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synced 2025-05-10 10:57:19 +02:00
IDK a bunch of stuff. amma commit everything.
This commit is contained in:
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@ -80,6 +80,11 @@ https://fireshare.fihome.xyz/w/9aae36d701bbf303354673726896de84
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### Charged Blitz Double Berry Routing
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> Why this route instead of the simpler but similar berry route? You get substantially better frame advantage if you want to mix the opponent with a berry setup on their wakeup. Varies per setup/ender I guess.
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> Why I can't pull berry after 2H if im doing the motion correctly? Berry has a bit of cooldown after disappearing from the screen, so you need to delay your pull, which you can't. What you can do is increase the delay before throwing the berry, so by the time you get to press 2H cooldown has expired.
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Not possible on faust.
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Very finiky, can't recommend.
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@ -111,18 +116,49 @@ https://fireshare.fihome.xyz/w/d1249ab11cec2a6672c809dae159ec5e
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sol
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ky (due to crouching hurtboxes, no delay after 2h)
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ky
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may (due to crouching hurtboxes, no delay after 2h)
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may
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millia (requires a specific 2Toss timing delay, if thrown too early Millia will block the berry)
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zato (first active frame from berry has to hit zato the frame 22th from getting the last hit since his hurtbox shifts higher enough to get hit by that throw berry 1 frame early and will miss the magic frame, next frames from berry are higher therefore won't hit)
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potemkin (like sol, reasonable routing)
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potemkin
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chipp
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axl
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venom
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ino (some delay before tossing, I would recommend trim down the delay on the first f.S, then increase the delay on 2Toss after 2H)
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bedman
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ramlethal (the followups are fucked, i think its due to being wide)
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sin
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elphelt (possible, annoying to do)
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leo (probably use j.spshd as ender)
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johnny
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jacko
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jam
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kum
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raven (pull berry as soon as possible, delay second 2h, for j.spsphd delay D substantially)
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baiken (pull berry as soon as possible)
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answer
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#### ZATO ROUTING IMAGE
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Press toss on this frame.
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5
ComboStructure/DamageOptimization/README.md
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5
ComboStructure/DamageOptimization/README.md
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@ -0,0 +1,5 @@
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##
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## Relevant links
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https://www.dustloop.com/w/GGXRD-R2/Damage#Defense_Modifer
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67
ComboStructure/Hitconfirms/README.md
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67
ComboStructure/Hitconfirms/README.md
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@ -0,0 +1,67 @@
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# 6H
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## Midscreen
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## Midscreen
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### > SG.?
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### > Pull berry
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## Corner
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### > SG.H
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> CH 6H > [SG.H]x3 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
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242 on sol.
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not close enough?
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> CH 6H > SG.S > Bridal > [SG.H]x2 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
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242 on sol.
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### > Pull berry
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> CH 6H > Pull (> 2P ) c.S > j.S > j.KSH > j.Toss |> Pull SG > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
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197 on sol. 178 with 2P.
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Requires delays and shit, too hard for no real benefit. Heavily recommended to delay the jumpcancel from c.S.
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> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
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195 on sol
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Can't recommend, too much effort me oki/setup
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> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
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176 on sol
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> CH 6H > Pull > c.S > j.SPSH > j.Toss |> 6H [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
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176 on sol
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> Standard ender (j.7D)
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> CH 6H > Pull > 2H > [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
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Delay tossing berry to slightly before berry explodes so opponent doesn't gain much height.
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Control opponent height with `SG.H > 236P` and the next [SG.H].
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220 damage on sol.
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> CH 6H > Pull > 2H > j.KSH > j.Toss > 236P > [SG.H]x3 > 6H/5H > 2Toss
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Delay toss to reduce opponent height.
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197 damage on sol.
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1
Combofucks/BurstPunish.md
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1
Combofucks/BurstPunish.md
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@ -0,0 +1 @@
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Pending to cook.
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@ -246,10 +246,10 @@ TLDR:
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| Antiair CH SG.S | 229 | 4 | | https://fireshare.fihome.xyz/w/3da4ae9c136bb1ba97255405eaec20f1 |
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| Antiair CH SG.S > Bridal | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 |
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| SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
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| SG.D (Lightweights) (vs Millia) | 200 | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b |
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| SG.D > Pull Berry > [SG.H] x3 > 2Toss | 174 | *0 (3 through the setup) | Universal <------ move move | --- |
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| SG.D > Pull Berry > SG.S > [SG.H] x2 > 2Toss | 166 | *0 (2 through the setup) | Universal <------ move move | --- |
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| SG.D > [SG.H] > 2H > [SG.H] | 166 | *0 (2 through the setup) | Universal <------ move move | --- |
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| SG.D (Lightweights) (vs Millia) | 200 <br/> | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b |
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| SG.D > Pull Berry > [SG.H] x3 > 2Toss | 174 | *0 (3 through the setup) | Universal <------ move move | pending |
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| SG.D > Pull Berry > SG.S > [SG.H] x2 > 2Toss | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
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| SG.D > [SG.H] > 2H > [SG.H] | 166 | *0 (2 through the setup) | Universal <------ move move | pending |
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| SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 [SG.H] can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 [SG.H] instead of 3. | https://fireshare.fihome.xyz/w/4f3b64d7259366733065dc445fe2e8b3 |
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| SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] _can_ be done, yet i's too inconsistent. | https://fireshare.fihome.xyz/w/86b0c6b41eeb8658ae3892ac85cf78e1 |
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| SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://fireshare.fihome.xyz/w/745f5e6df87c4a37ad7998831d47bd39 |
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@ -257,6 +257,22 @@ TLDR:
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| Raw Berry | 272 | 3 | | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 |
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| Raw Berry > SG.S | 268 | 3 | | https://fireshare.fihome.xyz/w/625a64d91900a3ca2b4d98d6e07a768b |
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| Raw Berry > SG.S > Bridal | 272 | 2 | | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
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| Blitz | 264 | 3 | | pending |
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### Same but with burst super
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Routing:
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[SG.H]x4 > SG.S > Pull > [SG.H]x3 > 6H > Toss > 6H > Bridal > bjbh: 345
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vs 5H > Toss: 339 (6 of damage)
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### Same but with burst super + hellfire
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## String into throwing berry
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@ -266,6 +282,35 @@ TLDR:
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# Controlling opponent height
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## Air normals
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Saybel video.
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## Shotgun
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### Walkthrough from interactions
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#### 5H Toss/Bridal vs 6H Toss/Bridal
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6H reduces the opponent height substantially, 5H not that much, damage difference is usually minimal when at 100%.
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### Increase height
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#### SG.S Toss
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D
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### Decrease height
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This can mean how to actually decrease opponent height, to how to prevent opponent height to be risen as much as possible.
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#### SG.S Toss
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Delay toss hit so berry hits 1-3 before about to explode, this will cause opponent to gain a bit of height, then proceed with the falldown.
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This is caused to the first frames after being hit by the
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TMP: https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 As setup that probably `5H` is _no bueno_.
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@ -64,3 +64,74 @@ Coin (non CH, confirm into Bridal or )
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## Stupid combo dropping
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----
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### 1
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first SG.S pull ASAP, delay [SG.H] so pot gets a lower height.
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3 [SG.H]
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SG.S > delay toss, so it tosses a bit (not a couple frames) before the berry explodes, this gives us time to charge shotgun (gotta try tossing asap and playing with delay SG.S)
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we can use the hitstun from the explosion to lower potemkins height, then proceed with SG.S > pull asap, then delay [SG.H] to lower potemkin even more
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> Doing SG.H microwalks between shots helps to reduce berry's timing
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-----
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### 2
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> Doing SG.H microwalks between shots helps to reduce berry's timing
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-----
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> Question 1: How to get closer to pot so SG.H wallsplats?
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Microwalk after lowtoss (part 2 ending, not part 3)/before first SG.S? <--- this might be the right answer
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After the first SG.H, a 1 frame microwalk before shooting the second shotgun seems to put you in wallsplat range.
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> Question 2: How to increase combo length (since we pull berry) to reduce the timer between f.S/5H and berry explosion
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Microwalk after lowtoss (part 2 ending, not part 3)/before first SG.S? ( This only forces us to delay the reload, which might be better than manually wait to delay the shot?)
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If we use SG.S > Pull, we can delay SG.H
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Delay f.S by 2/3 manual frames
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Delay 5H by ??? frames (need to check)
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f.S 2S 5H toss?
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> Question 3: Can we do 1 SG.H too high so we won't get pushback? Answer is yes, still need to try
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last [SG.H] = 43 frames of hitstun (techs at the 43th)
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SG.H recovery = 29 = 14 frames available
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6H = 15 frames -> NO, 1 frame, probably my maths are wrong, still gotta try
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toss = 10 frames
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5H = 11 frames (>2toss pushback???)
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If berry hits right about to explode (4-5 frames before), opponent barely (or just doesn't) gains height (from being hit by the berry)
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@ -81,13 +81,19 @@ Wakup Jam Options:
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Invuln frames: 1-6F All
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Properly spaced 2D hits her out of DP, or whiffs and you punish the DP.
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Properly spaced 2D hits her out of DP, or whiffs, and you punish the DP.
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### lvl 2
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Invuln frames: 1-13F All
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Properly spaced 2D whiffs and you punish the DP.
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Properly spaced 2D clashes. Maybe do `Fuzzy 2D > 1FD` and proceed from here.
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On landing has 1-3 frames of crouch landing recovery.
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Punish options:
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5D
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### lvl 3
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@ -132,8 +138,19 @@ https://youtu.be/OCo__pJJenE?t=3639
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https://youtu.be/OCo__pJJenE?t=3830
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### 5K Spam
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~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
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Wrong.
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### Runup 6P / 5H
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Elp 2D works well to hit 6P, but Jam 5H will go over Elp 2D, which means death.
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Elp 5K works well to stop a running up Jam
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## Wakeup DP
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## ToSort
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@ -155,4 +172,5 @@ Super puffball is +3 unless IB'd. Ib it for free meter and stop mashing throw on
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Badly spaced j2k (that is a j.2k that hits too high/deep) can be thrown ON HIT as a punish, though sometimes jam can RPS with DP since DP is throw invul
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MAX Ryujin is a loaded gun. Please be careful when she has this.
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Backdash tends to be good against Jam midscreen and even in the corner if you have a good backdash
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```
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```
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@ -23,4 +23,74 @@ https://youtu.be/lPNuPcleSaM
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https://www.youtube.com/watch?v=utzVPJ1y54Y&list=WL&index=14&ab_channel=daymendou
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### Countering Slayer Doc
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https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl
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https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl
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### Dealing with buttons
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#### Under Pressure
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Options after UP:
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- It's late
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- Throw/Bite reset
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- DoT
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##### Under Pressure > It's Late
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- Move is throw invulnerable
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- On hit Slayer gets no real reward other than a reset (unless has meter)
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- On CH you die.
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Without IB
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c.S Trades
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2P Wins
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Loekkson said that on jump FD it could enable instant overhead.
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##### Under Pressure > DoT
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- Invulnerable starter super that hits frame 0 (therefore you need to hold 4 _block_ before the super animation occurs).
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- Don't need FD to be blocked in the air.
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- Superjump > FD dodges it.
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- Late Superjump > FD blocks it and allows for landing into CH punish.
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##### Under Pressure > Bite/Throw
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- On hit Slayer gets no real reward other than a reset (unless has meter), with bite **you need to mash out of stagger tho!**.
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##### Under Pressure > 2K
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- Low, hits at frame 8
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Without IB
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c.S Trades
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2P Wins
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On IB
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c.S Trades
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2P Wins
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5K Wins
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2D Wins (very tight, 1 frame late trades, 2 frame late loses)
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##### Under Pressure > BDC ?
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\>:(
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# Oki
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https://youtu.be/cZz4lCcxC9c?t=3783
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@ -23,3 +23,5 @@ https://www.evernote.com/shard/s440/client/snv?isnewsnv=true¬eGuid=12326c52-9
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https://tide-yard-9b4.notion.site/Elphelt-Combo-Theory-1330382ef7a54c839d781145ee8f5d9c
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47
gimmicks_tmp.md
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47
gimmicks_tmp.md
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https://twitter.com/AscendedFeri/status/1156870163288883200?s=20
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CH 6H > c.S > j.KSH toss |> 66 2D
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Vs bedman
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j.236P (air spin) -> Always can punish with 5P, depending on proximity of
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## Bedman roundstarts
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### 2S
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- 2D trades
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- f.S wins
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- 2S Trades
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- 5K loses
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- 6H loses
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- Bridal loses
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### 5H
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- f.S wins, trades if 1-2 frames late
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- 2S whiffs, trades if 1-2 frames late
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- Bridal loses
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- 2D Clashes (very likely to danger time)
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### 6H
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- 2D loses
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- f.S wins
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- 2S wins
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- 6H trades
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Loading…
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Reference in New Issue
Block a user