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.KSHwill 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
2Pis that low that it's recommended to pickup with2P > c.Sfor more stability/consistency. \Against lightweights I believe
sj.IAD j.KSHto 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.9KSHexcept the extremely specific instance where I didGenoverse > 66 ~ sj.9SHand 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 theIADrouting can be used, one cana also use the66 j.9, therefore for consistency/simplifying things ij recommend going for the66 j.9routing on all the main scenarios.