diff --git a/docs/DamageOptimization/AirBridalCH/README.md b/docs/DamageOptimization/AirBridalCH/README.md new file mode 100644 index 0000000..4f3e1e3 --- /dev/null +++ b/docs/DamageOptimization/AirBridalCH/README.md @@ -0,0 +1,21 @@ +# Without berry +## Midscreen + +> CH j.Bridal > 2P c.S > j.S > jc > j.KSHD > Pull + +BnB. + +> CH j.Bridal > 66j.9 > ETC rejump + +Run-up helps for consistency, if j.Bridal lets you horizontally very close you might be able j.9 + +> Air ch + +Bridal Juggles + + +## Corner + + + +# With Berry \ No newline at end of file diff --git a/docs/Mu/Johnny/Roundstart/README.md b/docs/Mu/Johnny/Roundstart/README.md new file mode 100644 index 0000000..be0384f --- /dev/null +++ b/docs/Mu/Johnny/Roundstart/README.md @@ -0,0 +1,54 @@ + +# Normals + +## 5K + +## 2S + +### 2D/2S + +2D or 2S > 5H*5 + +## 2D + +### 2D + +### fS + +The best reward. + +Crouching CH. + +Confirm with 2H > 2D > Bridal. + +Basically fullscreen carry. + +## 5H + +### 2S + +If you are 1 frame late you trade. + +2S > 5H*5 87 damage + +## f.S + +# Coin + +- On hit leads to +1 level followed up by some pressure + +## Runup 2D + +Punishes. + +If canceled into Bridal instantly it might get hit by coin. Either do a small delay, or cancel into anything else but that. + +shotgun, whatever or will get hit by coin. + +Pulling berry might get you hit. + +## Runup 2S + +66 2S > 5H > Bridal 75 damage + +66 2S > 5H*5 87 damage \ No newline at end of file diff --git a/docs/Routes_Optimization/Punishing_Burst/From_SG.D.md b/docs/Routes_Optimization/Punishing_Burst/From_SG.D.md new file mode 100644 index 0000000..6ba8c74 --- /dev/null +++ b/docs/Routes_Optimization/Punishing_Burst/From_SG.D.md @@ -0,0 +1,84 @@ + +!!! warning "Disclaimer" + + Timings/routes might very depending if there was a delay on the burst or not. This restriction is mostly caused by the berry timer. + +!!! warning "Avoid SG.P as Starter" + + The damage will be heavily reduced in comparison to other starters. + +# SG.D pull > SG.S (standard routing) + + + +## SG.S + +### Punish with IB SG.Hx2 Toss (very tight) + +Requires opponent to burst as soon as possible. + +https://youtu.be/bJ4BnEVpq5g + +### Punish with IB SG.H SG.S Toss + +On a real case scenario, **after the bridal do less charged SG.H** + +The last shotgun requires you to be frameperfect, so it's hard. + +https://youtu.be/OHl5YKR8F2o + +### Punish with 66 SG.H x2 SG.P Toss + +https://youtu.be/k-97qEeuzSo + +### Punish with 66 SG.H cS 5h Toss + +https://youtu.be/dhZSTXHAQeE + +## SG.H (1) + +### Punish with SG.S SG.P Toss + +Very simple. + +https://youtu.be/4eQeEZq6LQk + +### Punish with 66 SG.H 2P Toss (very tight) + +This is mostly to show how limited/tight the options if we want to have a better starter (SG.H). + +Probably doesn't work on all characters which will make it extra difficult/bad. + +> If opponent delays the burst you won't be able to do this/berry will explode while tossing it. + +https://youtu.be/Tb-xvHCT9c0 + +### Punish with IB 66 SG.H SG.P Toss (very tight) + +With IB we gain an extra edge, still very tight, but leads a bit more of damage than with SG.S + +https://youtu.be/cBokb_QHAvs + +> If opponent delays the burst you won't be able to do this/berry will explode while tossing it. + +## SG.H (2) + +!!! info "Burst Safe Distance" + + After the second shot, you are in a "burst safe" distance. Where if you block OS your hurtbox while in blocking animation will get within the burst area. But if you don't hold back/block/block OS, burst won't reach you. + + If we block burst here, I don't think we can get a reward/punish out of it. + +### Punish with SG.S Toss (very tight) + +You require of delaying SG.S to hit the opponent after the burst as soon as possible, otherwise berry will explode in your face. + +> If opponent delays the burst you won't be able to do this/berry will explode while tossing it. + +https://youtu.be/yrltlWQJNtI + +### Punish with RAW Toss + +Very simple, better reward/damage than with SG.S + +https://youtu.be/J4snkqp2_jo diff --git a/docs/Routes_Optimization/Punishing_Burst/README.md b/docs/Routes_Optimization/Punishing_Burst/README.md index 4856c04..f8ff4a8 100644 --- a/docs/Routes_Optimization/Punishing_Burst/README.md +++ b/docs/Routes_Optimization/Punishing_Burst/README.md @@ -1,7 +1,13 @@ - # Punishing Burst + +!!! note "Pick a solid starter" + + Using the starter with less initial proration leads to more damage even if two routes look alike. + + During a match you can use "whatever" since you want to ensure getting a punish, even if it deals less damage, yet, on certain situations you have more margin to decide what you will start the combo with. + ## Playlists: ## Decent/normal playlist: