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Punishes/S
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6
.github/workflows/ghub-pages.yml
vendored
6
.github/workflows/ghub-pages.yml
vendored
@ -3,9 +3,9 @@ on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
# pull_request:
|
||||
# branches:
|
||||
# - main
|
||||
workflow_dispatch:
|
||||
|
||||
concurrency:
|
||||
|
21
docs/DamageOptimization/AirBridalCH/README.md
Normal file
21
docs/DamageOptimization/AirBridalCH/README.md
Normal file
@ -0,0 +1,21 @@
|
||||
# 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
|
54
docs/Mu/Johnny/Roundstart/README.md
Normal file
54
docs/Mu/Johnny/Roundstart/README.md
Normal file
@ -0,0 +1,54 @@
|
||||
|
||||
# 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
|
21
docs/Mu/Kum/Punish/Normals/Readme.md
Normal file
21
docs/Mu/Kum/Punish/Normals/Readme.md
Normal file
@ -0,0 +1,21 @@
|
||||
# 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
7
docs/Mu/Kum/README.md
Normal file
@ -0,0 +1,7 @@
|
||||
idk no idea.
|
||||
|
||||
If Kum blocks blue balls disappear.
|
||||
|
||||
5P antiair CH > 6H
|
||||
|
||||
https://youtu.be/xPDaxCEDpMU?t=2144
|
69
docs/Mu/Sol/Punishes/Bandit_Bringer.md
Normal file
69
docs/Mu/Sol/Punishes/Bandit_Bringer.md
Normal file
@ -0,0 +1,69 @@
|
||||
# Bandit Bringer
|
||||
|
||||

|
||||
|
||||
!!! warning "IB required"
|
||||
|
||||
If IB is not used one cannot punish Sol Bandit Bringer.
|
||||
|
||||
On ground **IB** sol is -5 in a **crouching state**, meaning that we can:
|
||||
|
||||
- Ground throw (simple)
|
||||
|
||||
- 2P (tight)
|
||||
|
||||
## Ground throw
|
||||
|
||||
- Simple
|
||||
|
||||
- Does 55 damage
|
||||
|
||||
- With RC it leads to the respective throw combos.
|
||||
|
||||
!!! warning "Distance Specific"
|
||||
|
||||
You need to be somewhat close to sol in order to be able to punish with a throw.
|
||||
|
||||
https://youtu.be/8Cqm_L0yP10
|
||||
|
||||
## 2P
|
||||
|
||||
### Bridal ender
|
||||
|
||||
> 2P > c.S > f.S > 2H > 2D > Bridal
|
||||
|
||||
https://youtu.be/oSHCOS8ZqYw
|
||||
|
||||
If we are **very** close, enough for `2S > 2D` to chain, Elphelt can do the `IAD j.Pull j.S Safejump` midscreen.
|
||||
|
||||
> 2P > c.S > S > 2D > Bridal
|
||||
|
||||
Which allows for an IAD j.Pull j.S Safejump from midscreen
|
||||
|
||||
https://youtu.be/apF50AZI8_c
|
||||
|
||||
### SG.H ender
|
||||
|
||||
Leads to a **midscreen** SG.H safe-jump.
|
||||
|
||||
> 2P > c.S > f.S > 2H(1) > 2D > SG.H
|
||||
|
||||
https://youtu.be/ja3_KmBXPZ8
|
||||
|
||||
!!! warning "If very spaced go for bridal"
|
||||
|
||||
When being substantially spaced SG.H won't knockdown.
|
||||
|
||||
In those scenarios just use Bridal or 2D.
|
||||
|
||||
https://youtu.be/vcMi3DSWpj8
|
||||
|
||||
!!! note "2H(2) is possible but less consistent"
|
||||
|
||||
### 2D ender
|
||||
|
||||
> 2P > c.S > f.S > 2H > 2D
|
||||
|
||||
From this one can go for 2D mixups or the safejump.
|
||||
|
||||
https://youtu.be/jomgFOfIvVE
|
16
docs/Mu/Sol/Punishes/Playground/README.md
Normal file
16
docs/Mu/Sol/Punishes/Playground/README.md
Normal file
@ -0,0 +1,16 @@
|
||||
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
|
0
docs/Mu/Sol/Punishes/Volcanic_Viper.md
Normal file
0
docs/Mu/Sol/Punishes/Volcanic_Viper.md
Normal file
BIN
docs/Mu/Sol/Punishes/src/bandit_bringer.png
Normal file
BIN
docs/Mu/Sol/Punishes/src/bandit_bringer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 42 KiB |
@ -1,3 +0,0 @@
|
||||
## Dead Angle
|
||||
|
||||
If not point-blank can try to time/preemptive roll (236K/SG.K).
|
@ -1,36 +1,72 @@
|
||||
# fShiki
|
||||
|
||||
Playlist:
|
||||
|
||||
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDNKIPzDUaO41D-yLQhziZe
|
||||
|
||||
TODO (sorting/doing all characters)
|
||||
| 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) |
|
||||
|
||||
| Character | f-shiki j.Toss > j.S RRC (75% meter) | f-shiki j.Toss > j.S > j.H comboes | j.Toss > j.S > j.H (hit) fshiki | |
|
||||
|----------------------------------------|--------------------------------------|------------------------------------|---------------------------------|--------------------------|
|
||||
| [Venom](https://youtu.be/3bAQvK3YYP8) | [x] | [x] | [ ] | |
|
||||
| [Axl](https://youtu.be/u9e8wTQ0rvE) | [x] | [x] | [ ] | |
|
||||
| [Ky](https://youtu.be/uAm_jtrcPak) | [x] | [x] | [ ] | |
|
||||
| [Sol](https://youtu.be/6lpuSnlt074) | [x] | [ ] | [x] | |
|
||||
| [Johnny](https://youtu.be/QQXKsuaRQ9k) | [x] | [x] | [x] | |
|
||||
| [Slayer](https://youtu.be/Gc1m62vkt9Y) | [ ] | [ ] | [ ] | |
|
||||
| Raven | [ ] | [ ] | [ ] | Doesn't work |
|
||||
| May | [x] | [ ] | [ ] | More annoying than usual |
|
||||
| Jam | [ ] | [ ] | [ ] | TODO |
|
||||
> DOESN'T WORK == Idk which "alternatives" will work other than IAD j.KSH, but that's spending 75% meter for something reactable...
|
||||
|
||||
|
||||
### quick notes
|
||||
!!! warning "IAD j.KS > jToss > Land > RC"
|
||||
|
||||
will eventually take a look at what's there.
|
||||
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.
|
||||
|
||||
|
||||
```text
|
||||
may feels a lot tighter than other chars.
|
||||
!!! 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).
|
||||
|
||||
millia also annoying.
|
||||
Can technically be used to mix timings, but it's substantially slower therefore more reactable.
|
||||
|
||||
Faust doesn't work (too low, no j.P/j.S/j.H)
|
||||
!!! info "If 9j.S combos into j.H, you can autopilot any standing hit into that routing without need of confirming."
|
||||
|
||||
venom j.S > j.H won't work on blockstring, but if j.S hits there is no need to RC
|
||||
# Alternatives
|
||||
|
||||
axl j.S > j.H won't work on blockstring, but if j.S hits there is no need to RC
|
||||
```
|
||||
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)
|
9
docs/Oki/Safejumps/Midscreen/Midscreen_Bridal/README.md
Normal file
9
docs/Oki/Safejumps/Midscreen/Midscreen_Bridal/README.md
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
|
||||
# Basic Bridal Safejump
|
||||
|
||||
66 j9 ~ j.S
|
||||
|
||||
https://x.com/MergicMagaki/status/890257871581175808
|
||||
|
||||
|
4
docs/Routes_Optimization/Genoverse/README.md
Normal file
4
docs/Routes_Optimization/Genoverse/README.md
Normal file
@ -0,0 +1,4 @@
|
||||
# Genvoerse (WIP)
|
||||
|
||||
Refer to [Routing from genoverse](./Routing_from_genoverse.md).
|
||||
|
160
docs/Routes_Optimization/Genoverse/Routing_from_genoverse.md
Normal file
160
docs/Routes_Optimization/Genoverse/Routing_from_genoverse.md
Normal file
@ -0,0 +1,160 @@
|
||||
Playlist: https://www.youtube.com/watch?v=N006I0x03wM&list=PL6ZUzEhM_rdB19y3nJJoIosxHa8z9lsVm
|
||||
|
||||
# 6H
|
||||
|
||||
## 6H > Bridal (ender)
|
||||
|
||||
!!! Success "Very simple"
|
||||
|
||||
Cancel into:
|
||||
|
||||
- Pull berry.
|
||||
- Shotgun.
|
||||
|
||||
No video will be provided for this (use the video in [6H > Bridal > Pickup](#6h-bridal-pickup) for reference).
|
||||
|
||||
!!! Note "Bridal is height dependant"
|
||||
|
||||
Bridal is height dependant, if the opponent is too high bridal might go under them.
|
||||
|
||||
The workaround for this is to delay the bridal.
|
||||
|
||||
!!! Note "Beware of long combos"
|
||||
|
||||
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
|
||||
|
||||
## 6H > Bridal > Pickup
|
||||
|
||||
!!! Warning "Can be a bit tricky"
|
||||
|
||||
!!! Note "Bridal is height dependant"
|
||||
|
||||
Bridal is height dependant, if the opponent is too high bridal might go under them.
|
||||
|
||||
The workaround for this is to delay the bridal.
|
||||
|
||||
!!! Note "Beware of long combos"
|
||||
|
||||
If you want to do 6H with dash momentum, if the combo is too long the opponent might be able to tech before the 6H hits them.
|
||||
|
||||
|
||||
[Lightweights](https://youtu.be/7405jot9cR8)
|
||||
|
||||
[Midweights](https://youtu.be/gt5O8zUxoLw)
|
||||
|
||||
[Heavyweights](https://youtu.be/N006I0x03wM)
|
||||
|
||||
|
||||
## 6H > Genoverse
|
||||
|
||||
!!! Success "Burst-safe Finisher"
|
||||
|
||||
If the 6H is spaced and the opponent is high, it will be burst-safe.
|
||||
|
||||
When they burst the 6H, Genoverse will whiff (on certain situations can still catch them), and you can punish the burst before they land.
|
||||
|
||||
https://youtu.be/0PI-_NQTF1M
|
||||
|
||||
# j.KSH |> pickup
|
||||
|
||||
## 66 j.9KSH
|
||||
|
||||
|
||||
!!! Warning "Regarding burst-safe"
|
||||
|
||||
While in the air (after j.K) hold crouchback, in case the opponent burst and you don't react to it, you will be crouching, since if Elphelt stands it's possible to get hit by it. Still, on landing you will be doing 2P so you aren't derrailing your inputs.
|
||||
|
||||
---
|
||||
|
||||
To create a height difference between Elphelt and the opponentl, do j.K when she's close to start falling.
|
||||
|
||||
**If this is not done, only j.H might be burstsafe.**
|
||||
|
||||
|
||||
[Lightweights](https://youtu.be/D_YUPAlSDiM)
|
||||
|
||||
[Midweights](https://youtu.be/Our4U9iRc-Y)
|
||||
|
||||
[Heavyweights](https://youtu.be/2LetmAthhIk)
|
||||
|
||||
!!! Note "Potemkin"
|
||||
|
||||
On Potemkin it is possible to make the j.K burstsafe but requires the combo length to be quite short.
|
||||
|
||||
[Potemkin](https://youtu.be/jP4RuiPRSm4)
|
||||
|
||||
## IAD / sj.IAD > j.KSH
|
||||
|
||||
!!! Note "j.KSH or j.PSH?"
|
||||
|
||||
Both, both is good.
|
||||
|
||||
I do j.KSH, both are valid.
|
||||
|
||||
j.P raises the opponent a bit higher than with j.K.
|
||||
|
||||
I rather delay the buttons when I want extra height.
|
||||
|
||||
|
||||
Depending on the amount of hits and opponent height/weight you might need to do sj.IAD instead of an IAD.
|
||||
|
||||
Spacing, hit count, height/weight makes you choose between IAD and **sj.**IAD, a rule of thumb would be:
|
||||
|
||||
- Low hitcount/Lightweights -> sj.IAD
|
||||
- Heavyweight -> IAD
|
||||
|
||||
But other than that it's a bit of trial and error/feeling.
|
||||
|
||||
## Pickups from 2P c.S
|
||||
|
||||
- [5H Bridal](https://youtu.be/4ngjEWlQIYw)
|
||||
|
||||
- [j.SPSHD](https://youtu.be/frkjq1WfKiw)
|
||||
|
||||
- [8j.SD > j.Pull > j.Toss](https://youtu.be/71B7Ydprg9A)
|
||||
|
||||
- [8j.SD > j.Pull > AD j.Toss](https://youtu.be/OIse6yLGr90)
|
||||
|
||||
- [Gutscrush version (finicky)](https://youtu.be/lNDwi1gy1A8)
|
||||
|
||||
### Roundstart 5H > Genoverse
|
||||
|
||||
On this specific scenario sj.IAD is required for Lightweights and Midweights.
|
||||
|
||||
[Lightweights](https://youtu.be/X7ppSw37spE)
|
||||
|
||||
[Midweights](https://youtu.be/9RA0_DAjDNM)
|
||||
|
||||
[Heavyweights](https://youtu.be/k_vD9HjK1UU)
|
||||
|
||||
### High distance
|
||||
|
||||
This route can be used when there is a substantial distance.
|
||||
|
||||
https://youtu.be/BEsUvQNLI30
|
||||
|
||||
# Corner
|
||||
|
||||
Notes specifically regarding the corner.
|
||||
|
||||
> TODO
|
||||
|
||||
## IAD j.SHD > c.S
|
||||
|
||||
...
|
||||
|
||||
## Gutscrush
|
||||
|
||||
## On not prorated combos
|
||||
|
||||
(this is old text, will need to check it eventually)
|
||||
|
||||
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
|
||||
|
||||
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
|
||||
|
||||
# Special notes
|
||||
|
||||
- It's possible to connect Genoverse into 2H (ie. 6P > Genoverse > 2H).
|
||||
|
||||
- It's possible to route into an UB setup.
|
@ -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
|
@ -1,41 +1,9 @@
|
||||
# wo Shotgun
|
||||
# Corner
|
||||
|
||||
## Corner
|
||||
|
||||
### f.S > 5H > bridal loops
|
||||
## f.S > 5H > bridal loops
|
||||
|
||||
TODO
|
||||
|
||||
# w Shotgun
|
||||
|
||||
## Midscreen
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (!!! success "Don't need IB")
|
||||
|
||||
[//]: # ()
|
||||
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
|
||||
|
||||
### SG.S > Bridal
|
||||
|
||||
Simple. BnB
|
||||
|
||||
TODO
|
||||
|
||||
### SG.S remove stance > jc route
|
||||
|
||||
Simple n2. BnB but a bit more complex
|
||||
|
||||
TODO
|
||||
|
||||
### with Berry on hand
|
||||
|
||||
how is the timing?
|
||||
|
||||
should we SG.S > toss or raw toss?
|
||||
|
||||
## Corner
|
||||
|
||||
## AD j.SD |> c.S
|
||||
|
||||
!!! info ""
|
@ -1,14 +1,22 @@
|
||||
|
||||
|
||||
# Punishing Burst
|
||||
|
||||
## Playlists:
|
||||
|
||||
## Decent/normal playlist:
|
||||
!!! note "Pick a solid starter"
|
||||
|
||||
Using the starter with less initial proration leads to more damage even if two routes look alike.
|
||||
|
||||
During a match you can use "whatever" since you want to ensure getting a punish, even if it deals less damage, yet, on certain situations you have more margin to decide what you will start the combo with.
|
||||
|
||||
# Playlists:
|
||||
|
||||
## General
|
||||
|
||||
### General Decent/normal playlist:
|
||||
|
||||
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCVQw1rpLLc2llAtn0NcIIz
|
||||
|
||||
## General Funky playlist:
|
||||
### General Funky playlist:
|
||||
|
||||
https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
|
||||
|
||||
@ -16,4 +24,10 @@ https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
|
||||
|
||||
Probably some more reasonabely "hipster" routings/punishes will appear on the normal playlist and/or both.
|
||||
|
||||
!!! warning "this list is not exclusively for burst punishes"
|
||||
!!! warning "this list is not exclusively for burst punishes"
|
||||
|
||||
## Shotgun
|
||||
|
||||
### From SG.D Pull SG.S
|
||||
|
||||
https://youtube.com/playlist?list=PL6ZUzEhM_rdDlZIOz5a_RyqO2hSBvbnyz&si=RV991LYWvD5FxZQ6
|
@ -0,0 +1,100 @@
|
||||
|
||||
!!! 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.
|
@ -0,0 +1,9 @@
|
||||
# Midscreen
|
||||
|
||||
Same than without IB.
|
||||
|
||||
IB doesn't allow for "more routes", but gives us more margin to perform the "basic ones"
|
||||
|
||||
# Corner
|
||||
|
||||
? Probably on grounded bursts one is very limited unless you are close enough to wallsplat with just SG.IB > charge > SG.H
|
@ -0,0 +1,40 @@
|
||||
# Midscreen
|
||||
|
||||
[//]: # ()
|
||||
[//]: # (!!! success "Don't need IB")
|
||||
|
||||
[//]: # ()
|
||||
[//]: # ( You don't need to IB to perform these, they are very simple and straightforward)
|
||||
|
||||
## SG.S > Bridal
|
||||
|
||||
Simple. BnB
|
||||
|
||||
TODO
|
||||
|
||||
## SG.S remove stance > jc route
|
||||
|
||||
Simple n2. BnB but a bit more complex
|
||||
|
||||
TODO
|
||||
|
||||
## with Berry on hand
|
||||
|
||||
how is the timing?
|
||||
|
||||
should we SG.S > toss or raw toss?
|
||||
|
||||
TODO
|
||||
|
||||
# Corner
|
||||
|
||||
## With 50% meter
|
||||
|
||||
### Lightweights
|
||||
|
||||
Raw Genoverse > SG.S > Bridal > Charged Shotguns loops.
|
||||
|
||||
### Into IK
|
||||
|
||||
!!! Warning "ENDER"
|
||||
|
@ -1,47 +0,0 @@
|
||||
# Standard routes
|
||||
|
||||
## Comboing into Genoverse
|
||||
|
||||
Possible followups.
|
||||
|
||||
6H (Ender)
|
||||
|
||||
6H (Bridal |> Pickup)
|
||||
|
||||
6H (Bridal |> KD), if the opponent is quite high they might be abe to tech out, a workaround for this might be delaying the bridal.
|
||||
|
||||
### j.KSH |> (2P >) > (c.S) rejump
|
||||
|
||||
`j.KSH` can be perform by doing:
|
||||
|
||||
- Genoverse > IAD j.KSH
|
||||
- Genoverse > 66 ~ j.9KSH
|
||||
|
||||
|
||||
#### General Notes
|
||||
|
||||
> Notes:
|
||||
>
|
||||
> Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S.
|
||||
>
|
||||
> The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency.
|
||||
>
|
||||
> Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking).
|
||||
>
|
||||
> Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`.
|
||||
>
|
||||
> Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH).
|
||||
|
||||
#### On not prorated combos
|
||||
|
||||
At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown.
|
||||
|
||||
From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that.
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#### On prorated combos
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|
||||
|
||||
> Notes:
|
||||
>
|
||||
> Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios.
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|
@ -66,4 +66,10 @@ https://youtu.be/QmZ-7TxyQmI?t=5807
|
||||
|
||||
### Vev
|
||||
|
||||
how is the
|
||||
how is the
|
||||
|
||||
### LS
|
||||
|
||||
Runup jump toss (meaty berry toss) > 5K
|
||||
|
||||
https://youtu.be/xPDaxCEDpMU
|
Reference in New Issue
Block a user