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Small refactor.
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# Regarding j.S / j.D YRC
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You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
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j.S is NOT a mixup.
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If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
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In order to have a mixup after j.D YRC we need the opponent to block standing.
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Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
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## pending to sort.
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### Crouching opponent
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6P/delayed 2D mixups
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### Standing opponent
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```
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IAD j.Toss |> 2K # Mid Low
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IAD j.S > j.Toss |> 2K # High Low
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
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```
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Don't work:
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```
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IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
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```
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!!! note
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j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).
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j.Toss can lead to fshiki when the timer is less to 1 second.
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j.K > Toss is not real.
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@ -1,64 +1,7 @@
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# Regarding j.S / j.D YRC
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You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.
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j.S is NOT a mixup.
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If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.
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In order to have a mixup after j.D YRC we need the opponent to block standing.
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Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.
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## pending to sort.
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### Crouching opponent
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6P/delayed 2D mixups
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### Standing opponent
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```
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IAD j.Toss |> 2K # Mid Low
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IAD j.S > j.Toss |> 2K # High Low
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.H # High High High -> if any of them connects, on landing we can c.S > Toss for combo
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IAD j.K > j.S > j.Toss |> 2K # High High Mid Low
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC # High High Mid High -> Doesn't lead to anything (**unless we YRC**)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H # High High Mid High
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```
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Don't work:
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```
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IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)
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IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)
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```
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# fShiki
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!!! note
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j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).
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j.Toss can lead to fshiki when the timer is less to 1 second.
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j.K > Toss is not real.
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TODO (sorting/all characters)
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TODO (sorting/doing all characters)
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| Character | f-shiki j.Toss > j.S RRC (75% meter) | f-shiki j.Toss > j.S > j.H comboes | j.Toss > j.S > j.H (hit) fshiki | |
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|----------------------------------------|--------------------------------------|------------------------------------|---------------------------------|--------------------------|
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