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Added some punishes to Slayer's bDoT
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@ -14,12 +14,27 @@ no clue just do some bnb
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#### Corner
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236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
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[Elphelt_Generic_6H_Counterhit_Corner.mp4](src/Generic_Routes/6H_CH/Elphelt_Generic_6H_Counterhit_Corner.mp4)
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#### Corner Slightly Spaced
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> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
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[Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4](src/Generic_Routes/6H_CH/Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4)
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## Corner Throw RC
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- Recycled a clip for [Pilebunker](#throw-rc).
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After the throw, the combo would be:
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> Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
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[Punish_Pilebunker_Throw_RC.mp4](src/Pilebunker/Punish_Pilebunker_Throw_RC.mp4)
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## Punishes
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### 2H
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@ -158,7 +173,7 @@ We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in
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After the throw, the combo would be:
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> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > [SG.H] > 6H > 236P
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> RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
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[Punish_Pilebunker_Throw_RC.mp4](src/Pilebunker/Punish_Pilebunker_Throw_RC.mp4)
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@ -253,6 +268,108 @@ Basically the move wiffs because you are too far away, this is your moment to sh
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For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced-)
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For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen)
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### Dead on Time
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#### Midscreen
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##### w.o Shotgun c.S Antiair route
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##### w.o Shotgun 6H Antiair route
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##### w Shotgun c.S Antiair route
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##### w Shotgun 6H Antiair route
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##### w. Shotgun IB IAD route
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- Great amount of screen carry.
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- I think that without IB can be done, but it might affect the height.
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> CH [SG.H] ...
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[Punish_Dead_on_Time_Midscreen_w_Shotgun_IB.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Midscreen_w_Shotgun_IB.mp4)
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#### Corner
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##### c.S Antiair route
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Generic c.S antiair route.
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Other routing can apply.
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> CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P
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[Punish_Dead_on_Time_Corner_cS_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_cS_antiair.mp4)
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##### w. Shotgun into c.S antiair route
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- IBing will give a generous amount of time to remove the shotgun.
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We can remove the shotgun and continue with a `c.S` antiair route.
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> 236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P
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[Punish_Dead_on_Time_Corner_w_Shotgun_cS_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_w_Shotgun_cS_antiair.mp4)
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##### 6H Antiair route
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todo
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#### Corner Sideswap
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##### w. Shotgun
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Doesn't deal much damage but gives you the corner pressure.
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> 236K > SG.S > Bridal
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[Punish_Dead_on_Time_Corner_Sideswap_w_Shotgun.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_w_Shotgun.mp4)
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##### w.o Shotgun IB
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- Requires IB
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> 236K > SG.S > Bridal
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[Punish_Dead_on_Time_Corner_Sideswap_IB.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_IB.mp4)
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##### w.o Shotgun 6H
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- Quite tight ngl.
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- Don't think that IBing affect the routing.
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> CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
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[Punish_Dead_on_Time_Corner_Sideswap_6H_antiair.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_6H_antiair.mp4)
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##### w.o Shotgun 6H
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- Quite tight ngl.
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- Don't think that IBing affect the routing.
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- I can't make the 3rd SG.H cause wallsplat.
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It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced-).
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> CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P
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[Punish_Dead_on_Time_Corner_Sideswap_6H_antiair2.mp4](src/Dead_on_Time/Punish_Dead_on_Time_Corner_Sideswap_6H_antiair2.mp4)
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#### Tips
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##### How to IB EASILY
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Start by already be blocking it, otherwise you will hit by mister frame 0.
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Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer.
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[Tip_Dead_on_Time_IB_DIY.mp4](src/Dead_on_Time/Tip_Dead_on_Time_IB_DIY.mp4)
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**Frame on which "press" `4`:**
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## Labbing
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### Mappa and Pilebunker
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@ -275,4 +392,9 @@ A reminder that [Pilebunker](#pilebunker) doesn't need to be IBd to be punished.
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- [P Mappa](#p-mappa)
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- [K Mappa](#k-mappa)
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### Safejump
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## Placeholder
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Whatever ramblings I want to write to have arround while I do these things
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> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance
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