2024-10-10 22:56:00 +02:00
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2024-10-10 22:56:00 +02:00

Table of Contents

Generic routes

6H Counterhit

Midscreen

no clue just do some bnb

Corner

236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P

https://youtu.be/VM9hw7CVcvU

Corner Slightly Spaced

CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P

https://youtu.be/m-uzwD07O_A

Corner Throw RC

After the throw, the combo would be:

Throw > RC > 236K or 236H > charge shotgun > [SG.H]x3 > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P

https://youtu.be/Sk9rMBDlpF8

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.

https://youtu.be/ngxdRKQtOYo

Throw

If the opponent is close enough we can throw him into the corner or whenever we want.

https://youtu.be/k0SYu3tbCrY

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.

https://youtu.be/svOg5tXXABM

JBH

If the opponent is close enough we can Judge Better Half.

https://youtu.be/dBBQJtOzndE

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.

https://youtu.be/dMf1UDNvw9s

If we are not extremely close or don't want to do a tight SG.P, just SG.H from midrange to poke them.

https://youtu.be/x0dAnzPtqkw

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.

https://youtu.be/9UbmtsIxcq4

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.

https://youtu.be/_z3zgJVQkQg

If we are not close enough or don't want to do a tight SG.P, just SG.H from midrange to poke them.

https://youtu.be/Thb5lc10M6c

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.

https://youtu.be/NQxfeaxLlP0

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 otherwise 2D 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

https://youtu.be/EqOiSGSRGG0

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

https://youtu.be/r8TunMpRvtY

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.S > [SG.H] > 6H > 236P

https://youtu.be/Sk9rMBDlpF8

w. Shotgun

SG.S > Bridal

https://youtu.be/_TuxzArqQJo

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

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.

I am not able to consistently score a counterhit without IBing, which would allow for better routes on non-ib. Sus_Slayer.mp4

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
  • Require proximity to the corner
  • Quite tight

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

Dead on Time

Midscreen

w.o Shotgun c.S Antiair route
w.o Shotgun 6H Antiair route
w Shotgun c.S Antiair route
w Shotgun 6H Antiair route
w. Shotgun IB IAD route
  • Great amount of screen carry.

  • I think that without IB can be done, but it might affect the height.

CH [SG.H] ...

Punish_Dead_on_Time_Midscreen_w_Shotgun_IB.mp4

Corner

c.S Antiair route

Generic c.S antiair route.

Other routing can apply.

CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P

Punish_Dead_on_Time_Corner_cS_antiair.mp4

w. Shotgun into c.S antiair route
  • IBing will give a generous amount of time to remove the shotgun.

We can remove the shotgun and continue with a c.S antiair route.

236H > CH c.S ~ 2H > 236P, c.S > j.c > j.S > j.c > j.K > j.S > j.H ~ j.toss |> 6H > 236H ~ SG.S > 236H > c.S > j.c > j.K > j.S > j.H > j.D > j.236P

Punish_Dead_on_Time_Corner_w_Shotgun_cS_antiair.mp4

6H Antiair route

todo

Corner Sideswap

w. Shotgun

Doesn't deal much damage but gives you the corner pressure.

236K > SG.S > Bridal

Punish_Dead_on_Time_Corner_Sideswap_w_Shotgun.mp4

w.o Shotgun IB
  • Requires IB

236K > SG.S > Bridal

Punish_Dead_on_Time_Corner_Sideswap_IB.mp4

w.o Shotgun 6H
  • Quite tight ngl.
  • Don't think that IBing affect the routing.

CH 6H > 236K > charge shotgun > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H] > 6H > 236P

Punish_Dead_on_Time_Corner_Sideswap_6H_antiair.mp4

w.o Shotgun 6H
  • Quite tight ngl.
  • Don't think that IBing affect the routing.
  • I can't make the 3rd SG.H cause wallsplat.

It's based off 6H Counterhit Corner Slightly Spaced route.

CH 6H > 236H > charge shotgun > SG.S > [SG.H] > charge shotgun > SG.S > 236P > [SG.H]x3 > SG.S > berry toss > charge shotgun > SG.S > [SG.H]x2 > 6H > 236P

Punish_Dead_on_Time_Corner_Sideswap_6H_antiair2.mp4

Tips

How to IB EASILY

Start by already be blocking it, otherwise you will hit by mister frame 0.

Release 4 during the animation, and click 4 again when the animation finishes, basically when the camera is back to slayer.

Tip_Dead_on_Time_IB_DIY.mp4

Frame on which "press" 4:

Tip_Dead_on_Time_IB_DIY_frame.jpg

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.

Labbing_Mappa_Pilebunker.mp4

Shortcuts to the punishes:

Placeholder

Whatever ramblings I want to write to have arround while I do these things

2P f.S 7j.c > j.D > j236P ~ toss when almost ground |> Shotgun stance