mirror of
https://github.com/OriolFilter/Elphelt.git
synced 2025-05-10 02:47:21 +02:00
Separated the worse routes from the resonable/good ones.
This commit is contained in:
parent
a40c5910b7
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This mainly will contain:
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- Bad routes
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- Tested routes for different damage
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- Harder routes that lead to no relevant reward compared to the simpler ones taking into account the difficulties/limitations of the routing.
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- Showoff routes (cool routes that don't give better reward than the simpler ones)
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135
docs/Routes_Optimization/Punishing_Burst/NotWorth/With_IB.md
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135
docs/Routes_Optimization/Punishing_Burst/NotWorth/With_IB.md
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# w Shotgun
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## Midscreen
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## Corner
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# wo Shotgun
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## Midscreen
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### AD
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#### AD > j.SPS |> c.S > etc
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https://youtu.be/WAq4r_LHqIY
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#### AD > j.SPH |> 2P > c.S
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https://youtu.be/LuXlCZ45CA8
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### j.Pull
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#### j.Pull > j.PS > jc > etc
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!!! warning "Joke routing"
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If you are 1 frame late, Sol reaches the ground.
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Requires to be quite high so you have enough time before reahcing the ground to do j.PS
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Good damage gotta be honest.
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https://youtu.be/uRLgh96i8oM
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#### j.Pull > Airthrow
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!!! warning "Joke routing"
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Idk it's funny.
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If you are going to use 50% meter you better use it on Genoverse... After all, what are you trying to do? Opponent doesn't have burst!
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https://youtu.be/EgcgAdOACZI
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## Corner
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### j.S
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#### j.S |> jc > KSH > 2H > Shotgun x5
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One could do one single charged shotgun into SG.S Pull as an extender, but cannot do it on the second one.
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https://youtu.be/wxJl6w11SS8
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#### j.S |> c.S
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!!! danger "BAD"
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Pushback on c.S will make it very difficult to get something out of it, either do j.S jc or do c.S directly
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https://youtu.be/1BKvzToxk8Y
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### AD
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#### AD j.SD |> 2H > Shotgun Loops > Pull extension
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https://youtu.be/yZc1SVOOqN8
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#### AD > j.SD > j.Pull > cS
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!!! warning "Showoff route"
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https://youtu.be/yOmS6IotFzs
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#### AD j.SD |> [c.S > jc > j.KSH dl. j.D |>] x2 > 2H > Bridal
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!!! warning "Showoff route"
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Kinda cool if you ask me
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!!! info " "
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First j.KSH delay timings are quite specific, due to the low hitcount therefore low gravity, Sol can get out of range from j.H, so on this routing you focus on delaying j.K/S instead of the usual j.H.
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https://youtu.be/urTlVKbcilY
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### j.D
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!!! warning "Height specific"
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j.D requires a minimum height in order for the move to be active before reaching the ground, so **probably it's not that useful**, yet the most damaging routes are reserved to it, especially the `j.D |> 2H routings`.
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#### j.D > c.S
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!!! info "Dash on landing for consistency"
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You might be able to fit a small dash startup once landing which helps in consistency.
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https://youtu.be/MxsWF7lhWmA
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#### j.D |> 2H > Pull > c.S > sj9
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!!! warning "Showoff"
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Quite "standard" route if we ignore the fact that needs has to do a forward superjump and delay some buttons.
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Leads to decent damage.
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https://youtu.be/WDqKScyhga0
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#### j.D |> 2H > Shotgun
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https://youtu.be/utBo6lJRWJs
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#### j.D |> 2H > Shotgun x2 > SG.S > Pull
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https://youtu.be/iB6FjX0fXwE
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#### j.D |> 2H > Shotgun x2 > SG.S > Bridal
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TODO
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### 2H
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!!! danger "Bad"
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In order to do 2H punish, one needs to do an extremely low j.IB, so it's the least consistent of all the routes.
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As well due to the initial proration from 2H, the reward is low.
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If you want to do the `j.7D dl. Toss setup` it's a bit annoying to do due to the null pushback making you stay very close to the corner/wall/opponent with the shotgun stance.
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https://youtu.be/yGXHtjWxbYY
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@ -0,0 +1,21 @@
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# wo Shotgun
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## Corner
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## AD j.SD |> 2H > Shotgun loops with pull extension
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IB not required, but, IBing is waaay more reasonable/consistent.
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Without IB you need to be higher, with IB you can be quite lower.
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Recommended to j.S as soon as possible after AD and substantially delay j.D.
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Nevertheless, this route is a showoff.
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### Sol recording
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https://youtu.be/6GlRtNnq7kQ
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### Chipp recording
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https://youtu.be/o9eVjH4w21g
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@ -37,6 +37,10 @@ IB doesn't allow for "more routes", but gives us more margin to perform the "bas
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### c.S
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!!! success "Simple and Good"
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c.S routes are overall simple, especially if close to the corner.
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#### c.S > j.SPS > jc j.SPSHD
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https://youtu.be/C7hhNXT6kPc
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@ -49,6 +53,10 @@ https://youtu.be/MCIsWS_HUao
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#### c.S > j.KSH > 2P > f.S > 5H > Genoverse
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!!! warning "Not that good"
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This routing is not very good compared to the meterless ones, but can lead to substantial screen carry in comparison.
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!!! warning "6H followup annoying"
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6H can be annoying due to opponent height, on mid and heavyweight characters (specially midweights) can just mean that you should not delay 6H, but on lightweights most surely will be an issue (untested)
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@ -57,6 +65,10 @@ https://youtu.be/baGWOGQvVJo
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### j.S > etc
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!!! warning "Basic c.S routings are possible"
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j.S might be helpful on instances were you did IB the burst but are too high to fall get to the ground and press c.S
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#### j.S > jc > j.KSH > 2P > f.S > 5H > Genoverse
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!!! warning "6H followup annoying"
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@ -65,38 +77,6 @@ https://youtu.be/baGWOGQvVJo
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https://youtu.be/dzn4KbTmeho
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### AD
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#### AD > j.SPS |> c.S > etc
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https://youtu.be/WAq4r_LHqIY
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#### AD > j.SPH |> 2P > c.S
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https://youtu.be/LuXlCZ45CA8
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### j.pull > j.PS > jc > etc
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!!! warning "Joke routing"
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If you are 1 frame late, Sol reaches the ground.
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Requires to be quite high so you have enough time before reahcing the ground to do j.PS
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Good damage gotta be honest.
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https://youtu.be/uRLgh96i8oM
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### j.pull > Airthrow
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!!! warning "Joke routing"
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Idk it's funny.
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If you are going to use 50% meter you better use it on Genoverse... After all, what are you trying to do? Opponent doesn't have burst!
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https://youtu.be/EgcgAdOACZI
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## Corner
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### c.S
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@ -105,29 +85,15 @@ https://youtu.be/EgcgAdOACZI
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Simple, effective, very flexible in the routing and oki.
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#### c.S > j.KSH |> 2H > Shotgun x4
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https://youtu.be/khPb6evgg14
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#### c.S > j.KSH |> 2H > 5P > c.S > j.7H
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https://youtu.be/6TmGBf86ETI
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### j.S
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#### c.S > j.KSH |> 2H > Shotgun x4
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#### j.S |> jc > KSH > 2H > Shotgun x5
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!!! warning "Advanced"
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One could do one single charged shotgun into SG.S Pull as an extender, but cannot do it on the second one.
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https://youtu.be/wxJl6w11SS8
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#### j.S |> c.S
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!!! error "BAD"
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Pushback on c.S will make it very difficult to get something out of it, either do j.S jc or do c.S directly
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https://youtu.be/1BKvzToxk8Y
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https://youtu.be/khPb6evgg14
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### AD
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@ -137,86 +103,14 @@ Note the delays between the buttons to increase opponent's height.
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https://youtu.be/B_p4uIhuaE8
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#### AD j.SD |> 2H > Shotgun Loops > Pull extension
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https://youtu.be/yZc1SVOOqN8
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#### AD > j.SD |> c.S > j.KSH |> 2H > Bridal
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https://youtu.be/SGqXfXKiEd8
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#### AD > j.SD |> c.S > j.SPSHD |> 2H > Bridal
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j.SPSHD
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https://youtu.be/J7ziQoPby7M
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#### AD > j.SD |> c.S > j.KSHD |> 2H > Pull
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https://youtu.be/cuIsy6PXceU
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#### AD > j.SD > j.Pull > cS
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!!! warning "Showoff route"
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https://youtu.be/yOmS6IotFzs
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#### AD j.SD |> [c.S > jc > j.KSH dl. j.D |>] x2 > 2H > Bridal
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!!! warning "Showoff route"
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Kinda cool if you ask me
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!!! info " "
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First j.KSH delay timings are quite specific, due to the low hitcount therefore low gravity, Sol can get out of range from j.H, so on this routing you focus on delaying j.K/S instead of the usual j.H.
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https://youtu.be/urTlVKbcilY
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### j.D
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!!! warning "Height specific"
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j.D requires a minimum height in order for the move to be active before reaching the ground, so **probably it's not that useful**, yet the most damaging routes are reserved to it, especially the `j.D |> 2H routings`.
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#### j.D |> 2H > Pull > c.S > sj9
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!!! warning "Showoff"
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Quite "standard" route if we ignore the fact that needs has to do a forward superjump and delay some buttons.
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Leads to decent damage.
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https://youtu.be/WDqKScyhga0
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#### j.D |> 2H > Shotgun
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https://youtu.be/utBo6lJRWJs
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#### j.D |> 2H > Shotgun x2 > SG.S > Pull
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https://youtu.be/iB6FjX0fXwE
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#### j.D |> 2H > Shotgun x2 > SG.S > Bridal
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TODO
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#### j.D > c.S
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!!! info "Dash on landing for consistency"
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You might be able to fit a small dash startup once landing which helps in consistency.
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https://youtu.be/MxsWF7lhWmA
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### 2H
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!!! error "Bad"
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In order to do 2H punish, one needs to do an extremely low j.IB, so it's the least consistent of all the routes.
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As well due to the initial proration from 2H, the reward is low.
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If you want to do the `j.7D dl. Toss setup` it's a bit annoying to do due to the null pushback making you stay very close to the corner/wall/opponent with the shotgun stance.
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https://youtu.be/yGXHtjWxbYY
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@ -4,6 +4,8 @@
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### f.S > 5H > bridal loops
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TODO
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# w Shotgun
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## Midscreen
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@ -18,10 +20,14 @@
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Simple. BnB
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TODO
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### SG.S remove stance > jc route
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Simple n2. BnB but a bit more complex
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TODO
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### with Berry on hand
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how is the timing?
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@ -32,7 +38,11 @@ should we SG.S > toss or raw toss?
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## AD j.SD |> c.S
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Something like `j.SPH` would be possible etc, but the combo would be more prorated/less flexible.
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!!! info ""
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IBing is not required, but helpful since you can airdash earlier/from lower height.
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AD `j.SPH` is possible but the combo would be more prorated/less flexible.
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### AD j.SD |> c.S
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@ -59,21 +69,3 @@ IB example
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https://youtu.be/Cl3xDco1yxw
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## AD j.SD |> 2H > Shotgun loops with pull extension
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IB not required, but, IBing is waaay more reasonable/consistent.
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Without IB you need to be higher, with IB you can be quite lower.
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Recommended to j.S as soon as possible after AD and substantially delay j.D.
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Nevertheless, this route is a showoff.
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### Sol recording
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https://youtu.be/6GlRtNnq7kQ
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### Chipp recording
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https://youtu.be/o9eVjH4w21g
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