Elphelt/dustloop_tmp.txt
2024-09-01 18:37:59 +02:00

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==Damage Optimization==
=== Number of Charged SG.H when routing into SG.S > Pull > [Charged SG.H]x3 > 6H/5H > Toss > 6H ===
* This assumes we are close to the corner.
* Standard ender used is {{clr|H|6H}} > {{clr|P|236P}}, unless specified the contrary.
* To reduce opponent height, after pulling berry ({{clr|S|SG.S}} > {{clr|P|236P}}}) we can delay the next {{clr|H|SG.H}}, this is specially relevant against lightweights, where they might be too high to combo normally, or we might have raised them through hits.
* As per the moment combos mainly only been tested on {{CLabel|GGXRD-R2|Sol|label=SO}}, unless specified the contrary.
* Dash micro optimization (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}) is very important for consistency. We as well can perform a dash optimization with the ender {{clr|H|6H}} (66 {{clr|H|6H}}).
'''When to use {{clr|H|6H}} or {{clr|H|5H}} before {{clr|P|2Toss}} ?'''
* {{clr|H|6H}} generally speaking deals more damage than {{clr|H|5H}, usually with a damage variation of 10 +/-. On lightweights {{clr|H|5H}} can result on a damage increase of 1-3.
* {{clr|H|6H}} results in substantially more pushback than {{clr|H|5H}, which results on berry hitting on later frames, this is as well accentuated when the opponent is located at lower heights, as if they were located in a higher position, berry might have time to hit the opponent before they touch the ground. This pushback can be compensated with the micro-dash optimization (66 {{clr|H|6H}} {{clr|P|2Toss}}), yet can still be inconsistent depending on the opponent height/hurtbox.
* {{clr|H|6H}} pushes the opponent down, which on situations where the opponent is too close to the ground might make the combo drop, but on situations where the opponent is too high it might be helpful.
* {{clr|H|5H}} results in less pushback than {{clr|H|6H}} is more consistent, while still allowing for dash micro optimization for extra consistency (66 {{clr|H|5H}} > {{clr|P|2Toss}}).
* With {{clr|H|6H}} pushback, on lightweights and {{CLabel|GGXRD-R2|Venom|label=VE}} due to smaller hurtbox berry can harder to hit, therefore it's recommended to use {{clr|H|5H}}.
* When using {{clr|H|6H}} on heavyweights, even if their hurtbox is bigger, it can still be hard to hit the berry before they touch the ground, as generally speaking will have a height closer to the ground compared to other wieghtclasses, therefore it's recommended to use {{clr|H|5H}} for consistency.
* Both {{clr|H|5H}} and {{clr|H|6H}} allows for dash micro optimization (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}).
TLDR:
* {{clr|H|5H}} is more consistent than {{clr|H|6H}.
* Use {{clr|H|5H}} on everyone including {{CLabel|GGXRD-R2|Venom|label=VE}}, and excluding the rest of midweights.
* Use {{clr|H|6H}} on midweights excluding {{CLabel|GGXRD-R2|Venom|label=VE}}, yet if the situation looks too tight, you can use {{clr|H|5H}}.
* Dash optimization is relevant on both normals (66 {{clr|H|6H}}/{{clr|H|5H}} > {{clr|P|2Toss}}).
| Setup before charged {{clr|H|SG.H}} || Damage ({{CLabel|GGXRD-R2|Sol|label=SO}} 100% unless specified otherwise) || n. Charged {{clr|H|SG.H}} || Notes || Link
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Test text
|-
! Setup before {{clr|H|Charged SG.H}} !! Damage ({{CLabel|GGXRD-R2|Sol|label=SO}} unless specified otherwise) !! n. Charged {{clr|H|SG.H}} !! Notes !! Video
|-
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| CH {{clr|H|6H}} || 242 || 3 || || [https://youtu.be/thaWVb-VVh0 Video]
|-
| CH {{clr|H|6H}} > {{clr|S|SG.S}} || 232 (*242) || 2 (*3) || This route deals less damage than when using the route CH {{clr|H|6H}} > {{clr|S|SG.S}} > {{clr|2|214K}}, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the {{clr|H|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 {{clr|S|SG.S}} might go under the opponent. Technically 3 {{clr|H|Charged SG.H}} 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 {{clr|H|Charged SG.H}}, on the scenarios where we can do 3 {{clr|H|Charged SG.H}} we would be using the route without the {{clr|S|SG.S}} || [https://youtu.be/e3zmxdHkXaw Video]
|-
| CH {{clr|H|6H}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 243 || 2 || When the wall spacing is substantial. Does 1 point more of damage than the base CH {{clr|H|6H}} 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://youtu.be/kQcNYmBl2Gs Video]
|-
| Antiair CH {{clr|S|c.S}} || 265 || 3 || || [https://youtu.be/ylvtHoVFXxI Video]
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| Antiair CH {{clr|S|c.S}} > {{clr|S|SG.S}} || 262 || 3 || || [https://youtu.be/Y35mcb_0Mcw Video]
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| Antiair CH {{clr|S|c.S}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 264 || 2 || Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the {{clr|S|SG.S}}. || [https://youtu.be/Y35mcb_0Mcw Video]
|-
| CH {{clr|H|2H}} || 236 || 3 || || [https://youtu.be/2rYOIP0FUpM Video]
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| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} || 218 || 0 || No shotgun loops. || [https://youtu.be/S_ZhsZnxRhU Video]
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| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} || 225 || 1 || Veeery hard. (imo) || [https://youtu.be/5z9mXbXrhlg Video]
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| CH {{clr|H|2H}} > {{clr|H|Charged SG.H}} > {{clr|S|SG.S}} > {{clr|2|214K}} || 234 || 1 || || [https://youtu.be/uBP5bNuvQJ4 Video]
|-
| {{clr|D|j.D}} YRC (Wall point blank) || 277 || 4 || Requires being next to the wall as there isn't much room for walking up. || [https://youtu.be/gDzNz1wPVvk Video]
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| {{clr|D|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://youtu.be/hbDk4BAv63E Video]
|-
| {{clr|D|j.D}} YRC > {{clr|H|2H}} || 258 || 3 || || [https://youtu.be/zerHaVhONiI Video]
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| {{clr|D|2D}} > {{clr|2|214K}} RC || 243 || 3 || || [https://youtu.be/8h84jL9zu-w Video]
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| {{clr|P|6P}} > {{clr|2|214K}} RC || 181 || 3 || || [https://youtu.be/SIjFWOGufYk Video]
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| {{clr|D|2D}} (Cooked berry setup) || 273 || 3 || || [https://youtu.be/Gz11gv0jWyA Video]
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| {{clr|P|6P}} (Cooked berry setup) || 210 || 3 || || [https://youtu.be/44UQ3wtqlbo Video]
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| {{clr|H|j.H}} (Cooked berry setup) || 271 || 3 || || [https://youtu.be/UXExct1S5rk Video]
|-
| {{clr|D|5D}} || 172 || 3 || || [https://youtu.be/WjXsYS7OADw Video]
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| CH {{clr|S|c.S}} > {{clr|D|5D}} || 205 || 2 || Characters that require dash momentum (66) when did the CH {{clr|S|c.S}} point blank: {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}, {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}, {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Venom|label=VE}} || [https://youtu.be/5r86J0iltSA Video]
|-
| Raw {{clr|H|Charged SG.H}} || 277 || *4 (3+starter) || || [https://youtu.be/_-nooCCAeTw Video]
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| Raw CH {{clr|H|Charged SG.H}} || 277 || *4 (3+starter) || || [https://youtu.be/Z4pMya9GJ9s Video]
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| {{clr|S|SG.S}} || 229 || 4 || 3 is far more stable than 4. || [https://youtu.be/mqmpVCVSk4g Video]
|-
| Raw CH {{clr|H|SG.H}} (uncharged) || 247 || 3 || Requires to be next to the wall. || [https://youtu.be/BDcrnGkjEIU Video]
|-
| Raw CH {{clr|H|SG.H}} (uncharged) > {{clr|H|2H}} (vs {{CLabel|GGXRD-R2|Baiken|label=BA}}) || 246 ({{CLabel|GGXRD-R2|Baiken|label=BA}}) || 2 || 2 hits feel very inconsistent, therefore better do 1 if anything. {{clr|H|2H}} Pickup doesn't work on all lightweights. Works on: {{CLabel|GGXRD-R2|Baiken|label=BA}}, {{CLabel|GGXRD-R2|May|label=MA}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Elphelt|label=EL}}, {{CLabel|GGXRD-R2|Jack-O|label=JC}}, {{CLabel|GGXRD-R2|Jam|label=JA}}, {{CLabel|GGXRD-R2|Dizzy|label=DI}} || [https://youtu.be/orhkZrcBMec Video]
|-
| Antiair CH {{clr|S|SG.S}} || 229 || 4 || || [https://youtu.be/_dpElxQDxuk Video]
|-
| Antiair CH {{clr|S|SG.S}} > {{clr|2|214K}} || 232 || 3 || This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. || [https://youtu.be/PQtZLjdS5xc Video]
|-
| {{clr|D|SG.D}} || --- || ---- || Midweights (and up) are **too heavy**. || ---
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| {{clr|D|SG.D}} (Lightweights) (vs {{CLabel|GGXRD-R2|Millia|label=MI}}) || 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 {{CLabel|GGXRD-R2|Millia|label=MI}}, doing {{clr|H|6H}} > {{clr|P|2Toss}} can be inconsistent, therefore it's recommended to do 66 {{clr|H|5H}} > {{clr|P|2Toss}}. || [https://youtu.be/H8306l1MN-I Video]
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| {{clr|D|SG.D}} + Berry setup cooked berry || 180 || 2 (*3) || 3 {{clr|H|Charged SG.H}} can be done if we delay the {{clr|D|SG.D}} so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 {{clr|H|Charged SG.H}} instead of 3. || [https://youtu.be/IvkMp8RHM5Q Video]
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| {{clr|D|SG.D}} + Berry setup uncooked berry || 170 || 1 (*2) || 2 {{clr|H|Charged SG.H}} ''can'' be done, yet it's too inconsistent. || [https://youtu.be/8T1jpP1bH5s Video]
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| {{clr|D|SG.D}} + wt.Berry on hand uncooked berry || 156 || 1 || Requires a bit of time between pulling berry and using {{clr|D|SG.D}} || [https://youtu.be/4qfeDAu1sVM Video]
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| {{clr|D|SG.D}} + wt.Berry on hand cooked berry || 178 || 3 || Lvl 4 Toss. || [https://youtu.be/I5Ef1_4evGY Video]
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| Raw Berry || 272 || 3 || || [https://youtu.be/2gBqgJDqF-o Video]
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| Raw Berry > {{clr|S|SG.S}} || 268 || 3 || || [https://youtu.be/Z--KD8SpddE Video]
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| Raw Berry > {{clr|S|SG.S}} > {{clr|2|214K}} || 272 || 2 || || [https://youtu.be/KnWBQ2FqRI4 Video]
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|}