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Slayer breakdown test.
This commit is contained in:
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@ -1,5 +1,3 @@
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## Neutral
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## Additional Notes
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### Discord discussions
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@ -13,17 +11,16 @@ https://discord.com/channels/121387821977042945/121710360901189633/4579389882343
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https://youtu.be/lPNuPcleSaM
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### GGXrd - Punishing Slayer's Forward Dash
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https://www.youtube.com/watch?v=utzVPJ1y54Y&list=WL&index=14&ab_channel=daymendou
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### Countering Slayer Doc
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https://docs.google.com/document/d/1o3SNvmfR8htfzJLMqsyEV5PZsRCgzjP9DYD7Wm3z2fg/edit#heading=h.raxcklmmg5dl
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### Dealing with buttons
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---
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#### Under Pressure
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@ -83,24 +80,5 @@ c.S Trades
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https://youtu.be/cZz4lCcxC9c?t=3783
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## Crossup OS
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https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281
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https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962
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## Deffense
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Jump/backdash seems to be the main options??
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https://www.twitch.tv/videos/2135654058?t=02h26m17s
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BrandonTheAsian9000:no blocking
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BrandonTheAsian9000:backdash beats meaty low and high
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BrandonTheAsian9000:jump beats crossup and grab
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BrandonTheAsian9000:that way, you can still rps without being in counterhit state
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BrandonTheAsian9000:and you think about 2 options instead of 4
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19
docs/Mu/Slayer/Defence.md
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19
docs/Mu/Slayer/Defence.md
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## Crossup OS
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https://discord.com/channels/121387821977042945/121387821977042945/1236328918839984281
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https://discord.com/channels/121387821977042945/121387821977042945/1236330888501923962
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## Defence
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Jump/backdash seems to be the main options??
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https://www.twitch.tv/videos/2135654058?t=02h26m17s
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BrandonTheAsian9000:no blocking
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BrandonTheAsian9000:backdash beats meaty low and high
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BrandonTheAsian9000:jump beats crossup and grab
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BrandonTheAsian9000:that way, you can still rps without being in counterhit state
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BrandonTheAsian9000:and you think about 2 options instead of 4
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37
docs/Mu/Slayer/Punishes/2H.md
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37
docs/Mu/Slayer/Punishes/2H.md
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# 2H
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## w.o Shotgun
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### c.S / f.S
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We can use `f.S` as long Slayer 2H was not made at peak range.
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If close enough we can start the combo with c.S.
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Ibing Slayer's 2H will facilitate the timing of landing f.S.
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https://youtu.be/ngxdRKQtOYo
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### Throw
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If the opponent is close enough we can throw him into the corner or whenever we want.
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https://youtu.be/k0SYu3tbCrY
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## w. Shotgun
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If the opponent is close enough we can `SG.P > SG.H`.
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At all ranges we can `SG.H`.
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Ibing Slayer's `2H` will facilitate the timing of landing `SG.P` or `SG.H`.
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https://youtu.be/svOg5tXXABM
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## JBH
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If the opponent is close enough we can `Judge Better Half`.
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https://youtu.be/dBBQJtOzndE
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100
docs/Mu/Slayer/Punishes/Dead_on_Time.md
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docs/Mu/Slayer/Punishes/Dead_on_Time.md
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# Dead on Time
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## Midscreen
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### w.o Shotgun c.S Antiair route
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### w.o Shotgun 6H Antiair route
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### w Shotgun c.S Antiair route
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### w Shotgun 6H Antiair route
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### w. Shotgun IB IAD route
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- Great amount of screen carry.
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- I think that without IB can be done, but it might affect the height.
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> CH [SG.H] ...
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https://youtu.be/Q0I6nFQLXgE
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## Corner
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### c.S Antiair route
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Generic c.S antiair route.
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Other routing can apply.
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> 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
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https://youtu.be/RwF4eBPR53s
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### w. Shotgun into c.S antiair route
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- IBing will give a generous amount of time to remove the shotgun.
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We can remove the shotgun and continue with a `c.S` antiair route.
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> 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
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https://youtu.be/eaTfxlhels8
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### 6H Antiair route
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todo
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## Corner Sideswap
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### w. Shotgun
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Doesn't deal much damage but gives you the corner pressure.
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> 236K > SG.S > Bridal
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https://youtu.be/HAz296emqUY
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### w.o Shotgun IB
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- Requires IB
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> 236K > SG.S > Bridal
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https://youtu.be/5qKF2vRiY58
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### w.o Shotgun 6H
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- Quite tight ngl.
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- Don't think that IBing affect the routing.
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> 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
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https://youtu.be/765P0ukd-K8
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### w.o Shotgun 6H
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- Quite tight ngl.
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- Don't think that IBing affect the routing.
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- I can't make the 3rd SG.H cause wallsplat.
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It's based off [6H Counterhit Corner Slightly Spaced route](#corner-slightly-spaced).
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> 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
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https://youtu.be/vpd3aF7dTuE
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## Tips
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### How to IB EASILY
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Start by already be blocking it, otherwise you will hit by mister frame 0.
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Release `4` during the animation, and click `4` again when the animation finishes, basically when the camera is back to slayer.
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https://youtu.be/4mpFo3RZZCQ
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**Frame on which "press" `4`:**
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29
docs/Mu/Slayer/Punishes/Generic_Routes.md
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docs/Mu/Slayer/Punishes/Generic_Routes.md
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## Generic routes
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### 6H Counterhit
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#### Midscreen
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no clue just do some bnb
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#### Corner
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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
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https://youtu.be/VM9hw7CVcvU
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#### Corner Slightly Spaced
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> 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
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https://youtu.be/m-uzwD07O_A
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## Corner Throw RC
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- Recycled a clip for [Pilebunker](#throw-rc).
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After the throw, the combo would be:
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> 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
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https://youtu.be/Sk9rMBDlpF8
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51
docs/Mu/Slayer/Punishes/Mappa.md
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docs/Mu/Slayer/Punishes/Mappa.md
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# Mapa
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## P Mappa
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Only punishable on Shotgun stance **AND** IB.
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On Block is `-1`, on IB `-5`, but .
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### w. Shotgun IB
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- While using Shotgun stance **AND** IBing the attack.
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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.
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https://youtu.be/dMf1UDNvw9s
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If we are not extremely close or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
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https://youtu.be/x0dAnzPtqkw
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## K Mappa
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### w.o Shotgun IB
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You will need to IB the hit.
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> 5P > f.S > 5H > Bridal
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Not punisheable at peak range as `5P` won't reach Slayer.
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https://youtu.be/9UbmtsIxcq4
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### w. Shotgun IB
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- While using Shotgun stance **AND** IBing the attack.
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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`.
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https://youtu.be/_z3zgJVQkQg
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If we are not close enough or don't want to do a tight `SG.P`, just `SG.H` from midrange to poke them.
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https://youtu.be/Thb5lc10M6c
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### IB JBH
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Close enough we can fit a `Judge Better Half` or it's burst version, I repeat, **close enough**.
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Can't recommend using that.
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https://youtu.be/NQxfeaxLlP0
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142
docs/Mu/Slayer/Punishes/Pilebunker.md
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142
docs/Mu/Slayer/Punishes/Pilebunker.md
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# Pilebunker
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## Midscreen
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### w.o Shotgun
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- IBing will facilitate the timing, but it's not required, certainly facilitates everything.
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- 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.
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- We can also throw for sideswap (or metered throw corner combo)
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The base route would be as:
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> 66 > c.S > f.S > (2S >) 2D
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After 2D we can Bridal, pulling a berry, throwing `Genoverse`, air-pulling berry, getting into Shotgun stance, etc.
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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`.
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Genoverse:
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> 66 > c.S > f.S > Genoverse > Stuff
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RC:
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> 66 > c.S > f.S > 2D > RC > Stuff
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non-dash momentum or point blank spacing:
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> 66 > c.S > f.S > 2D > ender
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#### Bridal
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> 66 > c.S > f.S > (2S >) 2D > Bridal
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https://youtu.be/EqOiSGSRGG0
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#### Berry Pull
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We can also replace `Bridal` for `Berry Pull`, this might be preferred to do in the corner.
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> 66 > c.S > f.S > (2S >) 2D > Pull Berry
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https://youtu.be/r8TunMpRvtY
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#### Throw RC
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After the throw, the combo would be:
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> 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
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https://youtu.be/Sk9rMBDlpF8
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### w. Shotgun
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> SG.S > Bridal
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https://youtu.be/_TuxzArqQJo
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## w. Shotgun IB Corner
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- Very tight.
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- Needs to be **VERY** close to the corner.
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- Quite meme since it's quite tight and corner proximity is required.
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> [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H
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# Crosswise Heel
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Depending on the distance on which IBs `Crosswise Heel` it might allow for a better punish. Doesn't make much difference without IBing.
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After IBing the second hit of `Crosswise Heel`, before inputting `c.S`, slightly delay the move, otherwise f.S will be triggered.
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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.
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I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib.
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https://youtu.be/RER12BaOado
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## Far hit
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From a far hit there isn't much to cash in.
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Go with some corner carry string and call it a day.
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We can still RC to extend the combo, or Genoverse.
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> f.S > 5H > Bridal
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https://youtu.be/Qr0B6J6WKMg
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## Midscreen
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### Close IB
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Generic c.S Antiair Counterhit BnB
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> 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
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https://youtu.be/nUt0LnZ4Ywk
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## Corner
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### Corner Close IB
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- Require proximity to the corner
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- Quite tight
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> 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
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https://youtu.be/Ac8Oajhsyvc
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### Corner w. Shotgun Close
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More or less a BnB routing.
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> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P
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https://youtu.be/T8rDc2ZAWLw
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### Corner w. Shotgun Close Bridal Loops
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Same as above, changing the ender to Bridal loops.
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> CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal
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https://youtu.be/J_sBuYvu2Os
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### Corner w. Shotgun Close IB
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Same route as the [non IB one](#corner-w-shotgun-close), but IBing might facilitate having a better height for 5H knockdown.
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> CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P
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https://youtu.be/2KiaC5U7IAs
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## Outspaced
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Basically the move wiffs because you are too far away, this is your moment to shine
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For the corner route refer to the [Generic Routes, 6H Counterhit, Corner Slightly Spaced](#corner-slightly-spaced)
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For the midscreen route refer to the [Generic Routes, 6H Counterhit, Midscreen](#midscreen)
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@ -1,368 +1,3 @@
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## Generic routes
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### 6H Counterhit
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#### Midscreen
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no clue just do some bnb
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#### Corner
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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
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https://youtu.be/VM9hw7CVcvU
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#### Corner Slightly Spaced
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> 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
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https://youtu.be/m-uzwD07O_A
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## Corner Throw RC
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- Recycled a clip for [Pilebunker](#throw-rc).
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After the throw, the combo would be:
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> 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
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|
||||
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`:**
|
||||
|
||||

|
||||
|
||||
## Labbing
|
||||
|
||||
|
0
docs/Mu/Slayer/Relevant_Links.md
Normal file
0
docs/Mu/Slayer/Relevant_Links.md
Normal file
Loading…
x
Reference in New Issue
Block a user