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21
docs/DamageOptimization/AirBridalCH/README.md
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21
docs/DamageOptimization/AirBridalCH/README.md
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# Without berry
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## Midscreen
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> CH j.Bridal > 2P c.S > j.S > jc > j.KSHD > Pull
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BnB.
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> CH j.Bridal > 66j.9 > ETC rejump
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Run-up helps for consistency, if j.Bridal lets you horizontally very close you might be able j.9
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> Air ch
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Bridal Juggles
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## Corner
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# With Berry
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54
docs/Mu/Johnny/Roundstart/README.md
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54
docs/Mu/Johnny/Roundstart/README.md
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# Normals
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## 5K
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## 2S
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### 2D/2S
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2D or 2S > 5H*5
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## 2D
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### 2D
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### fS
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The best reward.
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Crouching CH.
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Confirm with 2H > 2D > Bridal.
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Basically fullscreen carry.
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## 5H
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### 2S
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If you are 1 frame late you trade.
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2S > 5H*5 87 damage
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## f.S
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# Coin
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- On hit leads to +1 level followed up by some pressure
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## Runup 2D
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Punishes.
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If canceled into Bridal instantly it might get hit by coin. Either do a small delay, or cancel into anything else but that.
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shotgun, whatever or will get hit by coin.
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Pulling berry might get you hit.
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## Runup 2S
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66 2S > 5H > Bridal 75 damage
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66 2S > 5H*5 87 damage
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@ -0,0 +1,97 @@
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!!! warning "Disclaimer"
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Timings/routes might very depending if there was a delay on the burst or not. This restriction is mostly caused by the berry timer.
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!!! warning "Avoid SG.P as Starter"
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The damage will be heavily reduced in comparison to other starters.
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# SG.D pull > SG.S (standard routing)
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## SG.S
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### Punish with IB SG.Hx2 Toss (very tight)
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Requires opponent to burst as soon as possible.
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https://youtu.be/bJ4BnEVpq5g
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### Punish with IB SG.H SG.S Toss
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On a real case scenario, **after the bridal do less charged SG.H**
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The last shotgun requires you to be frameperfect, so it's hard.
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https://youtu.be/OHl5YKR8F2o
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### Punish with 66 SG.H x2 SG.P Toss
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https://youtu.be/k-97qEeuzSo
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### Punish with 66 SG.H cS 5h Toss
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https://youtu.be/dhZSTXHAQeE
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## SG.H (1)
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### Punish with SG.S SG.P Toss
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Very simple.
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https://youtu.be/4eQeEZq6LQk
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### Punish with 66 SG.H 2P Toss (very tight)
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This is mostly to show how limited/tight the options if we want to have a better starter (SG.H).
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Probably doesn't work on all characters which will make it extra difficult/bad.
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> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
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https://youtu.be/Tb-xvHCT9c0
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### Punish with IB 66 SG.H SG.P Toss (very tight)
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With IB we gain an extra edge, still very tight, but leads a bit more of damage than with SG.S
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https://youtu.be/cBokb_QHAvs
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> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
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## SG.H (2)
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!!! info "Burst Safe Distance"
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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.
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If we block burst here, I don't think we can get a reward/punish out of it.
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### Punish with SG.S Toss (very tight)
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You require of delaying SG.S to hit the opponent after the burst as soon as possible, otherwise berry will explode in your face.
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> If opponent delays the burst you won't be able to do this/berry will explode while tossing it.
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https://youtu.be/yrltlWQJNtI
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### Punish with RAW Toss
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Very simple, better reward/damage than with SG.S
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https://youtu.be/J4snkqp2_jo
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## SG.S (2)
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This is quite tricky.
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By default, if we do `SG.S > Block`, we will block the burst, and afterwards the berry explosion, which will make it a **true blockstring**, which leads to us not being able to punish the burst.
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Rolling through wouldn't work on that scenario, since we would roll through burst, and get the explosion while rolling.
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It could be arranged by delaying prior buttons so the berry timer is adjusted/closer to the second SG.S.
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This would allow for some margin, either to roll through the burst and the berry, or to block both and follow up/punish with a 66 sg.h or sg.p.
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Nevertheless, I won't cover that.
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@ -1,14 +1,20 @@
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# Punishing Burst
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!!! note "Pick a solid starter"
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Using the starter with less initial proration leads to more damage even if two routes look alike.
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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.
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## Playlists:
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## Decent/normal playlist:
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### General Decent/normal playlist:
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https://www.youtube.com/playlist?list=PL6ZUzEhM_rdCVQw1rpLLc2llAtn0NcIIz
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## General Funky playlist:
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### General Funky playlist:
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https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
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@ -16,4 +22,8 @@ https://www.youtube.com/playlist?list=PL6ZUzEhM_rdDlUY8h21GmNM3ld1l4_bHj
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Probably some more reasonabely "hipster" routings/punishes will appear on the normal playlist and/or both.
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!!! warning "this list is not exclusively for burst punishes"
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!!! warning "this list is not exclusively for burst punishes"
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### From SG.D Pull SG.S
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https://youtube.com/playlist?list=PL6ZUzEhM_rdDlZIOz5a_RyqO2hSBvbnyz&si=RV991LYWvD5FxZQ6
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