69 KiB
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 thej.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 with2P > c.S
for more stability/consistency.Against lightweights I believe
sj.IAD j.KSH
to be more consistent thanIAD 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 didGenoverse > 66 ~ sj.9SH
and allowed forj.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
(orsj.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 theIAD
routing can be used, one cana also use the66 j.9
, therefore for consistency/simplifying things ij recommend going for the66 j.9
routing on all the main scenarios.
Routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H
-
This assumes we are close to the corner.
-
Standard ender used is
6H > Pull Berry
, unless specified the contrary. -
To reduce opponent height, after pulling berry (
SG.S > 236P
) we can delay the nextSG.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 Sol, unless specified the contrary.
-
Dash micro optimization (
66 6H/5H > 2Toss
) is very important for consistency. We as well can perform a dash optimization with the ender6H
(66 6H
).
When to use 6H or 5H before 2Toss?
-
6H
generally speaking deals more damage than5H
, usually with a damage variation of 10 +/-. On lightweights5H
can result on a damage increase of 1-3. -
6H
results in substantially more pushback than5H
, 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 6H 2Toss
), yet can still be inconsistent depending on the opponent height/hurtbox. -
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. -
5H
results in less pushback than6H
is more consistent, while still allowing for dash micro optimization for extra consistency (66 5H > 2Toss
). -
With
6H
pushback, on lightweights and Venom due to smaller hurtbox berry can harder to hit, therefore it's recommended to use5H
. -
When using
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 use5H
for consistency. -
Both 5H and 6H allows for dash micro optimization (
66 6H/5H > 2Toss
)
TLDR:
5H
is more consistent than6H
.- Use
5H
on everyone including Venom, and excluding the rest of midweights. - Use
6H
on midweights excluding Venom, yet if the situation looks too tight, you can use5H
. - Dash optimization is relevant on both normals (
66 6H/5H > 2Toss
).
Chart
Setup before charged SG.H | 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 | |
Antiair CH c.S > SG.S > Bridal | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the SG.S . |
https://fireshare.fihome.xyz/w/e29f2fcc0e96fc7701695bd28cf8bcf0 |
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 | 3 | https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415 | |
2D > Bridal RC | 243 | 3 | https://fireshare.fihome.xyz/w/ef3a9880e26e756ba753d428d0b67d5f | |
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 | |
CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the CH c.S point blank: Sol, Ramlethal, Johnny, Millia, Slayer, Axl, Venom |
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 than 4. | 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 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://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041 |
SG.D | --- | ---- | Midweights (and up) are too heavy. | --- |
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 done, 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 | https://fireshare.fihome.xyz/w/0feed420f3fea7be5780a11fadab9b00 | |
Raw Berry > SG.S | 268 | 3 | https://fireshare.fihome.xyz/w/625a64d91900a3ca2b4d98d6e07a768b | |
Raw Berry > SG.S > Bridal | 272 | 2 | https://fireshare.fihome.xyz/w/abc29ba2ba53ec8936dc9dd6d42b8610 |
Dustloop Chart, placeholder
Setup before charged SG.H | Damage (sol 100%) | n. [SG.H] |
Notes | Link |
---|---|---|---|---|
CH 6H | 242 | 3 | Standard next to the wall | https://youtu.be/thaWVb-VVh0 |
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://youtu.be/e3zmxdHkXaw |
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://youtu.be/kQcNYmBl2Gs |
Antiair CH c.S | 265 | 3 | https://youtu.be/ylvtHoVFXxI | |
Antiair CH c.S > SG.S | 262 | 3 | https://youtu.be/Y35mcb_0Mcw | |
Antiair CH c.S > SG.S > Bridal | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the SG.S . |
https://youtu.be/Y35mcb_0Mcw |
CH 2H | 236 | 3 | https://youtu.be/2rYOIP0FUpM | |
CH 2H > [SG.H] > SG.S | 218 | 0 | No shotgun loops. | https://youtu.be/S_ZhsZnxRhU |
CH 2H > [SG.H] > SG.S | 225 | 1 | Veeery hard. (imo) | https://youtu.be/5z9mXbXrhlg |
CH 2H > [SG.H] > SG.S > Bridal | 234 | 1 | https://youtu.be/uBP5bNuvQJ4 | |
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 |
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 |
j.D YRC > 2H | 258 | 3 | https://youtu.be/zerHaVhONiI | |
2D > Bridal RC | 243 | 3 | https://youtu.be/8h84jL9zu-w | |
6P > Bridal RC | 181 | 3 | https://youtu.be/SIjFWOGufYk | |
2D (Cooked berry setup) | 273 | 3 | https://youtu.be/Gz11gv0jWyA | |
6P (Cooked berry setup) | 210 | 3 | https://youtu.be/44UQ3wtqlbo | |
j.H (Cooked berry setup) | 271 | 3 | https://youtu.be/UXExct1S5rk | |
5D | 172 | 3 | https://youtu.be/WjXsYS7OADw | |
CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the CH c.S point blank: Sol, Ramlethal, Johnny, Millia, Slayer, Axl, Venom |
https://youtu.be/5r86J0iltSA |
Raw [SG.H] | 277 | *4 (3+starter) | https://youtu.be/_-nooCCAeTw | |
Raw CH [SG.H] | 277 | *4 (3+starter) | https://youtu.be/Z4pMya9GJ9s | |
SG.S | 229 | 4 | 3 is far more stable than 4. | https://youtu.be/mqmpVCVSk4g |
Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | https://youtu.be/BDcrnGkjEIU |
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://youtu.be/orhkZrcBMec |
Antiair CH SG.S | 229 | 4 | https://youtu.be/_dpElxQDxuk | |
Antiair CH SG.S > Bridal | 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 |
SG.D | --- | ---- | Midweights (and up) are too heavy. | --- |
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://youtu.be/H8306l1MN-I |
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://youtu.be/IvkMp8RHM5Q |
SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 [SG.H] can be done, yet i's too inconsistent. | https://youtu.be/8T1jpP1bH5s |
SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | https://youtu.be/4qfeDAu1sVM |
SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | https://youtu.be/I5Ef1_4evGY |
Raw Berry | 272 | 3 | https://youtu.be/2gBqgJDqF-o | |
Raw Berry > SG.S | 268 | 3 | https://youtu.be/Z--KD8SpddE | |
Raw Berry > SG.S > Bridal | 272 | 2 | https://youtu.be/KnWBQ2FqRI4 |
String into throwing berry
Crouching
TMP: https://fireshare.fihome.xyz/w/e7cb2975ac9111724694f78db465c693 As setup that probably 5H
is no bueno.