6.5 KiB
Table of Contents
Relevant links
Hardli doc
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
Dustloop wakeup and backdash framedata
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values
Corner Bridal IAD j.Pull
IAD Pull j.S
Gotta check this graph, is pmuch outdated/badderony/useless rn
graph LR
A[IAD j.236P > ] --> B(j.S overhead meaty)
A --> C("j.4Toss |> 2K")
B --> D{Burstsafe}
C--> E{Not Burstsafe}
j.S vs j.H
Elphelt j.H KDs on air hit. Elphelt j.S combos on air hit. Like 1f airborne moves like Sol wake up riot stamp or Faust wake up pogo exist, or you miss the meaty and the opponent jumped, or you hit a late frame of a wake up backdash, for example, then j.H doesn't combo. Neither Elphelt j.S nor j.H has proration, but Elphelt j.S deals 28 damage and j.H 34 damage (on Sol), which affects combo damage. (Text from SmashK, copy paste)
As reference, iad whenever opponent touches the ground, not before.
Pros / Cons / Mix
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
Crouch confirm
Crouching confirm 1
2H Toss 2D
Crouching confirm 2
2H 2D Toss
(easier than crouching-confirm-1)
Standing confirm
I don't think you can get much out of it without meter.
2D > Toss
berry for oki/meaty afterward.
j.S > c.S > 5H > Bridal > Toss
or j.S > c.S > 2D > Bridal > Toss
to have explosion active frames on their wakeup...
With meter stuff like Genoverse > Toss would be possible.
Metered
j.S > c.S > f.s > Genoverse > IAD Toss > SG.S > [SG.H]
into UB Setup.
Standing CH confirm
j.S CH > 66 c.S > dl.5H
We avoid using f.S since it has more pushback than 5H.
With some slimmer characters it might not be possible, I haven't tested.
Vs Thicker characters it might be less annoying.
Airborne Confirm
Certain moves result on the opponent being airborne, meaning that you would need to confirm the j.S CH with an "adequate" routing.
Punishing DPs/reversals
Sol S dp
Sol dp is crouch recovery
Route 1
walkup 2D
Do a little walkup
Route 2
f.S > toss > f.S
Do a little walkup
Route 3
f.S 2H(1) Toss
Route 4
Do a little walkup
c.S dl f.S dl 2D > Toss
(cant recommend)
Sol H DP
May [2]8S
If hit meaty at frame 1, she's standing and gets a standing CH, I think that between frames 1 to 3 it's grounded, from +4 it's airborne, I won't confirm that since doesn't seem relevant.
Later she will leave the ground and be airborne, meaning that you would get an air CH.
May Dolphin's are NOT hit invunl (only S is throw invuln).
Airborne
Doing 2 SG.S helps to stabilize/control/reduce the opponent height.
Standing CH
Go to #standing-ch
Dealing with blitz
Bait blitz
Do the safejump a bit early, just bait the blitz, still do j.S to make it more visually appealing. j.S HAS to whiff on wakeup due to the opponent still not being able to be hit. j.S could be replaced by j.H, at-least on tournament your interest is making the button noise to bait the opponent.
Either do it earlier, so you cannot hit the opponent, or press the button later, so it looks like it will hit the opponent
Wakeup tool input (sol):
Slot 1: !5SH,5*7,6,2,3S
-> If j.S done too early, you hit blitz/get rejected.
Slot 2: 6,2,!3S
-> If done way too late you get hit
Slot 3: !6H
-> If done too early, you get thrown
-
If you do it earlier you can get thrown on mash.
-
If you delay the button you can get thrown on fuzzy mash.
Pick your poison, although I think its better to whiff/delay the button.
I guess if you do the early version you might be able to do land -> backdash.
Delayed/whiff/missed j.S to not hit the blitzshield, although, j.S can just be skipped.
Also, if the opponent presses a button you lose your turn.
Since you are in the air opponent cannot throw you, although if misstimed can get hit by fast moves.
This is only intended to "punish"/bait/callout blitz shield.
Showcase of (some) Missed/Whiff/Delayed j.S scenarios
Punish
cS 2H routing
Combo 2
This is a bit hard honestly, requires of dash momentum and delays.
Unless you can confirm the opponent stopping the blitz, or, if the opponent character allows for 2D pickup on CH, its recommended to "just throw", the opponent lost 25% meter so is not that bad precisely.
2D CH Punish
Pickups on 2D CH are character specific and may not work on some of them etc, so anything here is a "concept" if anything.
Sol concept 1
Sol concept 2
This is mostly a showtoff etc, on matches it shouldn't be viable since the timing of the bomb can be too tight, meaning that if you are late on the blitz confirm the berry will explode in your face.
Mixes
6P
It's a bit finniky and rn it's only a concept but w/e works as an example.
j.D YRC
Solves the issue that #iad-pull-js has, it being "how to deal vs blitz".
Due to the high blockstun it enables for true blockstring into 6P, although afterwards doesn't seem to lead to anything on block...
Confirms
c.S j.SPSH Toss Shotgun
Confirming j.D into 66 c.S helps with proximity/distance consistency.
2H Charged Shotgun
Still tight due to 2H into charged shots.
Lightweights might be an issue.
Requires a slight delay after the first charged SG.H, otherwise the opponent will tech out too early.
Charged Shotgun UB
- UB setup
Requires adjustments per weight.
Charged Shotgun Loops
- You get a 6H ender.
- Very consistent (to the exception to the first shotgun which can be quite tight)
Concept of more damage
Don't let the berry hit the opponent before the explosion. Aka delay shotgun shots as much as possible.
The damage is not meaningful anyway so don't bother with it.
5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly