2023-09-04 09:55:25 +02:00
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2023-09-04 09:55:25 +02:00

Table of Contents

Generic routes

6H Counterhit

Midscreen

no clue just do some bnb

Corner

Elphelt_Generic_6H_Counterhit_Corner.mp4

Corner Slightly Spaced

Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4

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.

Punish_2H.mp4

Throw

If the opponent is close enough we can throw him into the corner or whenever we want.

Punish_2H_Throw.mp4

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.

Punish_2H_w_Shotgun.mp4

JBH

If the opponent is close enough we can Judge Better Half.

Punish_2H_JBH.mp4

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.

Punish_P_Mappa_w_Shotgun_P.mp4

If we are not extremely close or don't want to do a tight SG.P, just SG.H from midrange to poke them.

Punish_P_Mappa_w_Shotgun.mp4

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.

Punish_K_Mappa.mp4

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.

Punish_K_Mappa_w_Shotgun_no_P.mp4

If we are not close enough or don't want to do a tight SG.P, just SG.H from midrange to poke them.

Punish_K_Mappa_w_Shotgun.mp4

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.

Punish_K_Mappa_JBH.mp4

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

Punish_Pilebunker.mp4

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

Punish_Pilebunker_Berry_Pull.mp4

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.H] > 6H > 236P

Punish_Pilebunker_Throw_RC.mp4

w. Shotgun

SG.S > Bridal

Punish_Pilebunker_w_Shotgun.mp4

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

Punish_Pilebunker_Corner_w_Shotgun_meme.mp4

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.

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

Punish_Crosswise_Hell_Far_Hit.mp4

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

Punish_Crosswise_Hell_Midscreen_IB.mp4

Corner

Corner Close IB

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

Punish_Crosswise_Hell_Close_Corner_IB.mp4

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

Punish_Crosswise_Hell_Corner_w_Shotgun.mp4

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

Punish_Crosswise_Hell_Corner_w_Shotgun_Bridal_Loops.mp4

Corner w. Shotgun Close IB

Same route as the non IB one, 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

Punish_Crosswise_Hell_Corner_w_Shotgun_IB.mp4

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 For the midscreen route refer to the Generic Routes, 6H Counterhit, Midscreen

Labbing

Mappa and Pilebunker

Set the recordings to the following:

  • P Mappa
  • K Mappa
  • Pilebunker

The idea is to practice, not only the combo routes, but the move recognition.

A reminder that Pilebunker doesn't need to be IBd to be punished.

Labbing_Mappa_Pilebunker.mp4

Shortcuts to the punishes:

Safejump