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oriol
56aa91da6b Deglossed exercices. Although the advanced one is still all on a single README.md
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2024-11-03 00:54:07 +01:00
oriol
fa67039931 Fixed link. 2024-11-03 00:26:27 +01:00
oriol
99ebf0716e Deglossed safejumps 2024-11-03 00:25:29 +01:00
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## 5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly

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# 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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# IAD Pull j.S
Gotta check this graph, is pmuch outdated/badderony/useless rn
```mermaid
graph LR
A[IAD j.236P > ] --> B(j.S overhead meaty)
A --> C("j.4Toss |> 2K")
B --> D{Burstsafe}
C--> E{Not Burstsafe}
```
## 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
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
## Crouch confirm
#### Crouching confirm 1
2H Toss 2D
https://youtu.be/uXlkOKnFMtU
#### Crouching confirm 2
2H 2D Toss
(easier than [crouching-confirm-1](#crouching-confirm-1))
https://youtu.be/lrbTDjRZ47U
#### Crouching confirm 3
2H 2D Toss > 6H > Bridal (very simple)
TODO
## Standing confirm
I don't think you can get much out of it without meter.
`2D > Toss` berry for oki/meaty afterward.
`j.S > c.S > 5H > Bridal > Toss` or `j.S > c.S > 2D > Bridal > Toss` to have explosion active frames on their wakeup...
With meter stuff like Genoverse > Toss would be possible.
### 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
j.S CH > 66 c.S > dl.5H
We avoid using f.S since it has more pushback than 5H.
With some slimmer characters it might not be possible, I haven't tested.
Vs Thicker characters it might be less annoying.
https://youtu.be/S9RN9cpcZp0
## 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
### Sol S dp
Sol dp is crouch recovery
#### Route 1
walkup 2D
Do a little walkup
https://youtu.be/J94gVjM5cy4
#### Route 2
f.S > toss > f.S
Do a little walkup
https://youtu.be/7M9Cm5e6Mm8
#### Route 3
f.S 2H(1) Toss
https://youtu.be/vx2LcE36b_g
#### Route 4
Do a little walkup
c.S dl f.S dl 2D > Toss
(cant recommend)
https://youtu.be/uma73yWHGco
### Sol H DP
### 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
Doing 2 SG.S helps to stabilize/control/reduce the opponent height.
https://youtu.be/5MwTgzz-hdk
#### Standing CH
Go to [#standing-ch-confirm](#standing-ch-confirm)
## Dealing with 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.
> Either do it earlier, so you cannot hit the opponent, or press the button later, so it looks like it will hit the opponent
Wakeup tool input (sol):
Slot 1: `!5SH,5*7,6,2,3S` -> If j.S done too early, you hit blitz/get rejected.
Slot 2: `6,2,!3S` -> If done way too late you get hit
Slot 3: `!6H` -> If done too early, you get thrown
- If you do it earlier you can get thrown on mash.
- If you delay the button you can get thrown on fuzzy mash.
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.
Delayed/whiff/missed j.S to not hit the blitzshield, although, j.S can just be skipped.
Also, if the opponent presses a button you lose your turn.
Since you are in the air opponent cannot throw you, although if misstimed can get hit by fast moves.
This is only intended to "punish"/bait/callout blitz shield.
#### Showcase of (some) Missed/Whiff/Delayed j.S scenarios
https://youtu.be/ZDzJX1BS9Vo
#### Punish
##### cS 2H routing
https://youtu.be/pxCKEqpqH38
##### Combo 2
This is a bit hard honestly, requires of dash momentum and delays.
Unless you can confirm the opponent stopping the blitz, or, if the opponent character allows for 2D pickup on CH, its recommended to "just throw", the opponent lost 25% meter so is not that bad precisely.
https://youtu.be/hwePx7EBHUI
#### 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
https://youtu.be/BuGpfu0XYms
##### 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
### 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

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# Corner Bridal
- IAD j.Pull j.S (doesn't beat blitz)
- IAD j.D YRC (beats blitz)

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---
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
Gotta check this graph, is pmuch outdated/badderony/useless rn
```mermaid
graph LR
A[IAD j.236P > ] --> B(j.S overhead meaty)
A --> C("j.4Toss |> 2K")
B --> D{Burstsafe}
C--> E{Not Burstsafe}
```
### 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
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
### Crouch confirm
##### Crouching confirm 1
2H Toss 2D
https://youtu.be/uXlkOKnFMtU
##### Crouching confirm 2
2H 2D Toss
(easier than [crouching-confirm-1](#crouching-confirm-1))
https://youtu.be/lrbTDjRZ47U
##### Crouching confirm 3
2H 2D Toss > 6H > Bridal (very simple)
TODO
### Standing confirm
I don't think you can get much out of it without meter.
`2D > Toss` berry for oki/meaty afterward.
`j.S > c.S > 5H > Bridal > Toss` or `j.S > c.S > 2D > Bridal > Toss` to have explosion active frames on their wakeup...
With meter stuff like Genoverse > Toss would be possible.
#### Metered
`j.S > c.S > f.s > Genoverse > IAD Toss > SG.S > [SG.H]` into UB Setup.
### Standing CH confirm
j.S CH > 66 c.S > dl.5H
We avoid using f.S since it has more pushback than 5H.
With some slimmer characters it might not be possible, I haven't tested.
Vs Thicker characters it might be less annoying.
https://youtu.be/S9RN9cpcZp0
### 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
#### Sol S dp
Sol dp is crouch recovery
##### Route 1
walkup 2D
Do a little walkup
https://youtu.be/J94gVjM5cy4
##### Route 2
f.S > toss > f.S
Do a little walkup
https://youtu.be/7M9Cm5e6Mm8
##### Route 3
f.S 2H(1) Toss
https://youtu.be/vx2LcE36b_g
##### Route 4
Do a little walkup
c.S dl f.S dl 2D > Toss
(cant recommend)
https://youtu.be/uma73yWHGco
#### Sol H DP
#### 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
Doing 2 SG.S helps to stabilize/control/reduce the opponent height.
https://youtu.be/5MwTgzz-hdk
##### Standing CH
Go to [#standing-ch](#standing-ch)
### Dealing with 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.
> Either do it earlier, so you cannot hit the opponent, or press the button later, so it looks like it will hit the opponent
Wakeup tool input (sol):
Slot 1: `!5SH,5*7,6,2,3S` -> If j.S done too early, you hit blitz/get rejected.
Slot 2: `6,2,!3S` -> If done way too late you get hit
Slot 3: `!6H` -> If done too early, you get thrown
- If you do it earlier you can get thrown on mash.
- 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.
I guess if you do the early version you might be able to do land -> backdash.
Delayed/whiff/missed j.S to not hit the blitzshield, although, j.S can just be skipped.
Also, if the opponent presses a button you lose your turn.
Since you are in the air opponent cannot throw you, although if misstimed can get hit by fast moves.
This is only intended to "punish"/bait/callout blitz shield.
##### Showcase of (some) Missed/Whiff/Delayed j.S scenarios
https://youtu.be/ZDzJX1BS9Vo
##### Punish
###### cS 2H routing
https://youtu.be/pxCKEqpqH38
###### Combo 2
This is a bit hard honestly, requires of dash momentum and delays.
Unless you can confirm the opponent stopping the blitz, or, if the opponent character allows for 2D pickup on CH, its recommended to "just throw", the opponent lost 25% meter so is not that bad precisely.
https://youtu.be/hwePx7EBHUI
##### 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
https://youtu.be/BuGpfu0XYms
###### 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
#### 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
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values

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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