# The idea about this doc, is checking when/if its better to "optimize" shit for extra damage ## c.S > f.S > ? > Bridal > Tested on Sol only. | Route | Damage | Notes | |:-----------------------------|:-----------------------------------------------------------|:----------------------------| | c.S > f.S > Bridal | 88 | | | c.S > f.S > 2D > Bridal | 114 | | | c.S > f.S > 2S > 2D > Bridal | 129 | Requires dash momentum 100% | | c.S > f.S > 5H > Bridal | 100 | | | c.S > f.S > 2S > 5H > Bridal | 117 | Requires dash momentum 100% | | c.S > f.S > 2S > Bridal | **FAKE**/**NOT POSSIBLE**, after 2S Bridal won't connect!! | | TLDR: With dash momentum: > c.S > f.S > 2S > 2D > Bridal Without dash momentum: > c.S > f.S > 2D > Bridal ## c.S f.S > ? > Bridal RC > BNB c.S f.S > ? > Bridal RC > 2H > Pull Berry > c.S > j.S > jc j.K > j.S j.H > j.Toss |> 6H > SG.pull > SG.S > SG.unpull? > c.S > j.KSH | Route | Damage | Notes | |:-----------------------------------|:-------|:----------------------------------------------------| | c.S > f.S > Bridal > ... | 199 | | | c.S > f.S > 2D > Bridal > ... | 199 | | | c.S > f.S > 2S > 2D > Bridal > ... | 198 | Requires dash momentum 100%. Makes the combo harder | | c.S > f.S > 5H > Bridal > ... | 186 | | | c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% | **TLDR: Keep it simple.** > c.S > f.S > Bridal > ... OR > c.S > f.S > 2D > Bridal > ... (Check with sol at low HP) ## c.S f.S > ? > Genoverse > j.KSH |> 2P > c.S > j.KSHD | Route | Damage | Notes | |:-----------------------------------|:-------|:---------------------------------------------------| | c.S > f.S > Bridal > ... | 174 | | | c.S > f.S > 2D > Bridal > ... | 184 | | | c.S > f.S > 2S > 2D > Bridal > ... | 190 | Requires dash momentum 100%. | | c.S > f.S > 5H > Bridal > ... | 178 | | | c.S > f.S > 2S > 5H > Bridal > ... | 188 | Requires dash momentum 100% | **TLDR: Keep it simple.** > c.S > f.S > Bridal > ... OR > c.S > f.S > 2D > Bridal > ... (Check with sol at low HP) ## ## 6P Genoverse This is specifically intended to when the opponent is "fairly low", aka a killer combo. ### Sol 20% HP Sol has 84hp. > 6P > Genoverse > 2H > [SG.H]x2 > [SG.S] > Pull Berry > [SG.H]x3 > 6H > 2Toss > 6H 63 Damage (21 remaining) (doing a single [SG.H] in the first rep, decreases the damage dealt by 1) > 6P > Genoverse > 2H > Pull Berry > c.S > j.S > jc j.K > j.S > j.H > j.Toss |> 6H > SG > [SG.S] > Pull Berry > [SG.H] > j.7D \# Saybell routing 54 Damage. 24% Meter Gain ## 6P Bridal Can do 6 SG.H on Sol > SG.S > SG.PPPPPPP for 76 damage (8 away from death.) Can do 6 SG.H on Sol > SG.S > SG.H 2P f.S 5Hx5 for 75 damage (8 away from death.) Can do 6 SG.H on Sol > SG.S > SG.H c.S Bridal 2P c.S f.S 5Hx5 ?? `6 SG.H` = 59 `66 j.SPSHD` = 5 `|> f.S 2S 5hx5` > 7 = 71 >:( (this route is theoretical, not tested) https://tube.fihome.xyz/v/xrd/joCnRacM82ugKpLYZP5e3G https://tube.fihome.xyz/v/xrd/pcHJ3GvpUAoBVTZj2oZzbB?sort= 6SG.H -> or 3SG.H SG.S 3SG.H -> j.ppppp (j.p x5) = 5 kshd = 4 fS 5hx5 = 6 15 ## 6P bJBH Deals 65 of damage. ## Comboing into Genoverse Possible followups. 6H (Ender) 6H (Bridal |> Pickup) ### j.KSH |> (2P >) > (c.S) rejump `j.KSH` can be perform by doing: - Genoverse > IAD j.KSH - Genoverse > 66 ~ j.9KSH #### General Notes > Notes:\ > > Depending on the height/distance whatever every single button from `j.KSH` will require some degree of delay, specially the `j.H`, since we are rising the height of the opponent (without getting that high that we can't combo), in order for us to land in the ground before the opponent and still have time to pickup with 2P or c.S. > > The damage difference without using `2P` is that low that it's recommended to pickup with `2P > c.S` for more stability/consistency. > > Against lightweights I believe `sj.IAD j.KSH` to be more consistent than `IAD j.KSH` (generally speaking). > > Stuff like IADs look cool, but as per the moment I cannot justify them over doing the `Genoverse > 66 ~ j.9KSH` except the extremely specific instance where I did `Genoverse > 66 ~ sj.9SH` and allowed for `j.D |> f.S > 5H > Bridal`. > > Being able to use IAD also depends on the proximity from the opponent, as being too close would result in dropping the combo (not being able to route j.KSH). #### On not prorated combos At very high distances `Genoverse > 66 ~ j.9SH` _can_ route into `j.D |> f.S/5H` Pickup, but no knockdown. From `Genoverse > 66 ~ sj.IAD 9SH` I was able to get `j.D |> f.S > Bridal`, once. Since it's an IAD, requires some spacing... For reference, I believe it was on Johnny, nevertheless it's a simulation that resembles something that I would call as too much inconsistent, therefore if one is found in such situation, take the j.D knockdown, you can still do the `superjump IAD` stuff, but aiming to get the j.D knockdown, not picking up from that. #### On prorated combos > Notes: > > Both `IAD` (or `sj.IAD`) should be usable in prorated combo routes, as it's less likely that the opponent goes over your character due to combo gravity, nevertheless I also believe that all the instances that the `IAD` routing can be used, one cana also use the `66 j.9`, therefore for consistency/simplifying things ij recommend going for the `66 j.9` routing on all the main scenarios. ## Routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H Bridal 5H Can be used as a replacement of 6H when one is too far from the corner. The objective is to know how many `[SG.H]` can we do before proceeding with the main route.+ This assumes we are close to the corner > Notes: > > To reduce opponent height, after pulling berry we can delay using the `SG.H`. > > Standard ender used is `6H > Pull Berry` | Setup | Damage (sol 100%) | n. `[SG.H]` | Notes | Link | |:-----------------------------------------|:-------------------|:---------------|:--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:----------------------------------------------------------------| | CH 6H | 242 | 3 | Standard next to the wall | https://fireshare.fihome.xyz/w/404c8b61851e998f4aebb445d4ec936c | | CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route `CH 6H > SG.S > Bridal`, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S goes under. Technically 3 Reps can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 `[SG.H]`, on the scenarios where we can do 3 `[SG.H]` we would be using the route without the `SG.S` | https://fireshare.fihome.xyz/w/b61b1e40025236144fdb4ccd3adcbb03 | | CH 6H > SG.S > Bridal | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the raw `6H > Loop` route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | https://fireshare.fihome.xyz/w/a2113ff9e721cc9dd71afd21ce011421 | | Antiair CH c.S | 265 | 3 | | https://fireshare.fihome.xyz/w/32dcba00554ef4435a89ed7949f3992b | | Antiair CH c.S > SG.S | 262 | 3 | | https://fireshare.fihome.xyz/w/ab422b04b204235ae8446a6f05bb25ef | | CH 2H | 236 | 3 | | https://fireshare.fihome.xyz/w/235db979d73aaa2ccf2f63875f4ba3df | | CH 2H > [SG.H] > SG.S | 218 | 0 | No shotgun loops. | https://fireshare.fihome.xyz/w/09b3956da5985620048f33e42e6b56b2 | | CH 2H > [SG.H] > SG.S | 225 | 1 | Veeery hard. (imo) | https://fireshare.fihome.xyz/w/08fcc27c737cff1e224e0d172535e45d | | CH 2H > [SG.H] > SG.S > Bridal | 234 | 1 | | https://fireshare.fihome.xyz/w/a153168b22299a5fbeefaca88cecb95b | | j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | https://fireshare.fihome.xyz/w/5268c5b494a0faa60a2af797ff59d98e | | j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | https://fireshare.fihome.xyz/w/29db6455c26b6d33a133a247eeaa6cbc | | j.D YRC > 2H | 258 | 4 | | https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415 | | 2D > Bridal RC | 243 | 3 | | https://fireshare.fihome.xyz/w/6e46fd3466b0d70265880d4ba86b2a3a | | 6P > Bridal RC | 181 | 3 | | https://fireshare.fihome.xyz/w/558a4c48185731ce0934d3645b30a384 | | 2D (Cooked berry setup) | 273 | 3 | | https://fireshare.fihome.xyz/w/676829e4b320391d6fb16d821f7276e4 | | 6P (Cooked berry setup) | 210 | 3 | | https://fireshare.fihome.xyz/w/3874a00f700ebb8e9f3844d2f885624f | | j.H (Cooked berry setup) | 271 | 3 | | https://fireshare.fihome.xyz/w/0c8cd69ea87036f47954fc80094781d0 | | 5D | 172 | 3 | | https://fireshare.fihome.xyz/w/29cd4f8dede99df099ea7b2b233a3339 | | 66 CH c.S > 5D | 205 | 2 | | https://fireshare.fihome.xyz/w/64be4dd85a314b5693fe706144e7f276 | | Raw [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/dfb7e77ac07a976a95e00988f6c5a6a5 | | Raw CH [SG.H] | 277 | *4 (3+starter) | | https://fireshare.fihome.xyz/w/520a19741496f3e19072608e51704587 | | SG.S | 229 | 4 | 3 Is far more stable | https://fireshare.fihome.xyz/w/5a6adcd32e49d157a53d70b5ae88ca6a | | Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | https://fireshare.fihome.xyz/w/dac6d43fc2d74b8d83c786d7d0b6244d | | Raw CH SG.H (uncharged) > 2H (vs Baiken) | 246 (Baiken) | 2 | 2 Hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't works on all lightweights. Works on: Baiken, May, Ino, Elphelt, Jack-O, Jam, Dizzy | https://fireshare.fihome.xyz/w/5f4476005896b83e216bb3185b69a3ee | | Antiair CH SG.S | 229 | 4 | | https://fireshare.fihome.xyz/w/3da4ae9c136bb1ba97255405eaec20f1 | | Antiair CH SG.S > Bridal | 232 | 3 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 | | SG.D | --- | ---- | Midweights are **too heavy**. | https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 | | SG.D (Lightweights) (vs Millia) | 200 | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of Millia, doing `6H > 2Toss` can be inconsistent, therefore it's recommended to do `66 5H > 2Toss`. | https://fireshare.fihome.xyz/w/16a9b8bf96146ff865e0bb9b4646015b | | SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 [SG.H] can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 [SG.H] instead of 3. | https://fireshare.fihome.xyz/w/4f3b64d7259366733065dc445fe2e8b3 | | SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] _can_ be don, yet i's too inconsistent. | https://fireshare.fihome.xyz/w/86b0c6b41eeb8658ae3892ac85cf78e1 | | SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://fireshare.fihome.xyz/w/745f5e6df87c4a37ad7998831d47bd39 | | SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 | | Raw Berry | 272 | 3 | I don't expect this to be relevant anyway. | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 |