Elphelt/Combofucks/StadardRoutes.md
2024-03-26 02:01:28 +01:00

6.3 KiB

The idea about this doc, is checking when/if its better to "optimize" shit for extra damage

c.S > f.S > ? > Bridal

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.