diff --git a/ComboStructure/Safejumps/README.md b/ComboStructure/Safejumps/README.md index 4c8ece3..2f767cf 100644 --- a/ComboStructure/Safejumps/README.md +++ b/ComboStructure/Safejumps/README.md @@ -90,8 +90,6 @@ https://youtu.be/S9RN9cpcZp0 Certain moves result on the opponent being airborne, meaning that you would need to confirm the j.S CH with an "adequate" routing. - - ### Punishing DPs/reversals #### Sol S dp @@ -253,15 +251,26 @@ Requires a slight delay after the first charged SG.H, otherwise the opponent wil https://youtu.be/1b4c8sJni8k -#### Charged Shotgun +#### Charged Shotgun UB -This is very tight, can't recommend. +- UB setup Requires adjustments per weight. https://youtu.be/IjUJDHiHelg +#### Charged Shotgun Loops +- You get a 6H ender. +- Very consistent (to the exception to the first shotgun which can be quite tight) + +https://youtu.be/nGUSufxMMF4 + +##### Concept of more damage + +Don't let the berry hit the opponent before the explosion. Aka delay shotgun shots as much as possible. + +The damage is not meaningful anyway so don't bother with it. ## 5Hx5 Safejump