||||
|
||||
kshd = 4
|
||||
|
||||
fS 5hx5 = 6
|
||||
|
||||
15
|
||||
|
20
docs/DamageOptimization/6P/6P_Genoverse.md
Normal file
20
docs/DamageOptimization/6P/6P_Genoverse.md
Normal file
@ -0,0 +1,20 @@
|
||||
# 6P Genoverse
|
||||
|
||||
This is specifically intended to when the opponent is "fairly low", aka a killer combo.
|
||||
|
||||
### Sol 20% HP
|
||||
|
||||
Sol has 84hp.
|
||||
|
||||
> 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H
|
||||
|
||||
63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1)
|
||||
|
||||
|
||||
> 6P > Genoverse > 2H > Pull Berry > c.S > j.S > jc j.K > j.S > j.H > j.Toss |> 6H > SG > [SG.S] > Pull Berry > [SG.H] > j.7D
|
||||
|
||||
\# Saybell routing
|
||||
|
||||
54 Damage.
|
||||
|
||||
24% Meter Gain
|
3
docs/DamageOptimization/6P/6P_JBH.md
Normal file
3
docs/DamageOptimization/6P/6P_JBH.md
Normal file
@ -0,0 +1,3 @@
|
||||
# 6P bJBH
|
||||
|
||||
Deals 65 of damage. (should deal more I believe? Maybe it was tested at 20% or something like that)
|
105
docs/DamageOptimization/Shotgun/Charged_Shotgun_pull_extend.md
Normal file
105
docs/DamageOptimization/Shotgun/Charged_Shotgun_pull_extend.md
Normal file
@ -0,0 +1,105 @@
|
||||
# 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.
|
||||
|
||||
- Standard ender used is `6H > Pull Berry`, unless specified the contrary.
|
||||
|
||||
- To reduce opponent height, after pulling berry (`SG.S > 236P`) we can delay the next `SG.H`, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits.
|
||||
|
||||
- As per the moment combos mainly only been tested on Sol, unless specified the contrary.
|
||||
|
||||
- Dash micro optimization (`66 6H/5H > 2Toss`) is very important for consistency. We as well can perform a dash optimization with the ender `6H` (`66 6H`).
|
||||
|
||||
[//]: # (- `5H > 2Toss` results in less pushback than `6H > 2Toss`, therefore it's more consistent, the damage variation is slight (10+/-), most of the situations `6H > 2Toss` will result in slight more damage than with `5H > 2Toss`, but certain specific situations `5H > 2Toss` will result in irrelevant more damage (1-2 extra damage).)
|
||||
|
||||
## When to use 6H or 5H before 2Toss?
|
||||
|
||||
- `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.
|
||||
|
||||
- `6H` results in substantially more pushback than `5H`, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (`66 6H 2Toss`), yet can still be inconsistent depending on the opponent height/hurtbox.
|
||||
|
||||
- `6H` pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful.
|
||||
|
||||
- `5H` results in less pushback than `6H` is more consistent, while still allowing for dash micro optimization for extra consistency (`66 5H > 2Toss`).
|
||||
|
||||
- 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.
|
||||
|
||||
- Both 5H and 6H allows for dash micro optimization (`66 6H/5H > 2Toss`)
|
||||
|
||||
TLDR:
|
||||
|
||||
- `5H` is more consistent than `6H`.
|
||||
- Use `5H` on everyone including Venom, and excluding the rest of midweights.
|
||||
- Use `6H` on midweights excluding Venom, yet if the situation looks too tight, you can use `5H`.
|
||||
- Dash optimization is relevant on both normals (`66 6H/5H > 2Toss`).
|
||||
|
||||
|
||||
|
||||
|
||||
## Chart
|
||||
|
||||
| Setup before charged SG.H | Damage (sol 100%) | n. `[SG.H]` | Notes | Link |
|
||||
|:---------------------------------------------|:-------------------|:-------------------------|:--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:----------------------------------------------------------------|
|
||||
| CH 6H | 242 | 3 | Standard next to the wall | https://fireshare.fihome.xyz/w/404c8b61851e998f4aebb445d4ec936c |
|
||||
| CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route `CH 6H > SG.S > Bridal`, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S goes under. Technically 3 Reps can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 `[SG.H]`, on the scenarios where we can do 3 `[SG.H]` we would be using the route without the `SG.S` | https://fireshare.fihome.xyz/w/b61b1e40025236144fdb4ccd3adcbb03 |
|
||||
| CH 6H > SG.S > Bridal | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the raw `6H > Loop` route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | https://fireshare.fihome.xyz/w/a2113ff9e721cc9dd71afd21ce011421 |
|
||||
| Antiair CH c.S | 265 | 3 | | https://fireshare.fihome.xyz/w/32dcba00554ef4435a89ed7949f3992b |
|
||||
| Antiair CH c.S > SG.S | 262 | 3 | | https://fireshare.fihome.xyz/w/ab422b04b204235ae8446a6f05bb25ef |
|
||||
| Antiair CH c.S > SG.S > Bridal | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the `SG.S`. | https://fireshare.fihome.xyz/w/e29f2fcc0e96fc7701695bd28cf8bcf0 |
|
||||
| CH 2H | 236 | 3 | | https://fireshare.fihome.xyz/w/235db979d73aaa2ccf2f63875f4ba3df |
|
||||
| CH 2H > [SG.H] > SG.S | 218 | 0 | No shotgun loops. | https://fireshare.fihome.xyz/w/09b3956da5985620048f33e42e6b56b2 |
|
||||
| CH 2H > [SG.H] > SG.S | 225 | 1 | Veeery hard. (imo) | https://fireshare.fihome.xyz/w/08fcc27c737cff1e224e0d172535e45d |
|
||||
| CH 2H > [SG.H] > SG.S > Bridal | 234 | 1 | | https://fireshare.fihome.xyz/w/a153168b22299a5fbeefaca88cecb95b |
|
||||
| j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | https://fireshare.fihome.xyz/w/5268c5b494a0faa60a2af797ff59d98e |
|
||||
| j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | https://fireshare.fihome.xyz/w/29db6455c26b6d33a133a247eeaa6cbc |
|
||||
| j.D YRC > 2H | 258 | 3 | | https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415 |
|
||||
| 2D > Bridal RC | 243 | 3 | | https://fireshare.fihome.xyz/w/ef3a9880e26e756ba753d428d0b67d5f |
|
||||
| 6P > Bridal RC | 181 | 3 | | https://fireshare.fihome.xyz/w/558a4c48185731ce0934d3645b30a384 |
|
||||
| 2D (Cooked berry setup) | 273 | 3 | | https://fireshare.fihome.xyz/w/676829e4b320391d6fb16d821f7276e4 |
|
||||
| 6P (Cooked berry setup) | 210 | 3 | | https://fireshare.fihome.xyz/w/3874a00f700ebb8e9f3844d2f885624f |
|
||||
| j.H (Cooked berry setup) | 271 | 3 | | https://fireshare.fihome.xyz/w/0c8cd69ea87036f47954fc80094781d0 |
|
||||
| 5D | 172 | 3 | | https://fireshare.fihome.xyz/w/29cd4f8dede99df099ea7b2b233a3339 |
|
||||
| CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the `CH c.S` point blank: Sol, Ramlethal, Johnny, Millia, Slayer, Axl, Venom | https://fireshare.fihome.xyz/w/64be4dd85a314b5693fe706144e7f276 |
|
||||
| Raw [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/dfb7e77ac07a976a95e00988f6c5a6a5 |
|
||||
| Raw CH [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/520a19741496f3e19072608e51704587 |
|
||||
| SG.S | 229 | 4 | 3 is far more stable than 4. | https://fireshare.fihome.xyz/w/5a6adcd32e49d157a53d70b5ae88ca6a |
|
||||
| Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | https://fireshare.fihome.xyz/w/dac6d43fc2d74b8d83c786d7d0b6244d |
|
||||
| Raw CH SG.H (uncharged) > 2H (vs Baiken) | 246 (Baiken) | 2 | 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't works on all lightweights. Works on: Baiken, May, Ino, Elphelt, Jack-O, Jam, Dizzy | https://fireshare.fihome.xyz/w/5f4476005896b83e216bb3185b69a3ee |
|
||||
| Antiair CH SG.S | 229 | 4 | | https://fireshare.fihome.xyz/w/3da4ae9c136bb1ba97255405eaec20f1 |
|
||||
| Antiair CH SG.S > Bridal | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 |
|
||||
| SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
|
||||
| SG.D (Lightweights) (vs Millia) | 200 <br/> | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b |
|
||||
| SG.D > Pull Berry > [SG.H] x3 > 2Toss | 174 | *0 (3 through the setup) | Universal <------ move move | pending |
|
||||
| SG.D > Pull Berry > SG.S > [SG.H] x2 > 2Toss | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
|
||||
| SG.D > [SG.H] > 2H > [SG.H] | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
|
||||
| SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 [SG.H] can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 [SG.H] instead of 3. | https://fireshare.fihome.xyz/w/4f3b64d7259366733065dc445fe2e8b3 |
|
||||
| SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] _can_ be done, yet i's too inconsistent. | https://fireshare.fihome.xyz/w/86b0c6b41eeb8658ae3892ac85cf78e1 |
|
||||
| SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://fireshare.fihome.xyz/w/745f5e6df87c4a37ad7998831d47bd39 |
|
||||
| SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 |
|
||||
| Raw Berry | 272 | 3 | | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 |
|
||||
| Raw Berry > SG.S | 268 | 3 | | https://fireshare.fihome.xyz/w/625a64d91900a3ca2b4d98d6e07a768b |
|
||||
| Raw Berry > SG.S > Bridal | 272 | 2 | | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
|
||||
| Blitz | 264 | 3 | | pending |
|
||||
|
||||
## Same but with burst super
|
||||
|
||||
|
||||
Routing:
|
||||
|
||||
|
||||
[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 345 (bjbh damage: 62)
|
||||
|
||||
vs 5H > Toss: 339 (6 of damage)
|
||||
|
||||
[SG.H]x3 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 339 (bjbh damage: 62) (one shotgun less)
|
||||
|
||||
[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 5H > Toss > 6H > Genoverse > 6H > Bridal > bjbh: 345 (bjbh damage: ??) (one shotgun less)
|
||||
|
||||
|
||||
|
||||
## Same but with burst super + hellfire
|
||||
|
||||
|
||||
|
19
docs/Routes_Optimization/BnB/Metered.md
Normal file
19
docs/Routes_Optimization/BnB/Metered.md
Normal file
@ -0,0 +1,19 @@
|
||||
# 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)
|
44
docs/Routes_Optimization/BnB/Meterless.md
Normal file
44
docs/Routes_Optimization/BnB/Meterless.md
Normal file
@ -0,0 +1,44 @@
|
||||
# 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)
|
32
docs/Routes_Optimization/Control_Opponent_Height/README.md
Normal file
32
docs/Routes_Optimization/Control_Opponent_Height/README.md
Normal file
@ -0,0 +1,32 @@
|
||||
# Controlling opponent height
|
||||
|
||||
## Air normals
|
||||
|
||||
Saybel video, pgood
|
||||
|
||||
https://youtu.be/rii4r63fpZE
|
||||
|
||||
## 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
|
3
docs/Routes_Optimization/README.md
Normal file
3
docs/Routes_Optimization/README.md
Normal file
@ -0,0 +1,3 @@
|
||||
# Routes Optimization
|
||||
|
||||
Mostly a mix of comparing multiple routes with the "effort" and "reward", to see if the "reward" compensates.
|
47
docs/Routes_Optimization/Routing_into_Genoverse/README.md
Normal file
47
docs/Routes_Optimization/Routing_into_Genoverse/README.md
Normal file
@ -0,0 +1,47 @@
|
||||
# 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.
|
||||
|
Loading…
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Reference in New Issue
Block a user