Table of Contents
Generic routes
6H Counterhit
Midscreen
no clue just do some bnb
Corner
Elphelt_Generic_6H_Counterhit_Corner.mp4
Corner Slightly Spaced
Elphelt_Generic_6H_Counterhit_Corner_Slightly_Spaced.mp4
Punishes
2H
w.o Shotgun
c.S / f.S
We can use f.S
as long Slayer 2H was not made at peak range.
If close enough we can start the combo with c.S.
Ibing Slayer's 2H will facilitate the timing of landing f.S.
Throw
If the opponent is close enough we can throw him into the corner or whenever we want.
w. Shotgun
If the opponent is close enough we can SG.P > SG.H
.
At all ranges we can SG.H
.
Ibing Slayer's 2H
will facilitate the timing of landing SG.P
or SG.H
.
JBH
If the opponent is close enough we can Judge Better Half
.
Mapa
P Mappa
Only punishable on Shotgun stance AND IB.
On Block is -1
, on IB -5
, but .
w. Shotgun IB
- While using Shotgun stance AND IBing the attack.
If we have IBd Mappa, we can stuff a SG.P
If we are close enough to hit Slayers arm, then chain into SG.H
, it's also quite tight.
Punish_P_Mappa_w_Shotgun_P.mp4
If we are not extremely close or don't want to do a tight SG.P
, just SG.H
from midrange to poke them.
K Mappa
w.o Shotgun IB
You will need to IB the hit.
5P > f.S > 5H > Bridal
Not punisheable at peak range as 5P
won't reach Slayer.
w. Shotgun IB
- While using Shotgun stance AND IBing the attack.
If we have IBd Mappa, we can stuff a SG.P
If we are close enough to hit Slayers arm, then chain into SG.H
.
Punish_K_Mappa_w_Shotgun_no_P.mp4
If we are not close enough or don't want to do a tight SG.P
, just SG.H
from midrange to poke them.
IB JBH
Close enough we can fit a Judge Better Half
or it's burst version, I repeat, close enough.
Can't recommend using that.
Pilebunker
Midscreen
w.o Shotgun
- IBing will facilitate the timing, but it's not required, certainly facilitates everything.
- Dash momentum and being point-blank spacing with slayer is required if
2S
will be used in the combo, as otherwise2D
will wiff, therefore, if not sure if the conditions are met, just skipp 2S altogether. - We can also throw for sideswap (or metered throw corner combo)
The base route would be as:
66 > c.S > f.S > (2S >) 2D
After 2D we can Bridal, pulling a berry, throwing Genoverse
, air-pulling berry, getting into Shotgun stance, etc.
Still, if we intend to use Genoverse
or Roman Cancel
to extend the combos, I suggest to remove the 2S
and for Genoverse
specifically I would also remove 2D
.
Genoverse:
66 > c.S > f.S > Genoverse > Stuff
RC:
66 > c.S > f.S > 2D > RC > Stuff
non-dash momentum or point blank spacing:
66 > c.S > f.S > 2D > ender
Bridal
66 > c.S > f.S > (2S >) 2D > Bridal
Berry Pull
We can also replace Bridal
for Berry Pull
, this might be preferred to do in the corner.
66 > c.S > f.S > (2S >) 2D > Pull Berry
Punish_Pilebunker_Berry_Pull.mp4
Throw RC
After the throw, the combo would be:
RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > [SG.H] > 6H > 236P
Punish_Pilebunker_Throw_RC.mp4
w. Shotgun
SG.S > Bridal
Punish_Pilebunker_w_Shotgun.mp4
w. Shotgun IB Corner
- Very tight.
- Needs to be VERY close to the corner.
- Quite meme since it's quite tight and corner proximity is required.
[SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H]x3 > 6H
Punish_Pilebunker_Corner_w_Shotgun_meme.mp4
Crosswise Heel
Depending on the distance on which IBs Crosswise Heel
it might allow for a better punish. Doesn't make much difference without IBing.
After IBing the second hit of Crosswise Heel
, before inputting c.S
, slightly delay the move, otherwise f.S will be triggered.
As well, it's recommended that after IBing the second hit of Crosswise Heel
, do a microwalk forward to facilitate c.S
connecting. This slightly improves consistency.
Far hit
From a far hit there isn't much to cash in.
Go with some corner carry string and call it a day.
We can still RC to extend the combo, or Genoverse.
f.S > 5H > Bridal
Punish_Crosswise_Hell_Far_Hit.mp4
Midscreen
Close IB
Generic c.S Antiair Counterhit BnB
CH c.S ~ 2H > 236P > c.S > j.S > jc > j.K > j.S > j.H ~ j.toss |> 6H > 236H > (walk in >) SG.S > 236H > j.KSHD | j.SPSHD > j.236P
Punish_Crosswise_Hell_Midscreen_IB.mp4
Corner
Corner Close IB
CH c.S > 2H > 236H > [SG.H], [Charge Shotgun] > SG.S > Pull Berry > [SG.H]x3 > [Charge Shotgun] > SG.S > High Berry Toss > [SG.H] > 6H
Punish_Crosswise_Hell_Close_Corner_IB.mp4
Corner w. Shotgun Close
More or less a BnB routing.
CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D > j.236P
Punish_Crosswise_Hell_Corner_w_Shotgun.mp4
Corner w. Shotgun Close Bridal Loops
Same as above, changing the ender to Bridal loops.
CH SG.H > SG.S > Bridal > SG.H > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal > (2P >) > c.S > 5H > Bridal
Punish_Crosswise_Hell_Corner_w_Shotgun_Bridal_Loops.mp4
Corner w. Shotgun Close IB
Same route as the non IB one, but IBing might facilitate having a better height for 5H knockdown.
CH SG.H > SG.S > Bridal > SG.H > c.S > j.K > j.S > j.H > j.D |> 5H > 236P
Punish_Crosswise_Hell_Corner_w_Shotgun_IB.mp4
Outspaced
Basically the move wiffs because you are too far away, this is your moment to shine
For the corner route refer to the Generic Routes, 6H Counterhit, Corner Slightly Spaced For the midscreen route refer to the Generic Routes, 6H Counterhit, Midscreen
Labbing
Mappa and Pilebunker
Set the recordings to the following:
- P Mappa
- K Mappa
- Pilebunker
The idea is to practice, not only the combo routes, but the move recognition.
A reminder that Pilebunker doesn't need to be IBd to be punished.