From 41ba91598006e11df2877b74cf30d4730deb9d54 Mon Sep 17 00:00:00 2001 From: savagebidoof Date: Sat, 29 Jun 2024 20:58:44 +0200 Subject: [PATCH] Added a small point on suzuran interactions with SG.P mainly. --- Mu/Baiken/Buttons/README.md | 29 +++++++++++++++++++++++++++++ Mu/Baiken/Punishes/README.md | 24 +++++++++++++++++++++++- Mu/Johnny/Punishes/README.md | 11 +++++++++++ 3 files changed, 63 insertions(+), 1 deletion(-) create mode 100644 Mu/Baiken/Buttons/README.md create mode 100644 Mu/Johnny/Punishes/README.md diff --git a/Mu/Baiken/Buttons/README.md b/Mu/Baiken/Buttons/README.md new file mode 100644 index 0000000..ae4ee90 --- /dev/null +++ b/Mu/Baiken/Buttons/README.md @@ -0,0 +1,29 @@ + + +# Suzuran vs SG (SG.P interactions/range) + +Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise. + +| Move | SG.P spam | SG.PP (2) | SG.P > Roll | SG.PP > Roll | +|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------| +| 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. | +| 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 | +| 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 | +| 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 | +| Suzuran > Sakura | Wins | Wins/Blocks allows punish | Sideswitch, allows for 66 SG.Ps or SG.S | Same as with SG.P (1) > Roll | +| 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 | +| 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 | +| 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. | + + +## Notes: + +SG.S is very risky, no reward and you can implode. + +Pulling out shotgun is also very risky for the same reason than above. + +### Kuuchinashi + +Kuchi is funny cause if deep enough on the animation, Baiken hurtboxes will go under Elphelt's SG.P. + + diff --git a/Mu/Baiken/Punishes/README.md b/Mu/Baiken/Punishes/README.md index 84e2ef2..eb0bd2a 100644 --- a/Mu/Baiken/Punishes/README.md +++ b/Mu/Baiken/Punishes/README.md @@ -7,4 +7,26 @@ #### w Shotgun -https://x.com/humo_ah/status/863398544526368769?s=20 \ No newline at end of file +https://x.com/humo_ah/status/863398544526368769?s=20 + +### Blocked Kuchi + +#### Without Shotgun + +- c.S > f.S > 5H > Bridal + +- (with dash momentum) c.S > f.S > 2D > Bridal + +#### With Shotgun + +- (with dash momentum) SG.PPPPPPH + +- SG.S > Bridal + +- Charge shotgun [SG.H] + +- Charge shotgun SG.S > Bridal + +- Charge shotgun SG.S > [SG.H] + +- Remove Shotgun (214H due to crossup) > c.S > f.S > 5H > Bridal \ No newline at end of file diff --git a/Mu/Johnny/Punishes/README.md b/Mu/Johnny/Punishes/README.md new file mode 100644 index 0000000..41ccdc0 --- /dev/null +++ b/Mu/Johnny/Punishes/README.md @@ -0,0 +1,11 @@ + + + + +# Strings + +66 2K c.S 2D + +fd c.S to make 2D(2) whiff + +you can punish by ibing 2D(1) and doing a very tight 66 f.S \ No newline at end of file