Elphelt/Combofucks/StadardRoutes.md
2024-03-28 00:24:35 +01:00

36 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 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.

Routing into [SG.S] > Pull > [SG.H]x3 > 6H/5H > Toss > 6H Bridal

5H Can be used as a replacement of 6H when one is too far from the corner.

The objective is to know how many [SG.H] can we do before proceeding with the main route.+

This assumes we are close to the corner

Notes:

To reduce opponent height, after pulling berry we can delay using the SG.H.

Standard ender used is 6H > Pull Berry

Setup 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
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 4 https://fireshare.fihome.xyz/w/045738309f0d6bcd6c68afb745f70415
2D > Bridal RC 243 3 https://fireshare.fihome.xyz/w/6e46fd3466b0d70265880d4ba86b2a3a
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
66 CH c.S > 5D 205 2 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 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, 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. https://fireshare.fihome.xyz/w/040e360598f65c7037d688c197ece041
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 I don't expect this to be relevant anyway. 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

String into throwing berry

Crouching