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56aa91da6b Deglossed exercices. Although the advanced one is still all on a single README.md
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66 changed files with 1894 additions and 475 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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# Advanced Entry Level
[//]: # (??? Hold 6 after the reload so Elphelt walks forward frame 1.)
## Microwalks
### Practicing extercice
# Advanced
## Links
SG.H > SG.S > Bridal > SG.H
[SG.H] > SG.S > 236P > [SG.H]x3 > ender (usually 6H/5H > Toss > 6H > Pull Berry/SG)
antiair SG.S CH > 236P > [SG.H]x3
antiair SG.S > Bridal > [SG.H]
## Block OS
## Reload OS
https://www.youtube.com/watch?v=cqv5NMfaySI&t=2s
## Setups
# A point on timing for SG.S > SG.H?
# A point on SG.H reload 66 SG.H
# tmp notes
"microwalking" can also be referenced as micro-walking.
bridal express is the 214K input
pull berry or berry pull is the 236P input, when we _pull_ the grenade
2Toss/Low toss, is when we do 2P with the grenade on hand, so we throw the grenade "low"
4Toss/High toss, is when we do 4P with the grenade on hand, so we throw the grenade "high"

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# Reloading input
> Note:\
> It's very helpful to have the input display and input history enabled while doing the exercises, as well some exercises might depend on it for some steps.\
> \
> To enable input display, once in the training mode, press start to ender the "Paused Menu", enter the submenu "Display Settings", search for the options "Input History" and "Virtual stick" and enable them.\
> \
> Regarding "Virtual stick's position" set them at will, I personally find it more comfortable set to the center of the screen instead to any of the corners, at latest on these exercises.
This is exercise is aimed towards being used to reloading shotgun input/motion. not to the fastest timing.
First I would recommend trying to _do it_ without previous practice.
Exercise steps:
- Get in shotgun stance
- Shoot
- Try to reload
If you are being able to reload consistently, try to keep a rhythm for a while.
If you weren't able to do it at the first try (which is expected!), check the [sub-exercises section](#sub-exercises) for a breakthrough of the whole process. As well, read the [recommendations section](#recommendations).
Example for reference:
https://fireshare.fihome.xyz/w/04a2c998ff8a802130936bf8d935c4b1
## Recommendations
Wait for the shotgun to charge before shooting, this might help towards keeping a "rythm", the audio clue from Elphelt charging the shotgun and the firing sound can also help towards finding a rythm.
While doing the reload, watch the virtual stick move from left to right, this might help to being more aware of the inputs performed.
On fail: Check the history, this is to "understand" which input we did, in case we didn't notice something while watching the virtual stick.
## Sub-exercises
I recommend starting slow and paying special attention to the inputs done through the input stick, to ensure we are doing the `4>6H` Input, through the process we can hit corners
If you are having difficulties being used to the input, you can just visualize it through doing the movement input, without pressing any of the attack buttons.
https://fireshare.fihome.xyz/w/595d1ff31d6b63aedc30180c57b9bbf5
Once you have visualized the movement input, try pressing the `Hardslash` button at the end. Keep special attention to the virtual stick and confirm that you are pressing the `Hardslash` button, at the same time or after than when you are doing the 6 input. In case of doubt, you can also check that through the input history.
https://fireshare.fihome.xyz/w/b5355f9b088fefc3cba8a7f24c0d0cd9
Finally, add a `Hardslash` button at the start, so you do `5H > 4 > 6H`.
If we get 2 `5H` shots, we should be doing the input timing good enough to perform reloads.
https://fireshare.fihome.xyz/w/4d4a2b2c4d1eb1e0e10baadc73f30d25
Once you reached this step, try again the main exercise, and don't hesitate to go back to this sub-exercises if you still have difficulties.

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# Reloading timing
On this part I will focus on the "rhythm"/sound of your buttons being pressed, more than the virtual stick input.
https://fireshare.fihome.xyz/w/2b11f283eca202131a07a3ae5970cc53
As well another example with only the game sound.
https://fireshare.fihome.xyz/w/d9b978385abd967463f1682b37ebcc95
If you miss any of the reloads, I suggest on the history checking the most recent input to review why could it have happened. For example you could have done the input `5H (SG.H) > 4 > 5H > 6` or very similarly `5H (SG.H) > 4H > 6`, where on both instances we pressed `Hardslash` too early.
## Sub-exercices
Very similarly to the previous sub example, we will be doing the input `5H>4>6H`, and meanwhile in the previous sub-example the focus was to get 2 5H shots, on this sub-exersice the goal is to get the second shot a bit after we have completed the input.
https://fireshare.fihome.xyz/w/2a7fcd5edb71c32acc609c0c5fa6490e

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# Charged shotgun timing
It's very recommended first being a bit consistent on the reloading of shotgun before moving to this step, as it can make the experience very frustrating.
As well, I believe that getting used to reloading will ease some of the exercises mentioned.
## Exercise 1, sound
The first exercise we don't aim to do nothing further than focusing in the sound Elphelt does when she reloads the shotgun.
> Note:\
> On this exercise, the **AUDIO** cue will be much more helpful than the visual cue, because of that, I encourage to **disable the background music**.\
> \
> The visual cue will be helpful in future steps (specifically on the microwalking section), but I believe that on this one it can create bad habits.
The steps on this exercise will be:
- Pull shotgun
- Wait for Elphelt to charge shotgun and wait a bit longer.
- After waiting for a while, shoot, reload and wait for Elphelt to charge her shotgun.
- Before shooting again, take breath and imagine Elphelt charging the shotgun, specially imagining the "charged sound" she does once it's loaded.
- Once you have done that, shoot, reload and wait again.
- Keep repeating the imaginary process before each shoot, it's very important to be confident before you shoot, if you need more time to "feel it", take it, there is no hurry.
> Note:\
> This doesn't apply to the first one since it's timing can feel a bit different when pulling shotgun than when reloading.
The main goal of this exercise is to be used to the timing between the reload until Elphelt charges the shotgun, so we can have an imaginary rhythm, focusing in the audio cue.
It's okay to mess the reload since it's not the main focus, yet if it's happening very often that it's making you loose focus on this exercise, go back to the [reloading input section](./../Exercices/1_Reloading_Input.md).
As well, if you find yourself doing a movement input before pressing the H, because you are anticipating the reload, try to slow down the inputs, since again there is no hurry, yet if you find yourself having issues with that, go back to the [reloading input section](./../Exercices/1_Reloading_Input.md).
Example for reference:
https://fireshare.fihome.xyz/w/5ff90a3e92fab4cb71d26ae084b75a64
[//]: # (#### Exercise 1.5, sound, a bit faster)
[//]: # ()
[//]: # (It's the exact same exercise as before, just trying to leave a little less time than )
## Exercise 2, progressive speed up
Using as a base the previous exercise, the idea is to progressively "speed up" (aka, wait past charge for less time) whenever you feel confident/comfortable at your current speed.
If you shoot an uncharged shot, you have to "reset" and go back to a slow(er) timing.
[//]: # (???)
[//]: # (I find it helpful not being very focused on the progression/timing you left waiting, but paying more attention on the "idea of the exercise")
Once you are more or less aware of the charge timing, try to slowly go reducing the extra waited time after charging the shotgun.
Eventually you will reach close to the edge of the timing, where you should try to slowly push it a _bit further_ until you make a mistake and shoot an uncharged shot.
On this exercise, **the main goal is to make mistakes** to develop a timing, therefore one shouldn't be afraid of shooting too early, nor ashamed of having shot too early, as **making mistakes is part of the exercise**.
Example for reference:
https://fireshare.fihome.xyz/w/bda1d3b0169a5c622f2c6d57a55b6f48

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# Consolidation exercise
As a consolidation of the previous exercises, I suggest practicing the next combo as it makes you exercise the following points:
- Charge shotgun.
- Reloading shotgun.
Combo example:
https://fireshare.fihome.xyz/w/1d9c9e54d25c074add04559c7d80d5fb
The routing is:
> SG.D > Pull Berry > SG.S > [Charged SG.H]x2 > SG.S > 2Toss > SG.S > Bridal > [Charged SG.H]x6
> Note:\
> The last charged shotgun can be a bit complicated, if you miss it, don't get discouraged and keep practicing!!
>
> The combo is not intended to be "optimal" nor anything like that, but it focuses in

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1 - [Reloading Input](./1_Reloading_Input.md)
2 - [Reloading Timing](./2_Reloading_Timing.md)
3 - [Charged Shotgun Timing](./3_Charged_Shotgun_Timing.md)
Once all the exercises are completed, consider moving to the [consolidation exercise](./99_Consolidation_Exercice.md).
## TODO
- Using Pineberry to charge the shotgun
- SG.D Pull berry
# Reminder on taking breaks/stretch/water
It's very important to take small breaks, **especially if you have been practicing the same stuff over and over**, just getting up from the computer and going to the kitchen to grab a glass of water, some cookies or something else is a big help for your hands!
Watching a YT video or reading some messages also works.
Try to rest the hands for a bit every now and then!

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#
Hey, you, reader, if you are going to jump straight to the exercise, be sure to read the whole part and watching the video example before starting, then, _do the needful_!
Note that the main focus of this is (blah blah blah to fill, shotgun loops, not the advanced things past the microwalks)
Reminder that there is no hurry and that it can be frustrating to practice, but it's something that takes its time and everyone gets used to the timing eventually. Instructions and suggestions described can be very personal, the idea is to feel comfortable through the whole series of exercises, so feel free to make variations on them if they make you feel more comfortable with the exercises.
**There is no hurry**, and it can be frustrating to practice, but it's something that takes time and everyone can get used to the timing. Instructions and suggestions described can be very personal, the idea is to feel comfortable through the whole series of exercises, so feel free to make variations on them if they make you feel more comfortable with the exercises.
Some of us are real slow learners and required more time than others, and that's okay!
@ -16,10 +14,12 @@ As well, remember that you are not alone, if you are frustrated at something you
## Shotgun Stance
## Entering SG Stance
### Entering SG Stance
- While not in SG stance (this includes being on sniper stance) do a 236H Motion
- We can also do 236K to do a roll that ends with us in shotgun stance.
https://fireshare.fihome.xyz/w/cc364e40fc0faec70464ce09bd5dbae9
### Leaving SG stance
@ -32,14 +32,12 @@ https://fireshare.fihome.xyz/w/cc364e40fc0faec70464ce09bd5dbae9
https://fireshare.fihome.xyz/w/c2b4ae42650a5416ad08278f803cc5da
## Reloading
### Reloading
- To reload, after shooting, we do a `4 > 6 > H` input, it can as well be inputted as `4>6H`, the `Hardsslash` button press doesn't require to be at the same time as the 6 input, so inputs like `4>6>5H` would still work (as long it's done within the required timing).
- Regarding the input, as long we have the `4` input through the process, we can do `4>3H` or `4>9H`, as well it allows for `4>1>2>3>6H` or the topside equivalent `4>7>8>9>6H`
- This allows to "reload" the shotgun, and we get to keep the shotgun stance.
- The sooner you input the reload, the earlier you will reload, the earlier you will finish reloading.
- Unlike sniper there isn't a "perfect reload" timing. On Shotgun Stance is, the earlier, the better.
@ -48,7 +46,7 @@ Example of reloading late vs early.
https://fireshare.fihome.xyz/w/fed248b984a333e172d9ef954b005341
## Charging shotgun
### Charging shotgun
- Elphelt requires to stand still 14 frames in order to charge shotgun.
@ -60,233 +58,14 @@ https://fireshare.fihome.xyz/w/1fec804e37b16e7f2878628fadfef3dd
https://fireshare.fihome.xyz/w/dac0881f1bc24b0c744f631b8ca56665
- SG.P, SG.K, SG.S, SG.D, Berry Toss and Bridal Express allow Elphelt to keep her charge, meanwhile SG.K resets the timer.
- SG.P, SG.K, SG.S, SG.D, Berry Toss and Bridal Express allow Elphelt to keep her charge.
https://fireshare.fihome.xyz/w/4cf5687984b77abcdcecbe142ae26c6d
- The hitbox of the charged shotgun move is bigger and active at frame 1, meanwhile uncharged SG.H is active at frame 3 with a smaller hitbox.
- Charged Shotgun shots deal more damage and if close enough to the opponent (and wall) will walls plat.
- Charged Shotgun shots deal more damage and if close enough to the opponent will wallsplat if the opponent reaches the wall.
- In order to wallsplat, it requires the two inner **hit**boxes (red boxes) to be inside the opponent's **hurt**boxes (green boxes).
![wallsplat_hitbox_good.png](src/wallsplat_hitbox_good.png)
## Exercises
### Reloading input
> Note:\
> It's very helpful to have the input display and input history enabled while doing the exercises, as well some exercises might depend on it for some steps.\
> \
> To enable input display, once in the training mode, press start to ender the "Paused Menu", enter the submenu "Display Settings", search for the options "Input History" and "Virtual stick" and enable them.\
> \
> Regarding "Virtual stick's position" set them at will, I personally find it more comfortable set to the center of the screen instead to any of the corners, at latest on these exercises.
This is exercise is aimed towards being used to reloading shotgun input/motion. not to the fastest timing.
First I would recommend trying to _do it_ without previous practice.
Exercise steps:
- Get in shotgun stance
- Shoot
- Try to reload
If you are being able to reload consistently, try to keep a rhythm for a while.
If you weren't able to do it at the first try (which is expected!), check the [sub-exercises section](#sub-exercises) for a breakthrough of the whole process. As well, read the [recommendations section](#recommendations).
Example for reference:
https://fireshare.fihome.xyz/w/04a2c998ff8a802130936bf8d935c4b1
#### Recommendations
Wait for the shotgun to charge before shooting, this might help towards keeping a "rythm", the audio clue from Elphelt charging the shotgun and the firing sound can also help towards finding a rythm.
While doing the reload, watch the virtual stick move from left to right, this might help to being more aware of the inputs performed.
On fail: Check the history, this is to "understand" which input we did, in case we didn't notice something while watching the virtual stick.
#### Sub-exercises
I recommend starting slow and paying special attention to the inputs done through the input stick, to ensure we are doing the `4>6H` Input, through the process we can hit corners
If you are having difficulties being used to the input, you can just visualize it through doing the movement input, without pressing any of the attack buttons.
https://fireshare.fihome.xyz/w/595d1ff31d6b63aedc30180c57b9bbf5
Once you have visualized the movement input, try pressing the `Hardslash` button at the end. Keep special attention to the virtual stick and confirm that you are pressing the `Hardslash` button, at the same time or after than when you are doing the 6 input. In case of doubt, you can also check that through the input history.
https://fireshare.fihome.xyz/w/b5355f9b088fefc3cba8a7f24c0d0cd9
Finally, add a `Hardslash` button at the start, so you do `5H > 4 > 6H`.
If we get 2 `5H` shots, we should be doing the input timing good enough to perform reloads.
https://fireshare.fihome.xyz/w/4d4a2b2c4d1eb1e0e10baadc73f30d25
Once you reached this step, try again the main exercise, and don't hesitate to go back to this sub-exercises if you still have difficulties.
### Reloading timing
On this part I will focus on the "rhythm"/sound of your buttons being pressed, more than the virtual stick input.
https://fireshare.fihome.xyz/w/2b11f283eca202131a07a3ae5970cc53
As well another example with only the game sound.
https://fireshare.fihome.xyz/w/d9b978385abd967463f1682b37ebcc95
If you miss any of the reloads, I suggest on the history checking the most recent input to review why could it have happened. For example you could have done the input `5H (SG.H) > 4 > 5H > 6` or very similarly `5H (SG.H) > 4H > 6`, where on both instances we pressed `Hardslash` too early.
#### Sub-exercices
Very similarly to the previous sub example, we will be doing the input `5H>4>6H`, and meanwhile in the previous sub-example the focus was to get 2 5H shots, on this sub-exersice the goal is to get the second shot a bit after we have completed the input.
https://fireshare.fihome.xyz/w/2a7fcd5edb71c32acc609c0c5fa6490e
### Charged shotgun timing
It's very recommended first being a bit consistent on the reloading of shotgun before moving to this step, as it can make the experience very frustrating.
As well, I believe that getting used to reloading will ease some of the exercises mentioned.
#### Exercise 1, sound
The first exercise we don't aim to do nothing further than focusing in the sound Elphelt does when she reloads the shotgun.
> Note:\
> On this exercise, the **AUDIO** cue will be much more helpful than the visual cue, because of that, I encourage to **disable the background music**.\
> \
> The visual cue will be helpful in future steps (specifically on the microwalking section), but I believe that on this one it can create bad habits.
The steps on this exercise will be:
- Pull shotgun
- Wait for Elphelt to charge shotgun and wait a bit longer.
- After waiting for a while, shoot, reload and wait for Elphelt to charge her shotgun.
- Before shooting again, take breath and imagine Elphelt charging the shotgun, specially imagining the "charged sound" she does once it's loaded.
- Once you have done that, shoot, reload and wait again.
- Keep repeating the imaginary process before each shoot, it's very important to be confident before you shoot, if you need more time to "feel it", take it, there is no hurry.
> Note:\
> This doesn't apply to the first one since it's timing can feel a bit different when pulling shotgun than when reloading.
The main goal of this exercise is to be used to the timing between the reload until Elphelt charges the shotgun, so we can have an imaginary rhythm, focusing in the audio cue.
It's okay to mess the reload since it's not the main focus, yet if it's happening very often that it's making you loose focus on this exercise, go back to the [reloading input section](#reloading-input).
As well, if you find yourself doing a movement input before pressing the H, because you are anticipating the reload, try to slow down the inputs, since again there is no hurry, yet if you find yourself having issues with that, go back to the [reloading input section](#reloading-input).
Example for reference:
https://fireshare.fihome.xyz/w/5ff90a3e92fab4cb71d26ae084b75a64
[//]: # (#### Exercise 1.5, sound, a bit faster)
[//]: # ()
[//]: # (It's the exact same exercise as before, just trying to leave a little less time than )
#### Exercise 2, progressive speed up
Using as a base the previous exercise, the idea is to progressively "speed up" (aka, wait past charge for less time) whenever you feel confident/comfortable at your current speed.
If you shoot an uncharged shot, you have to "reset" and go back to a slow(er) timing.
[//]: # (???)
[//]: # (I find it helpful not being very focused on the progression/timing you left waiting, but paying more attention on the "idea of the exercise")
Once you are more or less aware of the charge timing, try to slowly go reducing the extra waited time after charging the shotgun.
Eventually you will reach close to the edge of the timing, where you should try to slowly push it a _bit further_ until you make a mistake and shoot an uncharged shot.
On this exercise, **the main goal is to make mistakes** to develop a timing, therefore one shouldn't be afraid of shooting too early, nor ashamed of having shot too early, as **making mistakes is part of the exercise**.
Example for reference:
https://fireshare.fihome.xyz/w/bda1d3b0169a5c622f2c6d57a55b6f48
## Using Pineberry to charge the shotgun
TODO
## SG.D Pull berry
TODO
# Consolidation exercise
As a consolidation of the previous exercises, I suggest practicing the next combo as it makes you exercise the following points:
- Charge shotgun.
- Reloading shotgun.
Combo example:
https://fireshare.fihome.xyz/w/1d9c9e54d25c074add04559c7d80d5fb
The routing is:
> SG.D > Pull Berry > SG.S > [Charged SG.H]x2 > SG.S > 2Toss > SG.S > Bridal > [Charged SG.H]x6
> Note:\
> The last charged shotgun can be a bit complicated, if you miss it, don't get discouraged and keep practicing!!
>
> The combo is not intended to be "optimal" nor anything like that, but it focuses in
# Advanced Entry Level
[//]: # (??? Hold 6 after the reload so Elphelt walks forward frame 1.)
## Microwalks
### Practicing extercice
# Advanced
## Links
SG.H > SG.S > Bridal > SG.H
[SG.H] > SG.S > 236P > [SG.H]x3 > ender (usually 6H/5H > Toss > 6H > Pull Berry/SG)
antiair SG.S CH > 236P > [SG.H]x3
antiair SG.S > Bridal > [SG.H]
## Block OS
## Reload OS
https://www.youtube.com/watch?v=cqv5NMfaySI&t=2s
## Setups
# A point on timing for SG.S > SG.H?
# A point on SG.H reload 66 SG.H
# tmp notes
"microwalking" can also be referenced as micro-walking.
bridal express is the 214K input
pull berry or berry pull is the 236P input, when we _pull_ the grenade
2Toss/Low toss, is when we do 2P with the grenade on hand, so we throw the grenade "low"
4Toss/High toss, is when we do 4P with the grenade on hand, so we throw the grenade "high"
# Mention taking breaks/stretch/water

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@ -8,4 +8,13 @@
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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@ -36,4 +36,15 @@ Kidiot words:
> I (don't) really care too much if you're just sitting there sniping against me while I have close to full health, which happens quite often
> The risk reward really is not very good for you there, I think
##
## Links
### Lightfat.docx
https://docs.google.com/document/d/1-V4ZL3FIAj159qioV5mSk3-HDU1FlndSnWrB0pFpDAE/edit?usp=sharing
### 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.

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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# 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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# 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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@ -1,6 +1,8 @@
## 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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https://docs.google.com/spreadsheets/d/1ii8oW26dZyODJ5xjnxKW7Nnve79MaAk4q5TG9f25mNQ/edit?gid=648675106#gid=648675106

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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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## 5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly

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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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@ -0,0 +1,93 @@
# 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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@ -0,0 +1,72 @@
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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@ -0,0 +1,50 @@
# j.D YRC
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.
https://youtu.be/gMh_Sl5k5Ps
Due to the high blockstun it enables for true blockstring into 6P, although afterward doesn't seem to lead to anything on block...
https://youtu.be/hvG7kq_BJ7c
## Confirms
### c.S j.SPSH Toss Shotgun
Confirming j.D into 66 c.S helps with proximity/distance consistency.
https://youtu.be/YFLyNpWV3OE
### 2H Charged Shotgun
Still tight due to 2H into charged shots.
Lightweights might be an issue.
Requires a slight delay after the first charged SG.H, otherwise the opponent will tech out too early.
https://youtu.be/1b4c8sJni8k
### Charged Shotgun UB
- UB setup
Requires adjustments per weight.
https://youtu.be/IjUJDHiHelg
### Charged Shotgun Loops
- You get a 6H ender.
- Very consistent (to the exception to the first shotgun which can be quite tight)
https://youtu.be/nGUSufxMMF4
#### Concept of more damage
Don't let the berry hit the opponent before the explosion. Aka delay shotgun shots as much as possible.
The damage is not meaningful anyway so don't bother with it.

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@ -1,22 +1,4 @@
---
gitea: none
include_toc: true
---
# Relevant links
## Hardli doc
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
## Dustloop wakeup and backdash framedata
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values
# Corner Bridal IAD j.Pull
## IAD Pull j.S
# IAD Pull j.S
Gotta check this graph, is pmuch outdated/badderony/useless rn
@ -29,28 +11,28 @@ graph LR
```
### j.S vs j.H
## j.S vs j.H
> Elphelt j.H KDs on air hit. Elphelt j.S combos on air hit. Like 1f airborne moves like Sol wake up riot stamp or Faust wake up pogo exist, or you miss the meaty and the opponent jumped, or you hit a late frame of a wake up backdash, for example, then j.H doesn't combo. Neither Elphelt j.S nor j.H has proration, but Elphelt j.S deals 28 damage and j.H 34 damage (on Sol), which affects combo damage. (Text from SmashK, copy paste)
As reference, iad whenever opponent touches the ground, not before.
### Pros / Cons / Mix
## Pros / Cons / Mix
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
### Crouch confirm
## Crouch confirm
##### Crouching confirm 1
#### Crouching confirm 1
2H Toss 2D
https://youtu.be/uXlkOKnFMtU
##### Crouching confirm 2
#### Crouching confirm 2
2H 2D Toss
@ -58,13 +40,13 @@ https://youtu.be/uXlkOKnFMtU
https://youtu.be/lrbTDjRZ47U
##### Crouching confirm 3
#### Crouching confirm 3
2H 2D Toss > 6H > Bridal (very simple)
TODO
### Standing confirm
## Standing confirm
I don't think you can get much out of it without meter.
@ -74,13 +56,23 @@ I don't think you can get much out of it without meter.
With meter stuff like Genoverse > Toss would be possible.
#### Metered
### 2D Pickups
Character specific routing.
#### Potemkin
This route is a showoff to be fair.
You can do a far simpler route finishing in `j.D`.
https://youtu.be/SHXLjoUc3ck
### Metered
`j.S > c.S > f.s > Genoverse > IAD Toss > SG.S > [SG.H]` into UB Setup.
### Standing CH confirm
## Standing CH confirm
j.S CH > 66 c.S > dl.5H
@ -92,17 +84,17 @@ Vs Thicker characters it might be less annoying.
https://youtu.be/S9RN9cpcZp0
### Airborne Confirm
## Airborne Confirm
Certain moves result on the opponent being airborne, meaning that you would need to confirm the j.S CH with an "adequate" routing.
### Punishing DPs/reversals
## Punishing DPs/reversals
#### Sol S dp
### Sol S dp
Sol dp is crouch recovery
##### Route 1
#### Route 1
walkup 2D
@ -110,7 +102,7 @@ Do a little walkup
https://youtu.be/J94gVjM5cy4
##### Route 2
#### Route 2
f.S > toss > f.S
@ -118,13 +110,13 @@ Do a little walkup
https://youtu.be/7M9Cm5e6Mm8
##### Route 3
#### Route 3
f.S 2H(1) Toss
https://youtu.be/vx2LcE36b_g
##### Route 4
#### Route 4
Do a little walkup
@ -135,29 +127,28 @@ c.S dl f.S dl 2D > Toss
https://youtu.be/uma73yWHGco
### Sol H DP
#### Sol H DP
#### May [2]8S
### May [2]8S
If hit meaty at frame 1, she's standing and gets a standing CH, I think that between frames 1 to 3 it's grounded, from +4 it's airborne, I won't confirm that since doesn't seem relevant.
Later she will leave the ground and be airborne, meaning that you would get an air CH.
May Dolphin's are NOT hit invunl (only S is throw invuln).
##### Airborne
#### Airborne
Doing 2 SG.S helps to stabilize/control/reduce the opponent height.
https://youtu.be/5MwTgzz-hdk
##### Standing CH
#### Standing CH
Go to [#standing-ch](#standing-ch)
Go to [#standing-ch-confirm](#standing-ch-confirm)
### Dealing with blitz
## Dealing with blitz
#### Bait blitz
### Bait blitz
Do the safejump a bit early, just bait the blitz, still do j.S to make it more visually appealing. j.S HAS to whiff on wakeup due to the opponent still not being able to be hit. j.S could be replaced by j.H, at-least on tournament your interest is making the button noise to bait the opponent.
@ -176,7 +167,7 @@ Slot 3: `!6H` -> If done too early, you get thrown
- If you delay the button you can get thrown on fuzzy mash.
Pick your poison, although I think its better to whiff/delay the button.
Pick your poison, although I think it's better to whiff/delay the button.
I guess if you do the early version you might be able to do land -> backdash.
@ -188,17 +179,17 @@ Since you are in the air opponent cannot throw you, although if misstimed can ge
This is only intended to "punish"/bait/callout blitz shield.
##### Showcase of (some) Missed/Whiff/Delayed j.S scenarios
#### Showcase of (some) Missed/Whiff/Delayed j.S scenarios
https://youtu.be/ZDzJX1BS9Vo
##### Punish
#### Punish
###### cS 2H routing
##### cS 2H routing
https://youtu.be/pxCKEqpqH38
###### Combo 2
##### Combo 2
This is a bit hard honestly, requires of dash momentum and delays.
@ -206,78 +197,24 @@ Unless you can confirm the opponent stopping the blitz, or, if the opponent char
https://youtu.be/hwePx7EBHUI
##### 2D CH Punish
#### 2D CH Punish
Pickups on 2D CH are character specific and may not work on some of them etc, so anything here is a "concept" if anything.
###### Sol concept 1
##### Sol concept 1
https://youtu.be/BuGpfu0XYms
###### Sol concept 2
##### Sol concept 2
This is mostly a showtoff etc, on matches it shouldn't be viable since the timing of the bomb can be too tight, meaning that if you are late on the blitz confirm the berry will explode in your face.
https://youtu.be/WRSZ9o0_gyI
### Mixes
## Mixes
#### 6P
### 6P
It's a bit finniky and rn it's only a concept but w/e works as an example.
https://youtu.be/_F-31diZLZU
## j.D YRC
Solves the issue that [#iad-pull-js](#iad-pull-js) has, it being "how to deal vs blitz".
https://youtu.be/gMh_Sl5k5Ps
Due to the high blockstun it enables for true blockstring into 6P, although afterwards doesn't seem to lead to anything on block...
https://youtu.be/hvG7kq_BJ7c
### Confirms
#### c.S j.SPSH Toss Shotgun
Confirming j.D into 66 c.S helps with proximity/distance consistency.
https://youtu.be/YFLyNpWV3OE
#### 2H Charged Shotgun
Still tight due to 2H into charged shots.
Lightweights might be an issue.
Requires a slight delay after the first charged SG.H, otherwise the opponent will tech out too early.
https://youtu.be/1b4c8sJni8k
#### Charged Shotgun UB
- UB setup
Requires adjustments per weight.
https://youtu.be/IjUJDHiHelg
#### Charged Shotgun Loops
- You get a 6H ender.
- Very consistent (to the exception to the first shotgun which can be quite tight)
https://youtu.be/nGUSufxMMF4
##### Concept of more damage
Don't let the berry hit the opponent before the explosion. Aka delay shotgun shots as much as possible.
The damage is not meaningful anyway so don't bother with it.
## 5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly

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@ -0,0 +1,4 @@
# Corner Bridal
- IAD j.Pull j.S (doesn't beat blitz)
- IAD j.D YRC (beats blitz)

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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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@ -0,0 +1,9 @@
# Relevant links
## Hardli doc
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
## Dustloop wakeup and backdash framedata
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values

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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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@ -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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# Cinematic JBH RC
[Playlist](https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCL0PKZDmx8CXpUaIR6ScVY)
Raw `JBH > RC` allows for 2h pickup.
[Elpheltcord discussion reference](https://discord.com/channels/121387821977042945/121388142941962241/1304109654649077850)
**THIS IS INTENDED AS GUTSCRUSH COMBO/ROUTING**
!!! warning "Note about RC 2H pickup"
After 2h its not possible (or atleast I couldn't manage to) do a `c.S > j.K`, only `j.P` or `j.S`.
If I am not being slow, means that if you jump one frame late/press j.S a frame late, the opponent will be able to tech out.
!!! note "Additional notes"
In the corner its not possible to do bridal loops.
Is not possible to do `c.S jc j.KSHD` in the corner due to pushback.
## jP Guts-crush route
`JBH |> 2H > Pull jc j.S > j.KSH j.Toss |> j.PPPPPPPP...`
On this example Sol is set to 30% HP, were he ends up at 8 hits away of dying.
With lightweights it's very hard to control weight due to the low amount of hits/combo gravity.
https://youtu.be/PK-cWsa-078
## Pseudo BnB Routing
This one is way **more inconsistent** than the one from above, maybe it's possible to do 6H roll remove shotgun jump ppppppp, but it's too inconsitent to bother with it.
It is possible to go for a left/right c.S after the opponent teches.
We can also end the combo at 6H Shotgun stance and charge shotgun to catch the opponent mashing.
https://youtu.be/gZ4Z8Aor2Ps
!!! failure "Can't recommend"

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# Cinematic JBH RC
[Playlist](https://www.youtube.com/playlist?list=PL6ZUzEhM_rdB5eGKL4eQiJR55es66Fa7h)
[Elpheltcord discussion reference](https://discord.com/channels/121387821977042945/121388142941962241/1305156059174015026)
[Elpheltcord discussion reference 2 (CH JBH)](https://discord.com/channels/121387821977042945/121388142941962241/1305163505418371112)
!!! note "Grammar references"
When saying fastfall I meant using j.Bridal to land to the ground faster/earlier/cancel vertical rising momentum.
## Midscreen
### Basic/Simple routing
Do jbh(2) > RC > j.Bridal as fastfall.
Proceed with a c.S pickup into j.KSHD for a simple KD.
### j.Bridal Pull into BnB
Doing jbh(2) > RC > j.Bridal as fastfall method means you have enough time to pull berry and follow up with a c.S for her BnB.
https://youtu.be/Z8UB6pKCM6A
!!! success "Good and simple"
Maybe lightweights are a bit annoying to control height due to the low ammount of hits/gravity scaling.
## Corner
https://youtu.be/z3eRdnLj9bI
### SG.H Loops
When the opponent is cornered we can do fastfall into `[SG.H]` loops, we can do 3 charged shotguns before going to pull berry.
> Reference CH tech and it being easier
https://youtu.be/O7o5Z37AvBk
### CH JBH into SG.H loops
> Example of killing Chipp from 50% RISC
When JBH(2) does a CH, it the opponent will receive an unteachable hard knockdown, meaning that we have longer/more time to charge shotgun, making this situation far easier.
https://youtu.be/80QR8UUg5Fw
## Cornered
When you are the one **in** the corner.
### j.Bridal Pull into BnB SG.S Sideswitch
`jBridal fastafall |> pull > BnB` and use SG.S to sideswitch.
We get **better oki this way** than if we don't sideswitch and decide to go for **fullscreen carry**
!!! success "Good and simple"
Maybe lightweights are a bit annoying to control height due to the low ammount of hits/gravity scaling.
https://youtu.be/z3eRdnLj9bI
### Crossunder concept
!!! failure "bad"
#### Lightweights
*if we are fast enough* (aka not likely), we can do fastafall > pull > crossunder c.S to sideswitch, proceed with the usual j.S jc j.KSH toss then shotgun loops or whatever, should only be possible on lightweights
https://youtu.be/p6iky7yvzDA
#### Mid/Heavyweights
Same from above but with midweights, instead of landing pull, dash pull, quite annoying to get anyway, so the routing is technically possible.
With heavyweights its also technically possible, but, due to the weight (duh), they are too low, so you need to increase their height, which makes it a bit more annoying.
https://youtu.be/FdnXPwmD7cw
## Others
### Heavies 2H pickup
On heavyweights we can do RC > fastfall > 2h. doing a small walkback before the 2h helps with consistency, this would include doing 2H > Shotgun loops in the corner
!!! success "Good"
https://youtu.be/wG8282u4iZo
### Other notes
Besides all of this one can just do j.Bridal fastfall > c.S jc etc which is much simpler. This includes in the corner c.S j.KSHD |> 2H.
## CH Concept
https://youtu.be/xWUAk_MtHiU
!!! failure "bad"

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# Judge Better Half RC
This includes:
- RAW hit from JBH > RC post animation.
- Non animation hit aka JBH(2) > RC.
- For scenarios were you end a combo with JBH animation and want to do guts-crush, you can do RC land f.S 5H*5 for 6 damage. This won't have videos/a section (for now).

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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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# 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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# 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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# 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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# 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 +66,17 @@ 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
### yanagi
https://x.com/yanagiJPN/status/1118457471029223425

5
unsorted/Links.md Normal file
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yanagi - the goat
https://x.com/yanagiJPN/status/1215648822967193608

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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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@ -1,7 +0,0 @@
Air Bridal CH w/ wo berry + different spacings
Shotgun.D routings
FINISH UPLOADING STUFF >:(