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Added a small point on suzuran interactions with SG.P mainly.
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Mu/Baiken/Buttons/README.md
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Mu/Baiken/Buttons/README.md
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# Suzuran vs SG (SG.P interactions/range)
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Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.
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| Move | SG.P spam | SG.PP (2) | SG.P > Roll | SG.PP > Roll |
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|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------|
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| Suzuran | Wins, takes around 4-6 SG.P | "Nothing" | No punish/reward, Baiken recovers earlier (the earlier you rolled the earlier you recover, yet, unless has been done when she shut used Suzuran, you will be the one on - frames) | Same as with SG.P > Roll, you get even less frames. |
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| Suzuran, 6K+H | Wins, takes around 4-6 SG.P | Gets thrown | Same as above, Baiken should react and not press throw, or get FD. | Same as with SG.P Roll |
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| Suzuran > Mawarakomi | If Elphelt has momentum, Baiken can go through Elphelt. If it doesn't have momentum, it will loose. If Elphelt has momentum and is spaced, will get a CH with SG.P, but since Baiken has sideswitched can't follow it up. | Nothing, or the same as with SG.P spam | Baiken and you will generally be slightly more negative (-1 to -3 +/-), not relevant. | Same as with SG.P Roll |
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| Suzuran > Kuchi | Kuchi will go under Elphelt's animation and hit her. Scoring a juicy CH. Possibility of trading (out of Elphelt's control), both parties will get a hard knockdown, but Elphelt's will be longer. | Same as with SG.P spam, but, if Baiken is late, Kuchi will be blocked and Elphelt is allowed a punish | Sideswitch, allows for runup SG.Ps or SG.S | Same as with SG.P (1) > Roll |
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| Suzuran > Sakura | Wins | Wins/Blocks allows punish | Sideswitch, allows for 66 SG.Ps or SG.S | Same as with SG.P (1) > Roll |
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| Suzuran > Rokkon | Wins | Wins if one of the SG.P hit baiken during Rokkon, if the second SG.P gets blocked, there is a change for Baiken to score a CH. Baiken can still hit Elphelt out of SG.P but don't get the CH. | Nothing, sideswitch, situation defused | Nothing, sideswitch, situation defused |
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| Suzuran > dl YRC 5K > 2D (25% meter...) | Wins/Trades, there is a chance that YRC invulnerable frames go through Elphelt SG.P | Blocks | 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed | 5K or 2D will hit Elphelt rolling, also will autocorrect direction on crossup if 5K is whiffed |
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| Suzuran > Metsudo | Looses. | Depends on timing, **should** loose, but if baiken is bustantially late might b blocked. | Depends on timing, but should crossup and go through the super | Should loose, but if Baiken is substantially late might go through the super. |
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## Notes:
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SG.S is very risky, no reward and you can implode.
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Pulling out shotgun is also very risky for the same reason than above.
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### Kuuchinashi
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Kuchi is funny cause if deep enough on the animation, Baiken hurtboxes will go under Elphelt's SG.P.
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@ -7,4 +7,26 @@
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#### w Shotgun
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https://x.com/humo_ah/status/863398544526368769?s=20
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https://x.com/humo_ah/status/863398544526368769?s=20
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### Blocked Kuchi
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#### Without Shotgun
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- c.S > f.S > 5H > Bridal
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- (with dash momentum) c.S > f.S > 2D > Bridal
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#### With Shotgun
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- (with dash momentum) SG.PPPPPPH
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- SG.S > Bridal
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- Charge shotgun [SG.H]
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- Charge shotgun SG.S > Bridal
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- Charge shotgun SG.S > [SG.H]
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- Remove Shotgun (214H due to crossup) > c.S > f.S > 5H > Bridal
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Mu/Johnny/Punishes/README.md
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Mu/Johnny/Punishes/README.md
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# Strings
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66 2K c.S 2D
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fd c.S to make 2D(2) whiff
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you can punish by ibing 2D(1) and doing a very tight 66 f.S
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