Hardli doc
https://docs.google.com/document/d/1VMM1XUubhDn6LfLzp31sOYFsFczlFQPPwhbWBrNxruM/edit
Corner Bridal
graph LR
A[IAD j.236P > ] --> B(j.S overhead meaty)
A --> C("j.4Toss |> 2K")
B --> D{Burstsafe}
C--> E{Not Burstsafe}
https://www.youtube.com/watch?v=9_S3iGmw9R4
OLD idk
trying on Ky
Bot settings: !5,4,6HP
questions:
c.s f.S 2D Bridal -> IAD j.pull j.toss
seems to have a bit of different meaty/oki timing than
c.s f.S Bridal -> IAD j.pull j.toss
c.s f.S 2D Bridal -> IAD j.pull j.S if done ASAP doesn't meaty Ky, will need to mess arround i guess?
c.s 2D Bridal -> IAD j.pull j.S if done ASAP doesn't meaty Ky, will need to mess arround i guess?
Bot settings: 5,!4,6HP
Trying on sol
Bot settings: !6SH
c.s f.S 2D Bridal -> IAD j.pull j.S if done ASAP I get throw/doesn't meaty ky. If done slightly delayed, Sol gets blitz, berry hits blitz, ok.
j.S vs j.H
Elphelt j.H KDs on air hit. Elphelt j.S combos on air hit. Like 1f airborne moves like Sol wake up riot stamp or Faust wake up pogo exist, or you miss the meaty and the opponent jumped, or you hit a late frame of a wake up backdash, for example, then j.H doesn't combo. Neither Elphelt j.S nor j.H has proration, but Elphelt j.S deals 28 damage and j.H 34 damage (on Sol), which affects combo damage. (Text from SmashK, copy paste)
IDK but on the same topic
- Corner Bridal ender IAD pull j.S oki ()
https://www.dustloop.com/w/GGXRD-R2/Frame_Data#Backdash_and_Wake-up_Values
As reference, iad whenever opponent touches the ground, not before.
Pros / Cons / Mix
- High
- Safejump
- Still not sure how to hit/punish opponents backdashing other than land -> 2pppppp
- Looses to Blitz
Punishing DPs/reversals
Sol S dp
Sol dp is crouch recovery
Route 1
walkup 2D
Do a little walkup
Route 2
f.S > toss > f.S
Do a little walkup
Route 3
f.S 2H(1) Toss
Route 4
Do a little walkup
c.S dl f.S dl 2D > Toss
(cant recommend)
Crouching confirm 1
2H Toss 2D
Crouching confirm 2
2H 2D Toss
Different enders/setups
Dealing with blitz
Bait blitz
Do the safejump a bit early, just bait the blitz, still do j.S to make it more visually appealing. j.S HAS to whiff on wakeup due to the opponent still not being able to be hit.
Either do it earlier, so you cannot hit the opponent, or press the button later, so it looks like it will hit the opponent
Wakeup tool input (sol):
Slot 1: 5SH,5*7,6,2,3S
Slot 2: 6,2,!3S
Slot 3: !6H
Punish
Mixes
5Hx5 Safejump
https://www.youtube.com/watch?v=Aw_d0im2mO4&ab_channel=hardly