IDK a bunch of stuff. amma commit everything.

This commit is contained in:
savagebidoof
2024-04-13 14:37:29 +02:00
parent fd0e93d17c
commit 2ae455a94a
10 changed files with 374 additions and 12 deletions

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### Charged Blitz Double Berry Routing
> 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.
> 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.
Not possible on faust.
Very finiky, can't recommend.
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sol
ky (due to crouching hurtboxes, no delay after 2h)
ky
may (due to crouching hurtboxes, no delay after 2h)
may
millia (requires a specific 2Toss timing delay, if thrown too early Millia will block the berry)
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)
potemkin (like sol, reasonable routing)
potemkin
chipp
axl
venom
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)
bedman
ramlethal (the followups are fucked, i think its due to being wide)
sin
elphelt (possible, annoying to do)
leo (probably use j.spshd as ender)
johnny
jacko
jam
kum
raven (pull berry as soon as possible, delay second 2h, for j.spsphd delay D substantially)
baiken (pull berry as soon as possible)
answer
#### ZATO ROUTING IMAGE
Press toss on this frame.

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##
## Relevant links
https://www.dustloop.com/w/GGXRD-R2/Damage#Defense_Modifer

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# 6H
## Midscreen
## Midscreen
### > SG.?
### > Pull berry
## Corner
### > SG.H
> CH 6H > [SG.H]x3 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
242 on sol.
not close enough?
> CH 6H > SG.S > Bridal > [SG.H]x2 > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
242 on sol.
### > Pull berry
> CH 6H > Pull (> 2P ) c.S > j.S > j.KSH > j.Toss |> Pull SG > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
197 on sol. 178 with 2P.
Requires delays and shit, too hard for no real benefit. Heavily recommended to delay the jumpcancel from c.S.
> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
195 on sol
Can't recommend, too much effort me oki/setup
> CH 6H > Pull (> 2P ) c.S > j.SPSH > j.Toss |> 66 6H > SG.S > Pull > 236P > [SG.H]x3 > 6H/5H > 2Toss
176 on sol
> CH 6H > Pull > c.S > j.SPSH > j.Toss |> 6H [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
176 on sol
> Standard ender (j.7D)
> CH 6H > Pull > 2H > [SG.H]x2 > dl Toss > SG.S > 236P > [SG.H]x3 > 6H/5H > 2Toss
Delay tossing berry to slightly before berry explodes so opponent doesn't gain much height.
Control opponent height with `SG.H > 236P` and the next [SG.H].
220 damage on sol.
> CH 6H > Pull > 2H > j.KSH > j.Toss > 236P > [SG.H]x3 > 6H/5H > 2Toss
Delay toss to reduce opponent height.
197 damage on sol.