Merge pull request #1 from OriolFilter/mkdocs/base-setup

Mkdocs/base setup
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name: ci
on:
push:
branches:
- master
- mkdocs/base-setup
permissions:
contents: write
jobs:
deploy:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Configure Git Credentials
run: |
git config user.name github-actions[bot]
git config user.email 41898282+github-actions[bot]@users.noreply.github.com
- uses: actions/setup-python@v5
with:
python-version: 3.x
- run: echo "cache_id=$(date --utc '+%V')" >> $GITHUB_ENV
- uses: actions/cache@v4
with:
key: mkdocs-material-${{ env.cache_id }}
path: .cache
restore-keys: |
mkdocs-material-
- run: pip install mkdocs-material
- run: pip install mkdocs-section-index
- run: mkdocs gh-deploy --force

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/rev_2_sauce.iml
/.idea/

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---
gitea: none
include_toc: true
---
# Neutral
## 2D
2D is very helpful to keep yourself in a fair distance.
I believe that the right range to be used is at the tip of `Hyappo Shinshou`, where it should clash.
This forces Jam to rely on more aggressive approaches, which is when you can score big rewards.
Use 2D+footsies to discourage the use of:
- 6P
- 2K
- 2D
- Hochifu (parry)
- Bakushuu (`236S > P`)
- Hamonkyaku (`236S > K`)
- Hyappo Shinshou (`236S > S`) -> Very likely to clash at tip range, beware of danger time and clash cancel. Might be useful to do OS `2D>[1PK]` to avoid clash surprises, which against `Hyappo Shinshou` occur a lot if properly positioned.
### Doubting
- f.S
- 6H
- 5K (if done spaced, since 2D has longer range, I think)
- Senri Shinshou (`236S > H` or `236S > S > H`)
## 2H
I believe that can go under Ryuujin. **All the levels**.
It's a mid, can be parried very easily, therefore play around 2D / shotgun.
It's a lvl3 movie, maybe doing 2H(1) > berry pull can be helpful, as long they respect you, yet you are going to block most likely afterwards due Jam players being on cocaine or her buttons being fast (5P active at frame 3 bruh).
## Shotgun
### SG.S
Sort of antiair, but, I haven't had much luck antiaring Jam with it due `j.H`.
I believe that can go under Ryuujin, yet, no Idea on which levels can or cannot, and most importantly, if you by any chance finish your recovery and invuln frames haven't finished, you are going home with a counterhit in your face.
### SG.H
Shotgun.H can be useful to counterpoke, but it's important to use it as mostly preemptive distanced hitbox screen filler.
Why? Wiffpunishing 2K / 2D / Hamonkyaku.
Also, those motherfuckers will hit you if you use `SG.S`, and why would you approach when you can
Could be useful as an antiair, but not feeling it as a consistent solution as you can get tricked by many ways:
## f.S
I don't like it.
Feels like can get stuffed by too much shit (specially 2D), which results on you getting counterhit and Jam scoring a fullcombo.
At that point I feel like would be using 2S, especially when 2S has less startup frames (8 vs 9), and is far more (5 vs 6). Still 2S has 2 more frames of recovery.
## 2S
I like it as an occasional anti rushdown, but since moves the hurtbox forward, if you get counterhit (which is not very hard), you will suffer the consequences, especially if it's by 6H or 6P.
# Oki
Wakup Jam Options:
## DP:
### lvl 1
Invuln frames: 1-6F All
Properly spaced 2D hits her out of DP, or whiffs, and you punish the DP.
### lvl 2
Invuln frames: 1-13F All
Properly spaced 2D clashes. Maybe do `Fuzzy 2D > 1FD` and proceed from here.
On landing has 1-3 frames of crouch landing recovery.
Punish options:
5D
### lvl 3
Invuln frames: 1-13F All
Properly spaced 2D whiffs and you punish the DP.
# Punishes
## Gekirin (ground)
> She's crouching state while recovering.
> Beware that can cancel into the another followups.
lvl 1: -13.
lvl 2: -6, 2k/2P/c.S > stuff.
lvl 3: -1, Burst Judge Better half, I think.
## Ryujin (ground)
I think that you just crouch and wait for the active frames to finish so you don't get in blockstun status, and Jam is not allowed to do any followup, since could crush you.
# Anti parry propaganda
https://youtu.be/QmZ-7TxyQmI?t=6308
Shotgun.H > throw berry > Shotgun spacing to avoid parry P > SG.H
## Pressure
https://youtu.be/OCo__pJJenE?t=1780
https://youtu.be/OCo__pJJenE?t=3639
## Shenanigans
https://youtu.be/OCo__pJJenE?t=3830
### 5K Spam
~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
Wrong.
### Runup 6P / 5H
Elp 2D works well to hit 6P, but Jam 5H will go over Elp 2D, which means death.
Elp 5K works well to stop a running up Jam
## Wakeup DP
## ToSort
```
after 2D/f.S jam IADs
after 2D/f.S/5H/2H/6H jam special cancels
5K is +2
Chicken block if jam carded overhead
IB 2D and mash 4F or jump out if you can manage to find where jam uses her 2D
Splitkick > Delay > Ryujin YRC is a reset. You can hit jam out of it. Splitkick > No delay Ryujin is a frametrap, you will take some damage.
Splitkick is -15 on block
2D/f.S>earliest Splitkick is a 2F gap frametrap
6H>earliest Splitkick is a gapless "don't fucking stand or jump" option
2D/f.S> Puffball is 12f gap
6H > Puffball is 7f gap
Puffball is +1 unless very close jam tends to use a 6f option after puffball
2nd puffball is +3 (It is possible to backdash it on reaction, it has 1f active)
Super puffball is +3 unless IB'd. Ib it for free meter and stop mashing throw on wakeup, it's throw invul and used to bait wakeup throw.
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
MAX Ryujin is a loaded gun. Please be careful when she has this.
Backdash tends to be good against Jam midscreen and even in the corner if you have a good backdash
```
## KNE
SG.H somewhat spaced is a nightmare for Jam.
It feels like the sweet spot is slightly at the end of Jam's 2S, since it means that if she wants to press doesn't have a fast reaching low (aka, you can hold the OS block) and she can't jump for free because SG.H still will chatch her.
https://fireshare.fihome.xyz/w/b1fb7d7baf9a1fe6c07327891379ba3e

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---
gitea: none
include_toc: true
---
## Note
Leo goes to stance by holding 5H.
While in "stance" **can't block**, but can use a parry.
# Normals
## 5H
> Gatlings into 6H and 2D
> **Level 4** move and `-3` on block. On **IB**, it's `-7`, therefore our available options are:
> - 5P
> - 2P
> - 5K (longest range button from the listed ones, active at frame `7`, therefore the punish has to be frameperfect)
> - 2K (Has a lil\' shorter range than `5K` yet it's active at frame `5`, allowing more consistency)
> - c.S (use if close enough)
The punishes are also tied to proximity.
For consistency due to 5K requiring to be frameperfect to gain slightly more range, **I** recommend going through the 2K routing when available.
2K whiffs slightly after the rounds-tart distance, where 5K .
> **Important Disclaimer:**\
> **All of this options get smoked by 5H>2D frametrap!!**\
> Leo's 2D CH **allows for combo pickup**\
> All of this options beat 5H>6H
### Routes
#### 5K
##### Round start
- `5K > f.S > 5H > Bridal/5H*4`, damage: 89/80
- `5K > 2S > 5H > Bridal/5H*4`, damage: 87/78
- `5K > f.S > 2S > 5H > 5H*4`, damage: 102
- `5K > 2D`, damage: 43
https://youtu.be/whChz4fTxHw
##### Slightly past round start
- `5K > f.S > 5H > 5H*4`
- `5K > 2S > 5H > Bridal/5H*4`
> The bridal ender route is quite finicky due to range and requires 2S to work, yet, if the spacing is slightly further, bridal will be blocked, therefore for consistency is recommended to be skipped.
https://youtu.be/X4YjnKK4I98
##### Peak range
- `5K > f.S > 5H > 5H*4`
Further than this distance, 5K will whiff.
https://youtu.be/9hPf2ot-Q9M
#### 2K
> **Note:**\
> Recommended option.
- `2K > f.S > 5H > Bridal/5H*4`, damage: 63/70
- `2K > 2S > 5H > Bridal/5H*4`, damage: 62/69
- `2K > f.S > 2S > 5H > 5H*4`, damage: 79
- `2K > 2D`, damage: 34
https://youtu.be/Z0ruFdzXEtw
## 2D
-5
2P/c.S/5K/2K
c.S requires IB
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one
# Special Moves
## Graviert Würde
The fireballs.
IDK idc.
Deal with it.
H version disappears if Leo is hit.
## Eisen Sturm
https://www.dustloop.com/w/GGXRD-R2/Leo_Whitefang#Eisen_Sturm
The DP
### S Eisen Sturm
#### w Shotgun
##### Corner
After `IAD j.KS`, the `j.D` should be delayed "substantially".
###### j.7H setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/G88-VtXpCzo
###### j.D sour berry setup
- Couldn't get the wallsplat consistently.
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] > j.7D ~ j.Toss
https://youtu.be/-fST4z4idA8
###### Shotgun sour berry setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] (no wallsplat)
https://youtu.be/19EdpbFurlE
##### Midscreen
Remove shotgun and do a c.S route ...
#### wo Shotgun
##### Corner
###### Transition to shotgun route
You can set yourself in shotgun stance and charge a shot to proceed with the Shotgun routes from above.
https://youtu.be/BUMbiR4G_qc
###### j.7H oki
> c.S > > j.S > jc j.K ~ j.S ~ j.H ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/4z0-sYZBBJ8
##### Midscreen
###### c.S non CH antiair
> c.S > j.S > j.P > j.S > jc j.S > j.P > j.S > j.H ~ j.D > j.236P
https://youtu.be/zbtFwPCDK50
###### 2P Rejump
> j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/EGPW9If5kVw
### H Eisen Sturm
#### w Shotgun
##### Point Blank Corner
> charge shotgun > SG.S > [SG.H] > charge shotgun > [SG.H]*2 > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/yyxkiylaU1k
##### Corner
- Just requires being slightly spaced from Leo, enough to not get crossed up basically.
SG.H hits in the air
https://twitter.com/zmasasi/status/1018378921786527744
Keys to success:
Pull berry when Leo is reaching the top, it will autotime SG.H at the right height
##### Midscreen
###### SG.D
- Pull berry ASAP
- delay throwing berry substantially.
- You want to press `SG.S > Bridal` when Leo's swords touch the ground.
- Quite tricky to get right and consistently.
- Can't recommend over the next combo
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal ~ SG.S > [SG.H] > IAD j.S > j.D > c.S > j.K > j.S > j.H > j.D > j.236P |> 2Toss
https://youtu.be/XxWH0aKrfEA
###### SG.D SG Loops
Same route from above, but this time doing `SG.S > Bridal, [SG.H]` instead of `SG.S > [SG.H] > IAD j.S` to proceed with shotgun loops in the corner.
Even more funky than the previous SG.D route, as this one requires Leo to be hit by the PineBerry explosion at a lower height, otherwise `SG.S > Bridal` will whiff.
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal, SG.S > Bridal > [SG.H]*whatever
https://youtu.be/e0TCEDLRJVs
###### c.S non CH antiair BnB
A lot easier and more consistent at the expense of 30 of damage +/- (comparing with the SG.D route)
> c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.D ~ j.236P
https://youtu.be/pj0FNA3cBBg
###### c.S non CH antiair
Refer to the [Eisen Sturm S c.S non CH antiair routing](#cs-non-ch-antiair).
###### c.S 2P rejump
- Better oki and damage compared with the previous route.
- Quite more finiky but w/e
> c.S > j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/8ZyPhuiykgU
#### wo Shotgun
##### Corner
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/EHb0ftlGy4c
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/rA6QZfTBdNo
> c.S > j.S ~ jc j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
##### Midscreen
Elphelt non counterhit c.S antiair BnB with berry pulled
- 195/196 damage
https://youtu.be/0ubHLAITDvs
## Kaltes Gestöber Erst
aka. Rekka
Combinations available:
236S = Erst
236H = Zweit
214S = Dritt
| combo | on block | on IB | imgs |
|---------------------|----------|-------|---------------------------------------------------------------------|
| 236S | -1 | -3 | ![210px-GGXRD_Leo_Erst.png](src/img/210px-GGXRD_Leo_Erst.png) |
| 236S > 236H | -3 | -5 | ![148px-GGXRD_Leo_Zweit.png](src/img/148px-GGXRD_Leo_Zweit.png) |
| 236S > 236H > 214S | -7 | -11 | ![210px-GGXRD_Leo_Dritt.png](src/img/210px-GGXRD_Leo_Dritt.png) |
I think that crouch `IBing "Erst" >~ 4SH > 4SH > 1FD` allows to OS throw/Dead Angle Zweit, and block the followup from single rekka
`4SH` as Throw OS
## Kaltes Gestöber Zweit
Leo benefit is nothing meaningful unless RRC or counterhit.
It's plus.
# Practice
## Differentiate the DP
Set the 2 `S DP` and 1 `H DP` or 2 `H DP` and 1 `S DP` and practice the timing and recognition of each one in order to have consistent punishes.

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---
gitea: none
include_toc: true
---
As much as Millia players would like to complain about `f.S`, the real criminal is Elph `5K`.
Remember to not put yourself in pin range.
According Xyzz, aim where she will be, not where she is! (Truly a mosquito character in disguise)
Preemptive j.D good.
6H covers huge space on the screen, BUT YOU CAN GET HIT OUT OF IT! So don't get pinned through it please!.
After Millia `6H(1)` beware of possible IAD, you can deal with it by running inside.
Usually IAD scams are from `2S` and `6H (1)`, `2H2`, meanwhile `5K` is rare, it's also possible.
Jump cancelable normals: `5K cS 2S 2H and 6H(`)`
## Xyzz notes
5K is low attack level, so frame advantage is pretty damn bad.
2H has virtually no other options, and you see her do 2H > jump all the time in combos, so it's rare she would intentionally go for that.
the others have reasonable alternatives, so they're good points for her to reset with an iad
## EIiitti notes
Personally I have had a lot of success with 2H > delay 2D because most people try to upback to deal with pin/IAD, so if it's a rare option for others, it isn't that rare for me at least
after a pretty decently + jump-in, frame trapping with 2H is pretty good tbh
1-hit hitconfirm with j9KD if you see the opponent get launched
do jc stuff or delay 2D if blocked
or leave on the -2
2H also frame traps after 2P/2K
but the opponent has to be mashing at the speed of a thousand suns to get caught since the gap is like 1-2f
## 2D Pickups
> 2H>2D>j.PSPS>**SPS**HD \
> Annoying to get proper knockdown
> 2H>2D>j.PSPS>**PKS**HD\
> This one might be helpful to do a `2H > Bridal` pickup ender
## Iron Savior
The move yet is -13 on block, so, if you block, you get to press buttons back.
![](https://www.dustloop.com/wiki/images/thumb/1/1c/GGXRD-R2_Millia_IronSavior_hitbox.png/210px-GGXRD-R2_Millia_IronSavior_hitbox.png)
### Contest
You mostly want to hit her feet.
#### w Shotgun
Both charged and uncharged shotgun can hit `Iron Savior` at a somewhat hateful distance.
https://youtu.be/HJlv2RLE1uE
https://youtu.be/6Lp9yRwjj_k
> **Tip:**\
> Uncharged shotgun can be done while crouchingback so if very misstimed you block it.
#### wo Shotgun
5K can win at the right distance, yet is veeery finiky, skill issue.
https://youtu.be/_h6iof_8fjU
At a distance Elp can 6H and get a juicy counterhit.
https://youtu.be/J36i4UvAfzo
#### Genoverse
It can hit her, just beware of Millier RC since you would have lost 25% meter.
https://youtu.be/c7oAOEzsnjE
### Punish
Only focused at further range.
Closer range as per the moment "do the needful".
### wo Shotgun
No need to IB (but encouraged), since it is very tight (mash 5H, hard).
> 5H*5
https://youtu.be/uLNopCmBi-c
> Disclaimer:\
> `5H > Genoverse` won't hit! (meaning at peak range)
## Forward Roll > H
![](https://www.dustloop.com/wiki/images/thumb/f/f2/GGXRD_Millia_Digitalis.png/210px-GGXRD_Millia_Digitalis.png)
### Punish
When at a fair distance, you will need to IB it.
> 5H*5
> 5H>Bridal
https://youtu.be/IxXjzH_HzJA
https://youtu.be/IxXjzH_HzJA
With 50% meter we unlock substantial damage/carry.
> 5H > Genoverse > 66 > j.K ~ j.S > j.H |> (2P >) c.S > j.SPSHD > j.236P
https://youtu.be/o6uxiH0NQUg
## Oki
God damm I am so bad at meating Millia, wether i get thrown because I get in throw range, or I get hit by 5H or whatever else.
### Alternative off 2D (if close enough/possible)
Elpheltcord link
Basically 2D > j.PS/K > j.D > Pull and AD as fast as possible (this makes the berry be closer/more catches the backdashes better)
https://discord.com/channels/121387821977042945/121388142941962241/1274134641594466435
Pot equivalent (with j.S only, do 5k delayed S delayed S > etc)
https://discord.com/channels/121387821977042945/121388142941962241/1274144093567455385

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hi
tbh only Slayer and Leo has some punishes.
Don't think they are completed anyway.

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---
gitea: none
include_toc: true
---
## Generic routes
### 6H Counterhit
#### Midscreen
no clue just do some bnb
#### Corner
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
https://youtu.be/VM9hw7CVcvU
#### Corner Slightly Spaced
> 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
https://youtu.be/m-uzwD07O_A
## Corner Throw RC
- Recycled a clip for [Pilebunker](#throw-rc).
After the throw, the combo would be:
> 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
https://youtu.be/Sk9rMBDlpF8
## Punishes
### 2H
#### w.o Shotgun
##### c.S / f.S
We can use `f.S` as long Slayer 2H was not made at peak range.
If close enough we can start the combo with c.S.
Ibing Slayer's 2H will facilitate the timing of landing f.S.
https://youtu.be/ngxdRKQtOYo
##### Throw
If the opponent is close enough we can throw him into the corner or whenever we want.
https://youtu.be/k0SYu3tbCrY
#### w. Shotgun
If the opponent is close enough we can `SG.P > SG.H`.
At all ranges we can `SG.H`.
Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`.
https://youtu.be/svOg5tXXABM
#### JBH
If the opponent is close enough we can `Judge Better Half`.
https://youtu.be/dBBQJtOzndE
### Mapa
#### P Mappa
Only punishable on Shotgun stance **AND** IB.
On Block is `-1`, on IB `-5`, but .
##### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`, it's also quite tight.
https://youtu.be/dMf1UDNvw9s
If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/x0dAnzPtqkw
#### K Mappa
##### w.o Shotgun IB
You will need to IB the hit.
> 5P > f.S > 5H > Bridal
Not punisheable at peak range as `5P` won't reach Slayer.
https://youtu.be/9UbmtsIxcq4
##### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`.
https://youtu.be/_z3zgJVQkQg
If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/Thb5lc10M6c
##### IB JBH
Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**.
Can't recommend using that.
https://youtu.be/NQxfeaxLlP0
### Pilebunker
#### Midscreen
##### w.o Shotgun
- IBing will facilitate the timing, but it's not required, certainly facilitates everything.
- Dash momentum and being point-blank spacing with slayer is required if `2S` will be used in the combo, as otherwise `2D` will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether.
- We can also throw for sideswap (or metered throw corner combo)
The base route would be as:
> 66 > c.S > f.S > (2S >) 2D
After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc.
Still, if we intend to use `Genoverse` or `Roman Cancel` to extend the combos, I suggest to remove the `2S` and for `Genoverse` specifically I would also remove `2D`.
Genoverse:
> 66 > c.S > f.S > Genoverse > Stuff
RC:
> 66 > c.S > f.S > 2D > RC > Stuff
non-dash momentum or point blank spacing:
> 66 > c.S > f.S > 2D > ender
###### Bridal
> 66 > c.S > f.S > (2S >) 2D > Bridal
https://youtu.be/EqOiSGSRGG0
###### Berry Pull
We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner.
> 66 > c.S > f.S > (2S >) 2D > Pull Berry
https://youtu.be/r8TunMpRvtY
###### Throw RC
After the throw, the combo would be:
> 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
https://youtu.be/Sk9rMBDlpF8
##### w. Shotgun
> SG.S > Bridal
https://youtu.be/_TuxzArqQJo
#### w. Shotgun IB Corner
- Very tight.
- Needs to be **VERY** close to the corner.
- Quite meme since it's quite tight and corner proximity is required.
> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H
### Crosswise Heel
Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing.
After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered.
As well, it's recommended that after IBing the second hit of `Crosswise Heel`, do a microwalk forward to facilitate `c.S` connecting. This slightly improves consistency.
I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib.
https://youtu.be/RER12BaOado
#### Far hit
From a far hit there isn't much to cash in.
Go with some corner carry string and call it a day.
We can still RC to extend the combo, or Genoverse.
> f.S > 5H > Bridal
https://youtu.be/Qr0B6J6WKMg
#### Midscreen
##### Close IB
Generic c.S Antiair Counterhit BnB
> CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P
https://youtu.be/nUt0LnZ4Ywk
#### Corner
##### Corner Close IB
- Require proximity to the corner
- Quite tight
> CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H
https://youtu.be/Ac8Oajhsyvc
##### Corner w. Shotgun Close
More or less a BnB routing.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/T8rDc2ZAWLw
##### Corner w. Shotgun Close Bridal Loops
Same as above, changing the ender to Bridal loops.
> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal
https://youtu.be/J_sBuYvu2Os
##### Corner w. Shotgun Close IB
Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P
https://youtu.be/2KiaC5U7IAs
#### Outspaced
Basically the move wiffs because you are too far away, this is your moment to shine
For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced)
For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen)
### Dead on Time
#### Midscreen
##### w.o Shotgun c.S Antiair route
##### w.o Shotgun 6H Antiair route
##### w Shotgun c.S Antiair route
##### w Shotgun 6H Antiair route
##### w. Shotgun IB IAD route
- Great amount of screen carry.
- I think that without IB can be done, but it might affect the height.
> CH [SG.H] ...
https://youtu.be/Q0I6nFQLXgE
#### Corner
##### c.S Antiair route
Generic c.S antiair route.
Other routing can apply.
> 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
https://youtu.be/RwF4eBPR53s
##### w. Shotgun into c.S antiair route
- IBing will give a generous amount of time to remove the shotgun.
We can remove the shotgun and continue with a `c.S` antiair route.
> 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
https://youtu.be/eaTfxlhels8
##### 6H Antiair route
todo
#### Corner Sideswap
##### w. Shotgun
Doesn't deal much damage but gives you the corner pressure.
> 236K > SG.S > Bridal
https://youtu.be/HAz296emqUY
##### w.o Shotgun IB
- Requires IB
> 236K > SG.S > Bridal
https://youtu.be/5qKF2vRiY58
##### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
> 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
https://youtu.be/765P0ukd-K8
##### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
- I can't make the 3rd SG.H cause wallsplat.
It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced).
> 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
https://youtu.be/vpd3aF7dTuE
#### Tips
##### How to IB EASILY
Start by already be blocking it, otherwise you will hit by mister frame 0.
Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer.
https://youtu.be/4mpFo3RZZCQ
**Frame on which "press" `4`:**
![Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg](src/Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg)
## Labbing
### Mappa and Pilebunker
Set the recordings to the following:
- P Mappa
- K Mappa
- Pilebunker
The idea is to practice, not only the combo routes, but the move recognition.
A reminder that [Pilebunker](#pilebunker) doesn't need to be IBd to be punished.
https://youtu.be/0DNYpcBzm-Q
#### Shortcuts to the punishes:
- [Pilebunker](#pilebunker)
- [P Mappa](#p-mappa)
- [K Mappa](#k-mappa)
## Placeholder
Whatever ramblings I want to write to have arround while I do these things
> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance

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# Index
"My" Elphelt notes
## Pending
https://discord.com/channels/121387821977042945/121387821977042945/757209033173106718
## Docs
## (Some) Links of interest
https://docs.google.com/document/d/1iRhMYPQrpOxBg_eIFleoVGo_3Jtfz2GuwNlk-wGSn0s/edit#heading=h.405vrmwne3gg

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On SG.H CH, if close enough, Baiken will be launched, if close to the corner, it will allow for a 2H Pickup.

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# Suzuran vs SG (SG.P interactions/range)
Its assumed that Suzuran will at-least block one hit before pressing the followup unless stated otherwise.

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# Blockstring into Kabari (S/H)
- Blitz, it exists
> Example string:\
> 5K > f.S > 5H > Kabari S \
> or
> 5K > f.S > 5H > Kabari H
IB superjump forward FD, it's tricky but can allow for avoiding both Kabaris.

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## Blockstring into Kabari (S/H)
- Blitz, it exists
> Example string:\
> 5K > f.S > 5H > Kabari S \
> or
> 5K > f.S > 5H > Kabari H
IB superjump forward FD, it's tricky, but can allow for avoiding both Kabaris
## (Suzuran) Rokkon
# Suzuran > Rokkon
Rokkon is -2, it's very risky to mash there since it's a good place for Baiken to press Azami, even super (although a bit pyscho to do).
@ -29,4 +12,3 @@ Cant with:
- 5K is 7 Frames
- c.S is not possible due to being outside of range.

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# Azami
## Corner
## Azami
### Corner
#### w Shotgun
### w Shotgun
https://x.com/humo_ah/status/863398544526368769?s=20
### Blocked Kuchi
## Blocked Kuchi
#### Without Shotgun
### Without Shotgun
- c.S > f.S > 5H > Bridal
- (with dash momentum) c.S > f.S > 2D > Bridal
#### With Shotgun
### With Shotgun
- (with dash momentum) SG.PPPPPPH

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# Punishes
## Shenanigans
https://youtu.be/OCo__pJJenE?t=3830
## Dealing with 5K Spam
~~On 5K IB Elp 2P Can fit between 5K (therefore might need to try fuzzy IB > 2PP)~~
Wrong.
## Dealing with runup 6P / 5H
Elp 2D works well to hit 6P, but Jam 5H will go over Elp 2D, which means death.
Elp 5K works well to stop a running up Jam

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# Neutral
## 2D
2D is very helpful to keep yourself in a fair distance.
I believe that the right range to be used is at the tip of `Hyappo Shinshou`, where it should clash.
This forces Jam to rely on more aggressive approaches, which is when you can score big rewards.
Use 2D+footsies to discourage the use of:
- 6P
- 2K
- 2D
- Hochifu (parry)
- Bakushuu (`236S > P`)
- Hamonkyaku (`236S > K`)
- Hyappo Shinshou (`236S > S`) -> Very likely to clash at tip range, beware of danger time and clash cancel. Might be useful to do OS `2D>[1PK]` to avoid clash surprises, which against `Hyappo Shinshou` occur a lot if properly positioned.
### Doubting
- f.S
- 6H
- 5K (if done spaced, since 2D has longer range, I think)
- Senri Shinshou (`236S > H` or `236S > S > H`)
## 2H
I believe that can go under Ryuujin. **All the levels**.
It's a mid, can be parried very easily, therefore play around 2D / shotgun.
It's a lvl3 movie, maybe doing 2H(1) > berry pull can be helpful, as long they respect you, yet you are going to block most likely afterwards due Jam players being on cocaine or her buttons being fast (5P active at frame 3 bruh).
## Shotgun
### SG.S
Sort of antiair, but, I haven't had much luck antiaring Jam with it due `j.H`.
I believe that can go under Ryuujin, yet, no Idea on which levels can or cannot, and most importantly, if you by any chance finish your recovery and invuln frames haven't finished, you are going home with a counterhit in your face.
### SG.H
Shotgun.H can be useful to counterpoke, but it's important to use it as mostly preemptive distanced hitbox screen filler.
Why? Wiffpunishing 2K / 2D / Hamonkyaku.
Also, those motherfuckers will hit you if you use `SG.S`, and why would you approach when you can
Could be useful as an antiair, but not feeling it as a consistent solution as you can get tricked by many ways:
## f.S
I don't like it.
Feels like can get stuffed by too much shit (specially 2D), which results on you getting counterhit and Jam scoring a fullcombo.
At that point I feel like would be using 2S, especially when 2S has less startup frames (8 vs 9), and is far more (5 vs 6). Still 2S has 2 more frames of recovery.
## 2S
I like it as an occasional anti rushdown, but since moves the hurtbox forward, if you get counterhit (which is not very hard), you will suffer the consequences, especially if it's by 6H or 6P.

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# Oki
Wakup Jam Options:
## DP:
### lvl 1
Invuln frames: 1-6F All
Properly spaced 2D hits her out of DP, or whiffs, and you punish the DP.
### lvl 2
Invuln frames: 1-13F All
Properly spaced 2D clashes. Maybe do `Fuzzy 2D > 1FD` and proceed from here.
On landing has 1-3 frames of crouch landing recovery.
Punish options:
5D
### lvl 3
Invuln frames: 1-13F All
Properly spaced 2D whiffs and you punish the DP.
## Anti parry propaganda
https://youtu.be/QmZ-7TxyQmI?t=6308
Shotgun.H > throw berry > Shotgun spacing to avoid parry P > SG.H

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# Pressure
https://youtu.be/OCo__pJJenE?t=1780
https://youtu.be/OCo__pJJenE?t=3639
## Shotgun Spacing
SG.H somewhat spaced is a nightmare for Jam.
It feels like the sweet spot is slightly at the end of Jam's 2S, since it means that if she wants to press doesn't have a fast reaching low (aka, you can hold the OS block) and she can't jump for free because SG.H still will catch her.
https://fireshare.fihome.xyz/w/b1fb7d7baf9a1fe6c07327891379ba3e

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# Gekirin (ground)
> She's crouching state while recovering.
> Beware that can cancel into the another followups.
lvl 1: -13.
lvl 2: -6, 2k/2P/c.S > stuff.
lvl 3: -1, Burst Judge Better half, I think.

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# Ryujin (ground)
I think that you just crouch and wait for the active frames to finish so you don't get in blockstun status, and Jam is not allowed to do any followup, since could crush you.

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## Strings to safely throw Berry???
Stuff like 2D, Stun Dipper YRC are very annoying to deal with.
If close enough can do c.S > 2Toss and will be a true blockstring.

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# Greed Sever
-10
#### w Shotgun
SG.S > Bridal/SG.H, at the corner might be possible to SG.S > SG.H > 2P pickup, maybe, idk.
#### wo Shotgun
##### IB
##### no IB
**[Crouching recovery. (press f.S)]()**
5K / 2K work almost all the time, unless at the peak of the peakest range
Jump IB? -> need to test at different height / distances, but a that point you can just block it normally, can't you?
##### j.block
2P > ...
##### j.block IB
whatever > ...

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@ -1,20 +1,4 @@
---
gitea: none
include_toc: true
---
## Vapor Thrust
DP
### Vapor Thrust S
As per the moment just do air combo and whatever
### Vapor Thrust H
### Stun Dipper
# Stun Dipper
[//]: # (Normal/FD block the first hit.)
@ -42,7 +26,7 @@ IBing the second hit is relevant since allows less timing on your end. BUT NOT N
We got different options.
### Very close
## Very close
On IB:
@ -51,16 +35,16 @@ On IB:
Without IB:
> f.s > 5H > Bridal
It is also _possible_ to do `66 f.S > 2S > 2D` without need of IB, but for consistency I can't recommend.
Same for `(66) f.S > 2D`, depending on how close one is, 2D will whiff
#### DP the second hit.
### DP the second hit.
If we are too close, Scum dipper won't be a "true string", therefore we can throw stuff between the first and second hit.
If we are close enough we can super (Judge Better Half/DP), but only if we are close enough for the first and second hit to not be a true string.
If we are close enough we can super (Judge Better Half/DP), but only if we are close enough for the first and second hit to not be a true string.
If we have more distance between us and Ky, but we IB the first hit, we might still be able to DP.
@ -74,11 +58,11 @@ Even further? it will be a true string, so go for the next listed punishes. Remi
https://youtu.be/Xn0LE3t38AI
### Middle ground
## Middle ground
f.S 5H Bridal
### Big distance
## Big distance
(but not peak!)
@ -88,7 +72,7 @@ f.S 5H Bridal
> 5H > Genoverse > IAD j.KSH > 2P > c.S > j.SPSHD
### Peak Distance.
## Peak Distance.
At the peakest of the peakest distances 5H Genoverse will not reach.
@ -107,27 +91,3 @@ f.S Will whiff
If we IB we can do `66 f.S 5H Genoverse` or `66 f.S 5H Bridal` (basically IB > Dash-in)
https://youtu.be/6givuFzNoUk
### Greed Sever
-10
Crouching recovery. (press f.S)
#### w Shotgun
#### wo Shotgun
##### IB
##### no IB
##### j.block
2P > ...
##### j.block IB
whatever > ...

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# Vapor Thrust
DP
## Vapor Thrust S
As per the moment just do air combo and whatever (`c.S (antiair) > jc > etc`)

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I hate ky.
https://discord.com/channels/121387821977042945/121387821977042945/1084293595487539200
https://discord.com/channels/121387821977042945/121387821977042945/1054083854933176401
from: SmashSK#8597 ky

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---
gitea: none
include_toc: true
---
I hate ky.
https://discord.com/channels/121387821977042945/121387821977042945/1084293595487539200
https://discord.com/channels/121387821977042945/121387821977042945/1054083854933176401
from: SmashSK#8597 ky
## Ky Roundstart tests
# Ky Roundstart tests
> 5SH,5*47, 5P
### Ky 5P
## Ky 5P
665K
### Ky f.S
## Ky f.S
- f.S Trade (2S Better)
- 2S Trade (CH Stagger, good enough)
@ -38,7 +19,7 @@ from: SmashSK#8597 ky
- Backdash 5H Hits (nothing relevant, cant get anything further than pulling berry, not bad)
### Greed Saver
## Greed Saver
> Ky on crouching state.
@ -49,16 +30,16 @@ from: SmashSK#8597 ky
- Backdash > 6H Results in a CH.
- Seems to lose to 5H. (cant recommend ever pressing this)
#### Non relevant to roundstart.
- Without IB we can use most of the time use `5K > f.S` to combo from medium range. As long 5K it's in range we can use it.
### Non relevant to roundstart.
- Without IB we can use most the time `5K > f.S` to combo from medium range. As long 5K it's in range we can use it.
- On IB we can press f.S to combo from (almost) all distances. On IB, as long 2D is in range, we can punish with it (works at distances where f.S can't be used.)
- If it's very close we can just press c.S to punish.
### 2D
## 2D
(requires to be blocking with 4 instead of 1, otherwise elphelt will extend her hurtbox and block 2D)
- f.S Looses
- f.S Looses
- Delayed f.S wins and comboes into 2h since ky is in crouching state.
- 5K wins/counterhits, can't get anything from it further than pulling berry, not bad but i dont like the distance between me and ky.
- Delayed 2D as a whiffpunish
@ -66,7 +47,7 @@ from: SmashSK#8597 ky
- 2S Wins
- Delayed 6H wins.
### Scum Dipper
## Scum Dipper
- 2D Wins -> Leads to bridal
- 5K Wins (delayed 5K can trade or win and get a short combo out of it if close enough to ky. Too delayed and can lose)
@ -74,28 +55,16 @@ from: SmashSK#8597 ky
- 2S Looses
- f.S Looses
- If we IB the first hit we can `c.S` before the second hit, allowing us to get a nice CH.
- We can still block the first hit, and IB the second telegraphed hit, then proceed with a punish (we can take advantage of the proximity we are on and do `66 c.S f.S `) OR, we can do a runup backthrow, so Ky gets set to the corner already. If we proceed with the combo route, we get very close to 25% meter, meanwhile Ky gets around 15%. If we proceed with the throw route both Elp and Ky get to 15ish% of meter.
- We can still block the first hit, and IB the second telegraphed hit, then proceed with a punish (we can take advantage of the proximity we are on and do `66 c.S f.S `) OR, we can do a runup backthrow, so Ky gets set to the corner already. If we proceed with the combo route, we get very close to 25% meter, meanwhile Ky gets around 15%. If we proceed with the throw route both Elp and Ky get to 15ish% of meter.
- As long you dont get CH by the first hit, you can still IB the second hit and punish KY.
- Backdash loses.
- Neutraljump delay j.H |> c.S > f.S > 5H > Bridal
###
## Air related
5H catches IABDs
#### IABD j.S?
#### IABD Air Shot
### Strings to safely throw Berry???
#### IABD projectile

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## Note
Leo goes to stance by holding 5H.
While in "stance" **can't block**, but can use a parry.

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## 2D
-5
2P/c.S/5K/2K
c.S requires IB
2P > 5K > f.S > 2H > 2D > Bridal seems the most consistent one

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# 5H
> Gatlings into 6H and 2D
> **Level 4** move and `-3` on block. On **IB**, it's `-7`, therefore our available options are:
> - 5P
> - 2P
> - 5K (longest range button from the listed ones, active at frame `7`, therefore the punish has to be frameperfect)
> - 2K (Has a lil\' shorter range than `5K` yet it's active at frame `5`, allowing more consistency)
> - c.S (use if close enough)
The punishes are also tied to proximity.
For consistency due to 5K requiring to be frameperfect to gain slightly more range, **I** recommend going through the 2K routing when available.
2K whiffs slightly after the rounds-tart distance, where 5K .
> **Important Disclaimer:**\
> **All of this options get smoked by 5H>2D frametrap!!**\
> Leo's 2D CH **allows for combo pickup**\
> All of this options beat 5H>6H
## Routes
### 5K
#### Round start
- `5K > f.S > 5H > Bridal/5H*4`, damage: 89/80
- `5K > 2S > 5H > Bridal/5H*4`, damage: 87/78
- `5K > f.S > 2S > 5H > 5H*4`, damage: 102
- `5K > 2D`, damage: 43
https://youtu.be/whChz4fTxHw
#### Slightly past round start
- `5K > f.S > 5H > 5H*4`
- `5K > 2S > 5H > Bridal/5H*4`
> The bridal ender route is quite finicky due to range and requires 2S to work, yet, if the spacing is slightly further, bridal will be blocked, therefore for consistency is recommended to be skipped.
https://youtu.be/X4YjnKK4I98
#### Peak range
- `5K > f.S > 5H > 5H*4`
Further than this distance, 5K will whiff.
https://youtu.be/9hPf2ot-Q9M
### 2K
> **Note:**\
> Recommended option.
- `2K > f.S > 5H > Bridal/5H*4`, damage: 63/70
- `2K > 2S > 5H > Bridal/5H*4`, damage: 62/69
- `2K > f.S > 2S > 5H > 5H*4`, damage: 79
- `2K > 2D`, damage: 34
https://youtu.be/Z0ruFdzXEtw

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# Practice
## Differentiate the DP
Set the 2 `S DP` and 1 `H DP` or 2 `H DP` and 1 `S DP` and practice the timing and recognition of each one in order to have consistent punishes.

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# Eisen Sturm
https://www.dustloop.com/w/GGXRD-R2/Leo_Whitefang#Eisen_Sturm
The DP
## S Eisen Sturm
### w Shotgun
#### Corner
After `IAD j.KS`, the `j.D` should be delayed "substantially".
##### j.7H setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/G88-VtXpCzo
##### j.D sour berry setup
- Couldn't get the wallsplat consistently.
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] > j.7D ~ j.Toss
https://youtu.be/-fST4z4idA8
##### Shotgun sour berry setup
> [SG.H] > IAD j.K > j.S ~ j.D > 2H > 236P > c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.4Toss |> 6H > reposition yourself > [Charge Shotgun] > SG.S > Pull_Berry > [SG.H] (no wallsplat)
https://youtu.be/19EdpbFurlE
#### Midscreen
Remove shotgun and do a c.S route ...
### wo Shotgun
#### Corner
##### Transition to shotgun route
You can set yourself in shotgun stance and charge a shot to proceed with the Shotgun routes from above.
https://youtu.be/BUMbiR4G_qc
##### j.7H oki
> c.S > > j.S > jc j.K ~ j.S ~ j.H ~ j.D > 2H > 236P, 5P > c.S > j.7H
https://youtu.be/4z0-sYZBBJ8
#### Midscreen
##### c.S non CH antiair
> c.S > j.S > j.P > j.S > jc j.S > j.P > j.S > j.H ~ j.D > j.236P
https://youtu.be/zbtFwPCDK50
##### 2P Rejump
> j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/EGPW9If5kVw
## H Eisen Sturm
### w Shotgun
#### Point Blank Corner
> charge shotgun > SG.S > [SG.H] > charge shotgun > [SG.H]*2 > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P
https://youtu.be/yyxkiylaU1k
#### Corner
- Just requires being slightly spaced from Leo, enough to not get crossed up basically.
SG.H hits in the air
https://twitter.com/zmasasi/status/1018378921786527744
Keys to success:
Pull berry when Leo is reaching the top, it will autotime SG.H at the right height
#### Midscreen
##### SG.D
- Pull berry ASAP
- delay throwing berry substantially.
- You want to press `SG.S > Bridal` when Leo's swords touch the ground.
- Quite tricky to get right and consistently.
- Can't recommend over the next combo
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal ~ SG.S > [SG.H] > IAD j.S > j.D > c.S > j.K > j.S > j.H > j.D > j.236P |> 2Toss
https://youtu.be/XxWH0aKrfEA
##### SG.D SG Loops
Same route from above, but this time doing `SG.S > Bridal, [SG.H]` instead of `SG.S > [SG.H] > IAD j.S` to proceed with shotgun loops in the corner.
Even more funky than the previous SG.D route, as this one requires Leo to be hit by the PineBerry explosion at a lower height, otherwise `SG.S > Bridal` will whiff.
> Pull berry ... > SG.D ~ 4Toss ~ SG.S > Bridal, SG.S > Bridal > [SG.H]*whatever
https://youtu.be/e0TCEDLRJVs
##### c.S non CH antiair BnB
A lot easier and more consistent at the expense of 30 of damage +/- (comparing with the SG.D route)
> c.S > j.S > jc j.K ~ j.S ~ j.H ~ j.D ~ j.236P
https://youtu.be/pj0FNA3cBBg
##### c.S non CH antiair
Refer to the [Eisen Sturm S c.S non CH antiair routing](#cs-non-ch-antiair).
##### c.S 2P rejump
- Better oki and damage compared with the previous route.
- Quite more finiky but w/e
> c.S > j.K ~ j.S ~ j.H |> 2P > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/8ZyPhuiykgU
### wo Shotgun
#### Corner
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/EHb0ftlGy4c
> c.S > j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
https://youtu.be/rA6QZfTBdNo
> c.S > j.S ~ jc j.K ~ j.S ~ j.H ~ j.D |> 2H > 236P, 5P > c.S > j7H ~ j.toss
#### Midscreen
Elphelt non counterhit c.S antiair BnB with berry pulled
- 195/196 damage
https://youtu.be/0ubHLAITDvs

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# Graviert Würde
The fireballs.
IDK idc.
Deal with it.
H version disappears if Leo is hit.

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# Kaltes Gestöber Erst
## Kaltes Gestöber Erst
aka. Rekka
- 236S = Erst
- 236H = Zweit
- 214S = Dritt
Combinations available:
| combo | on block | on IB | imgs |
|---------------------|----------|-------|--------------------------------------------------------------------|
| 236S | -1 | -3 | ![210px-GGXRD_Leo_Erst.png](../../src/210px-GGXRD_Leo_Erst.png) |
| 236S > 236H | -3 | -5 | ![148px-GGXRD_Leo_Zweit.png](../../src/148px-GGXRD_Leo_Zweit.png) |
| 236S > 236H > 214S | -7 | -11 | ![210px-GGXRD_Leo_Dritt.png](../../src/210px-GGXRD_Leo_Dritt.png) |
I think that crouch `IBing "Erst" >~ 4SH > 4SH > 1FD` allows to OS throw/Dead Angle Zweit, and block the followup from single rekka
`4SH` as Throw OS
## Kaltes Gestöber Zweit
Leo benefit is nothing meaningful unless RRC or counterhit.
It's plus.

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---
gitea: none
include_toc: true
---
## Roundstart quick notes
Use f.S and 2D.
### Elphelt Buttons notes:
#### Elphelt's f.S
Doesn't punish backdash, but it's still a win since we get free space for our neutral game.
##### Wins
- 6P, only **wins** if Elphelt uses a followup (`f.S > 5H` or `f.S > Bridal`).
- 2K wins but non-counterhit, can't get anything from it.
- Everything except the listed under.
##### Trades
- 5K
##### Loses
- 6P if Elp didn't chain a followup.
- H DP.
- Leo's S DP (trades), yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD. If Elp delays the f.S 4-5 frames, she can get a CH.
#### Elphelt's 2D
Used to cover instances that Elp f.S doesn't win.
##### Relevant Wins
- 5K, meanwhile Elp f.S trades.
- Allows punishing Leo's 2K unlike with Elp f.S
- Whiffs against Leo's S DP.
- 1/2 Frames delayed 2D whiffs against Leo's H DP, otherwise clashes.
##### Trades
N/A
##### Loses
- f.S (2D loses and get poked, Leo can only follow it up by 214S.)
- 2D (loses to Elp f.S)
##### Irrelevant whiffs/clashes
> Whiff/clashes and doesn't allow for punish or anything relevant.
- 6P (whiffs, loses to Elp f.S)
- 2H (clash, loses to Elp f.S)
- H DP (clash)
- H DP (whiff, Elp 2D is delayed for 1-2 frames)
- 2S (clash, loses to Elp f.S)
- 2D (whiffs, still can be blocked, loses to Elp f.S)
### Leo's 6P
Something like `f.S > Bridal` or `f.S > 5H` works.
2D whiffs.
### Leo's 6K
Loses to f.S and 2D, didn't bother about anything else.
### Leo's 5K
f.S/2S trades
5H loses.
6H hits too late, doesn't get a CH, cancel into whatever **but not bridal**.
6P hits too late, can be blocked.
2D wins.
delayed 2k wins, aka ~ 2k>f.S>etc
delayed 2d wins, aka ~ 2D > bridal / shotgun / berry
### Leo's f.S
f.S wins.
2D loses and get poked, Leo can only follow it up by 214S.
5P loses.
5H loses.
6H loses.
on IB can do 5H, but if Leo does `f.S > 5H` ur fucked.
6P "hits" as long doesn't go into stance, also hits if Leo does `f.S > 5H`.
### Leo's 2H
6H Clashes, if Leo delays the 2H you get murdered, so discard this option.
2H loses.
f.S wins/gets CH.
2D clashes.
**1 frame delayed Elp f.S murders you.**
**3-4 frame delayed Elp f.S scores a CH.**
### Leo's delayed 2H
Reminder, Elp 6H murders you. Don't.
### Leo's 2K
2D gets a CH, slightly delayed (1/2 frames) 2D also gets a CH, further delay will whiff, still safe tho.
f.S wins, no CH, can't get anything out of it due to distance. I dont like the idea of pulling shotgun against leo in neutral anyway.
### Leo's 2S
2D clashes.
5K clashes.
f.S wins with a CH.
### Leo's 6H
f.S/2S gets CH.
Delayed 2D gets CH.
6H get CH.
6P gets CH.
2H gets CH.
substantially delayed 5K gets CH.
### Leo's 2D
f.S/2S wins.
2K/5K/2P/5P/2D/6H/5H/Bridal loses.
### Leo's S DP
f.S, yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD.
If Elp delays the f.S 4-5 frames, she can win with an airborne CH.
**2D Whiffs.**
2S loses.
6H Trades.
5H/Bridal loses.
Bridal also whiffs (does it even matter??).
### Leo's H DP
2S/f.S/5H/6H/Bridal loses.
2D clashes.
**1/2 frames delayed 2D wiffs.**
### Leo's Erst
Loses to everything except 6H/6P/Bridal?.
### Leo's Zweit
Loses to everything except 6H?/6P/Bridal?
### Leo's TK Siegesparade
f.S/5H/6H/6P wins
Other might whiff.
### Leo's Backdash
Delayed 5H hits bd.
6H hits bd.
Bridal hits bd.
# Leo
## Discord txt
@ -330,5 +123,5 @@ please don't let me jump — Today at 13:35
ty 🙏 (still got to read breakfast and stale thingie distracted me)
```
[simple_ub_setup_kyouse.mp4](src/simple_ub_setup_kyouse.mp4)
[simple_ub_setup_kyouse.mp4](#TODO)

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# Roundstart
## TLDR
Use f.S or 2D to beat all the **ground** options (if one doesn't the other does).
### Elphelt Buttons notes:
#### Elphelt's f.S
Doesn't punish backdash, but it's still a win since we get free space for our neutral game.
##### Wins
- 6P, only **wins** if Elphelt uses a followup (`f.S > 5H` or `f.S > Bridal`).
- 2K wins but non-counterhit, can't get anything from it.
- Everything except the listed under.
##### Trades
- 5K
##### Loses
- 6P if Elp didn't chain a followup.
- H DP.
- Leo's S DP (trades), yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD. If Elp delays the f.S 4-5 frames, she can get a CH.
#### Elphelt's 2D
Used to cover instances that Elp f.S doesn't win.
##### Relevant Wins
- 5K, meanwhile Elp f.S trades.
- Allows punishing Leo's 2K unlike with Elp f.S
- Whiffs against Leo's S DP.
- 1/2 Frames delayed 2D whiffs against Leo's H DP, otherwise clashes.
##### Trades
N/A
##### Loses
- f.S (2D loses and get poked, Leo can only follow it up by 214S.)
- 2D (loses to Elp f.S)
##### Irrelevant whiffs/clashes
> Whiff/clashes and doesn't allow for punish or anything relevant.
- 6P (whiffs, loses to Elp f.S)
- 2H (clash, loses to Elp f.S)
- H DP (clash)
- H DP (whiff, Elp 2D is delayed for 1-2 frames)
- 2S (clash, loses to Elp f.S)
- 2D (whiffs, still can be blocked, loses to Elp f.S)
## Leo's 6P
Something like `f.S > Bridal` or `f.S > 5H` works.
2D whiffs.
## Leo's 6K
Loses to f.S and 2D, didn't bother about anything else.
## Leo's 5K
f.S/2S trades
5H loses.
6H hits too late, doesn't get a CH, cancel into whatever **but not bridal**.
6P hits too late, can be blocked.
2D wins.
delayed 2k wins, aka ~ 2k>f.S>etc
delayed 2d wins, aka ~ 2D > bridal / shotgun / berry
## Leo's f.S
f.S wins.
2D loses and get poked, Leo can only follow it up by 214S.
5P loses.
5H loses.
6H loses.
on IB can do 5H, but if Leo does `f.S > 5H` ur fucked.
6P "hits" as long doesn't go into stance, also hits if Leo does `f.S > 5H`.
## Leo's 2H
6H Clashes, if Leo delays the 2H you get murdered, so discard this option.
2H loses.
f.S wins/gets CH.
2D clashes.
**1 frame delayed Elp f.S murders you.**
**3-4 frame delayed Elp f.S scores a CH.**
## Leo's delayed 2H
Reminder, Elp 6H murders you. Don't.
## Leo's 2K
2D gets a CH, slightly delayed (1/2 frames) 2D also gets a CH, further delay will whiff, still safe tho.
f.S wins, no CH, can't get anything out of it due to distance. I dont like the idea of pulling shotgun against leo in neutral anyway.
## Leo's 2S
2D clashes.
5K clashes.
f.S wins with a CH.
## Leo's 6H
f.S/2S gets CH.
Delayed 2D gets CH.
6H get CH.
6P gets CH.
2H gets CH.
substantially delayed 5K gets CH.
## Leo's 2D
f.S/2S wins.
2K/5K/2P/5P/2D/6H/5H/Bridal loses.
## Leo's S DP
f.S, yet if Leo got hit standing instead of airborne, Leo scores advantage due the KD.
If Elp delays the f.S 4-5 frames, she can win with an airborne CH.
**2D Whiffs.**
2S loses.
6H Trades.
5H/Bridal loses.
Bridal also whiffs (does it even matter??).
## Leo's H DP
2S/f.S/5H/6H/Bridal loses.
2D clashes.
**1/2 frames delayed 2D wiffs.**
## Leo's Erst
Loses to everything except 6H/6P/Bridal?.
## Leo's Zweit
Loses to everything except 6H?/6P/Bridal?
## Leo's TK Siegesparade
f.S/5H/6H/6P wins
Other might whiff.
## Leo's Backdash
Delayed 5H hits bd.
6H hits bd.
Bridal hits bd.

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# Contest
You mostly want to hit her feet.
![Millia_Iron_Savior_Hitboxes.png](../src/Millia_Iron_Savior_Hitboxes.png)
## w Shotgun
Both charged and uncharged shotgun can hit `Iron Savior` at a somewhat hateful distance.
https://youtu.be/HJlv2RLE1uE
https://youtu.be/6Lp9yRwjj_k
> **Tip:**\
> Uncharged shotgun can be done while crouchingback so if very misstimed you block it.
## wo Shotgun
5K can win at the right distance, yet is veeery finiky, skill issue.
https://youtu.be/_h6iof_8fjU
At a distance Elp can 6H and get a juicy counterhit.
https://youtu.be/J36i4UvAfzo
## Genoverse
It can hit her, just beware of Millier RC since you would have lost 25% meter.
https://youtu.be/c7oAOEzsnjE

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# Oki
God damm I am so bad at meating Millia. Either getting hit back or getting throw, (skill issue on my end).
I believe that it's due to her waking up animation being visually standing up before finishing the waking up animation.
## Alternative off 2D (if close enough/possible)
Elpheltcord link
Basically 2D > j.PS/K > j.D > Pull and AD as fast as possible (this makes the berry be closer/more catches the backdashes better)
https://discord.com/channels/121387821977042945/121388142941962241/1274134641594466435
Pot equivalent (with j.S only, do 5k delayed S delayed S > etc)
https://discord.com/channels/121387821977042945/121388142941962241/1274144093567455385

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## Corner Shotgun Pressure
Millia can just "jump out" between uncharged shotgun shots and press j.H to "shrink" her hurtbox.
So TLDR, shotgun pressure can be done, but needs more mind being put into that, since the reward is most of the time **murdering her**.

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# Digitalis
When at a fair distance, you will need to IB it.
> 5H*5
> 5H>Bridal
![](https://www.dustloop.com/wiki/images/thumb/f/f2/GGXRD_Millia_Digitalis.png/210px-GGXRD_Millia_Digitalis.png)
## 5H Bridal
https://youtu.be/IxXjzH_HzJA
## 5H x5
https://youtu.be/LCw8sfyHa_A
## 5H Genoverse
With 50% meter we unlock substantial damage/carry.
> 5H > Genoverse > 66 > j.K ~ j.S > j.H |> (2P >) c.S > j.SPSHD > j.236P
https://youtu.be/o6uxiH0NQUg

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# Iron Savior
The move -13 on block, so, if you block, you get to press buttons back.
![Millia_Iron_Savior_Hitboxes.png](../src/Millia_Iron_Savior_Hitboxes.png)
Only focused at further range.
Closer range as per the moment is a "do the needful" (believe the you that believes on me).
# wo Shotgun
No need to IB (but encouraged), since it is very tight (mash 5H, hard).
> 5H*5
https://youtu.be/uLNopCmBi-c
> Disclaimer:\
> `5H > Genoverse` won't hit! (meaning at peak range)

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# Millia
As much as Millia players would like to complain about `f.S`, the real criminal is Elph `5K`.
Yet, imo Elphelt 5K on the Millia mu is used to poke/annoy the Millia, slowly, since a CH 5K hitting at a disjointed Millia won't get anything, yet, if done a couple times she might get tilted and rush in/do something stupid, that's were you get the CH and kill her.
Remember to not put yourself in pin range.
According Xyzz, aim where she will be, not where she is! (Truly a mosquito character in disguise)
Preemptive j.D good.
6H covers huge space on the screen, BUT YOU CAN GET HIT OUT OF IT! So don't get pinned through it please!.
After Millia `6H(1)` beware of possible IAD, you can deal with it by running inside.
Usually IAD scams are from `2S` and `6H (1)`, `2H2`, meanwhile `5K` is rare, it's also possible.
Jump cancelable normals: `5K cS 2S 2H and 6H(1)`
Doing 6H is a **great way of killing yourself**.
## Xyzz notes
5K is low attack level, so frame advantage is pretty damn bad.
2H has virtually no other options, and you see her do 2H > jump all the time in combos, so it's rare she would intentionally go for that.
the others have reasonable alternatives, so they're good points for her to reset with an iad
## EIiitti notes
Personally I have had a lot of success with 2H > delay 2D because most people try to upback to deal with pin/IAD, so if it's a rare option for others, it isn't that rare for me at least
after a pretty decently + jump-in, frame trapping with 2H is pretty good tbh
1-hit hitconfirm with j9KD if you see the opponent get launched
do jc stuff or delay 2D if blocked
or leave on the -2
2H also frame traps after 2P/2K
but the opponent has to be mashing at the speed of a thousand suns to get caught since the gap is like 1-2f
## 2D Pickups
I have no idea when I did type this now why, need to recheck it.
> 2H>2D>j.PSPS>**SPS**HD \
> Annoying to get proper knockdown
> 2H>2D>j.PSPS>**PKS**HD\
> This one might be helpful to do a `2H > Bridal` pickup ender

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# Defense?
Block glide > FD normal buttons / c.S once in the ground
# Neutral?
Slow/commital buttons like 6H feel very meh, since raven can just dash through them
5H is very risky without meter since raven can just 2h on block/whiff
# Stuff
2H > Scratch at lvl 3 (Max exc) is a true blockstring (can be dalyedo)

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# Roundstart thingies
# Roundstart
## 5P
@ -40,7 +38,7 @@ Backdash okay? Yes (gotta hold block afterwards)
- Bridal
### Trade[Pressure](..%2F..%2FPressure)
### Trade
- Delayed 2D
- Delayed 5K
@ -51,21 +49,3 @@ Backdash okay? Yes (gotta hold block afterwards)
- 6H
-
# Defense?
Block glide > FD normal buttons / c.S once in the ground
# Neutral?
Slow/commital buttons like 6H feel very meh, since raven can just dash through them
5H is very risky without meter since raven can just 2h on block/whiff
# Stuff
2H > Scratch at lvl 3 (Max exc) is a true blockstring (can be dalyedo)

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# 2D CH
On 2D CH it does allow for an air pickup with j9.S

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## Defence
Jump/backdash seems to be the main options??
https://www.twitch.tv/videos/2135654058?t=02h26m17s
```text
BrandonTheAsian9000:no blocking
BrandonTheAsian9000:backdash beats meaty low and high
BrandonTheAsian9000:jump beats crossup and grab
BrandonTheAsian9000:that way, you can still rps without being in counterhit state
BrandonTheAsian9000:and you think about 2 options instead of 4
```
## Crossup OS
https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281
https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962

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# 2H
## w.o Shotgun
### c.S / f.S
We can use `f.S` as long Slayer 2H was not made at peak range.
If close enough we can start the combo with c.S.
Ibing Slayer's 2H will facilitate the timing of landing f.S.
https://youtu.be/ngxdRKQtOYo
### Throw
If the opponent is close enough we can throw him into the corner or whenever we want.
https://youtu.be/k0SYu3tbCrY
## w. Shotgun
If the opponent is close enough we can `SG.P > SG.H`.
At all ranges we can `SG.H`.
Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`.
https://youtu.be/svOg5tXXABM
## JBH
If the opponent is close enough we can `Judge Better Half`.
https://youtu.be/dBBQJtOzndE

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# Dead on Time
## Midscreen
### w.o Shotgun c.S Antiair route
### w.o Shotgun 6H Antiair route
### w Shotgun c.S Antiair route
### w Shotgun 6H Antiair route
### w. Shotgun IB IAD route
- Great amount of screen carry.
- I think that without IB can be done, but it might affect the height.
> CH [SG.H] ...
https://youtu.be/Q0I6nFQLXgE
## Corner
### c.S Antiair route
Generic c.S antiair route.
Other routing can apply.
> 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
https://youtu.be/RwF4eBPR53s
### w. Shotgun into c.S antiair route
- IBing will give a generous amount of time to remove the shotgun.
We can remove the shotgun and continue with a `c.S` antiair route.
> 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
https://youtu.be/eaTfxlhels8
### 6H Antiair route
todo
## Corner Sideswap
### w. Shotgun
Doesn't deal much damage but gives you the corner pressure.
> 236K > SG.S > Bridal
https://youtu.be/HAz296emqUY
### w.o Shotgun IB
- Requires IB
> 236K > SG.S > Bridal
https://youtu.be/5qKF2vRiY58
### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
> 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
https://youtu.be/765P0ukd-K8
### w.o Shotgun 6H
- Quite tight ngl.
- Don't think that IBing affect the routing.
- I can't make the 3rd SG.H cause wallsplat.
It's based off [6H Counterhit Corner Slightly Spaced route](./Generic_Routes.md#corner-slightly-spaced).
> 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
https://youtu.be/vpd3aF7dTuE
## Tips
### How to IB EASILY
Start by already be blocking it, otherwise you will hit by mister frame 0.
Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer.
https://youtu.be/4mpFo3RZZCQ
**Frame on which "press" `4`:**
![Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg](src/Elphelt_Practice_Tip_Dead_on_Time_DIY.jpg)

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## Generic routes
### 6H Counterhit
#### Midscreen
no clue just do some bnb
#### Corner
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
https://youtu.be/VM9hw7CVcvU
#### Corner Slightly Spaced
> 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
https://youtu.be/m-uzwD07O_A
## Corner Throw RC
- Recycled a clip for [Pilebunker](Pilebunker.md#throw-rc).
After the throw, the combo would be:
> 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
https://youtu.be/Sk9rMBDlpF8

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# Mapa
## P Mappa
Only punishable on Shotgun stance **AND** IB.
On Block is `-1`, on IB `-5`, but .
### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`, it's also quite tight.
https://youtu.be/dMf1UDNvw9s
If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/x0dAnzPtqkw
## K Mappa
### w.o Shotgun IB
You will need to IB the hit.
> 5P > f.S > 5H > Bridal
Not punisheable at peak range as `5P` won't reach Slayer.
https://youtu.be/9UbmtsIxcq4
### w. Shotgun IB
- While using Shotgun stance **AND** IBing the attack.
If we have IBd Mappa, we can stuff a `SG.P` **If we are close enough** to hit Slayers arm, then chain into `SG.H`.
https://youtu.be/_z3zgJVQkQg
If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
https://youtu.be/Thb5lc10M6c
### IB JBH
Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**.
Can't recommend using that.
https://youtu.be/NQxfeaxLlP0

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# Pilebunker
## Midscreen
### w.o Shotgun
- IBing will facilitate the timing, but it's not required, certainly facilitates everything.
- Dash momentum and being point-blank spacing with slayer is required if `2S` will be used in the combo, as otherwise `2D` will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether.
- We can also throw for sideswap (or metered throw corner combo)
The base route would be as:
> 66 > c.S > f.S > (2S >) 2D
After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc.
Still, if we intend to use `Genoverse` or `Roman Cancel` to extend the combos, I suggest to remove the `2S` and for `Genoverse` specifically I would also remove `2D`.
Genoverse:
> 66 > c.S > f.S > Genoverse > Stuff
RC:
> 66 > c.S > f.S > 2D > RC > Stuff
non-dash momentum or point blank spacing:
> 66 > c.S > f.S > 2D > ender
#### Bridal
> 66 > c.S > f.S > (2S >) 2D > Bridal
https://youtu.be/EqOiSGSRGG0
#### Berry Pull
We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner.
> 66 > c.S > f.S > (2S >) 2D > Pull Berry
https://youtu.be/r8TunMpRvtY
#### Throw RC
After the throw, the combo would be:
> 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
https://youtu.be/Sk9rMBDlpF8
### w. Shotgun
> SG.S > Bridal
https://youtu.be/_TuxzArqQJo
## w. Shotgun IB Corner
- Very tight.
- Needs to be **VERY** close to the corner.
- Quite meme since it's quite tight and corner proximity is required.
> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H
# Crosswise Heel
Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing.
After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered.
As well, it's recommended that after IBing the second hit of `Crosswise Heel`, do a microwalk forward to facilitate `c.S` connecting. This slightly improves consistency.
I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib.
https://youtu.be/RER12BaOado
## Far hit
From a far hit there isn't much to cash in.
Go with some corner carry string and call it a day.
We can still RC to extend the combo, or Genoverse.
> f.S > 5H > Bridal
https://youtu.be/Qr0B6J6WKMg
## Midscreen
### Close IB
Generic c.S Antiair Counterhit BnB
> CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P
https://youtu.be/nUt0LnZ4Ywk
## Corner
### Corner Close IB
- Require proximity to the corner
- Quite tight
> CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H
https://youtu.be/Ac8Oajhsyvc
### Corner w. Shotgun Close
More or less a BnB routing.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P
https://youtu.be/T8rDc2ZAWLw
### Corner w. Shotgun Close Bridal Loops
Same as above, changing the ender to Bridal loops.
> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal
https://youtu.be/J_sBuYvu2Os
### Corner w. Shotgun Close IB
Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown.
> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P
https://youtu.be/2KiaC5U7IAs
## Outspaced
Basically the move wiffs because you are too far away, this is your moment to shine
For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](./Generic_Routes.md#corner-slightly-spaced)
For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen)

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## Labbing
### Mappa and Pilebunker
Set the recordings to the following:
- P Mappa
- K Mappa
- Pilebunker
The idea is to practice, not only the combo routes, but the move recognition.
A reminder that [Pilebunker](./Pilebunker.md) doesn't need to be IBd to be punished.
https://youtu.be/0DNYpcBzm-Q
#### Shortcuts to the punishes:
- [Pilebunker](./Pilebunker.md)
- [P Mappa](./Mappa.md#p-mappa)
- [K Mappa](./Mappa.md#k-mappa)
## Placeholder
Whatever ramblings I want to write to have arround while I do these things
> 2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance

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---
gitea: none
include_toc: true
---
## Neutral
## Additional Notes
### Discord discussions
@ -20,17 +11,16 @@ https://discord.com/channels/121387821977042945/121710360901189633/4579389882343
https://youtu.be/lPNuPcleSaM
### GGXrd - Punishing Slayer's Forward Dash
https://www.youtube.com/watch?v=utzVPJ1y54Y&list=WL&index=14&ab_channel=daymendou
### Countering Slayer Doc
https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl
### Dealing with buttons
---
#### Under Pressure
@ -90,24 +80,5 @@ c.S Trades
https://youtu.be/cZz4lCcxC9c?t=3783
## Crossup OS
https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281
https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962
## Deffense
Jump/backdash seems to be the main options??
https://www.twitch.tv/videos/2135654058?t=02h26m17s
BrandonTheAsian9000:no blocking
BrandonTheAsian9000:backdash beats meaty low and high
BrandonTheAsian9000:jump beats crossup and grab
BrandonTheAsian9000:that way, you can still rps without being in counterhit state
BrandonTheAsian9000:and you think about 2 options instead of 4

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TODO

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### 66 Delayed jump j.S
- Works midscreen
### IAD j.Pull j.S/j.H
Examples
Notice the small walk forward on sol DP, if not done 2D won't reach.
Routing into 2H toss > Shotgun still works, but it's more annoying due to the opponent height being lower.
[BridalCornerIntoUB.mp4](src%2FBridal%2FBridalCornerIntoUB.mp4)
[BridalCornerLoopOki.mp4](src%2FBridal%2FBridalCornerLoopOki.mp4)
- Works midscreen

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site_name: (My) Elphelt notes
site_description: My notes on Elphelt
site_url: https://github.com/OriolFilter/Elphelt
repo_url: https://github.com/OriolFilter/Elphelt
theme: readthedocs
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## ToSort
```
after 2D/f.S jam IADs
after 2D/f.S/5H/2H/6H jam special cancels
5K is +2
Chicken block if jam carded overhead
IB 2D and mash 4F or jump out if you can manage to find where jam uses her 2D
Splitkick > Delay > Ryujin YRC is a reset. You can hit jam out of it. Splitkick > No delay Ryujin is a frametrap, you will take some damage.
Splitkick is -15 on block
2D/f.S>earliest Splitkick is a 2F gap frametrap
6H>earliest Splitkick is a gapless "don't fucking stand or jump" option
2D/f.S> Puffball is 12f gap
6H > Puffball is 7f gap
Puffball is +1 unless very close jam tends to use a 6f option after puffball
2nd puffball is +3 (It is possible to backdash it on reaction, it has 1f active)
Super puffball is +3 unless IB'd. Ib it for free meter and stop mashing throw on wakeup, it's throw invul and used to bait wakeup throw.
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
MAX Ryujin is a loaded gun. Please be careful when she has this.
Backdash tends to be good against Jam midscreen and even in the corner if you have a good backdash
```

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## Pending
https://discord.com/channels/121387821977042945/121387821977042945/757209033173106718

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