#JP Discussion and Help

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past panther
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you can test it pretty easily

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i kinda doubt it tho

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it has only 2 active frames

grim lion
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I can't test until I finish work

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I saw Brian F do it in his recent tns run and it looked like it was a combo

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On yeah if it hits meaty it does work

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+3 on hit normally

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Make it +4 and 2LP works

grim lion
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Am I dumb about the numbers though? SA3 is +44. Forward dash is 22f, 6MK is 22f, so it hits on the first active frame and isn't meaty enough to combo?

shy vine
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you're close

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but you're off by 1

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after you dash you're still +22

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overhead is 22f, so it hits on frame 22

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but on frame 22, the opponent isn't up yet

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the first active frame whiffs

grim lion
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Can you elaborate why you hit on frame 45 when you're only +44?

past panther
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because if the first active frame hits then you re only +3

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second one has to be the one hitting to be +4

grim lion
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I get why you want to, but I'm asking why it doesn't hit

shy vine
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you're +22

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that means the opponent is down for another 22 frames

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right

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that means the first frame they are up is on frame 23

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since they are still on the ground for another 22

grim lion
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Yeah I'm just dumb

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Knockdown means untouchable for that duration right?

shy vine
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yeah generally

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depends on the game

grim lion
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Cool, I was thinking normal combo rules where you want to use a move equal to or less than the advantage

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Is there a low meaty that combos out of sa3?

shy vine
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i mean you can combo out of cr lk normally

grim lion
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Auto timed?

shy vine
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i usually use portals or just do dash whif crr lk throw

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you could do dash whiff cr lk into another cr lk as well

past panther
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i saw brian F do dash b.mp or something

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stolen from bananaken

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i forget exactly what it was

grim lion
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Not a combo but ghost can high/low after dash and it's just as safe?

past panther
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wym?

grim lion
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After SA3, dash forward ghost should hit before they can stop it

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I think?

shy vine
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ghost is pretty slow

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might work tho after dash

grim lion
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So is 6mk

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High/low ghost is 26f minimum, depends if it's outside of the 4f ranges?

past panther
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wonder if you can fake ghost throw

shy vine
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you'd be in range of 4f

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you're getting punished if you fake ghost and they wake up mashing

grim lion
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Can ghost trade?

shy vine
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yes

grim lion
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4f and ghost would hit together

shy vine
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you might be a cool trade combo depending on the spacing

grim lion
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It's 50f recovery and +6, there could be some options

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That's a lot of recovery being canceled

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And only 4f would trade in this scenario so it's predictable

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It also beats every level 1 wakeup

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Fastest is Luke's at 6f right?

grim lion
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I don't think ghost trades

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in this context

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even light ghost gets punish countered

past panther
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did you lab?

grim lion
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Yeah

past panther
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bet

past panther
grim lion
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medium and heavy ghost get counter hit also

shy vine
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ghost might be doing something weird

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since they're knocked down

grim lion
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I think dash 2LP 2MK should hit meaty but I'm not sure

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I can't make it +4

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oh I suck at mental math that's why

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it's 46f including that frame kill, not 44

grim lion
past panther
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i gotta see the vid again

grim lion
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I think the best options are really dash overhead or portal

past panther
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oh yeah it was dash M ghost

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what brian f was showing

grim lion
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loses to jab

past panther
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yea he was saying that

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who s crazy enough to mash there

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anyways good option to know

grim lion
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Doesn't get much though

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if you're gonna overhead out of it, 6MK is better

shy vine
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not against super

grim lion
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Luke SA1 definitely beats it

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ghost

shy vine
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the situation of the opponent being knocked down must be delaying the speed of the point blank ghost

grim lion
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It does beat Guile SA1

shy vine
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luke level 2 is actually faster than his level 1

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lol

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5f

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crazy

grim lion
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it also beats Cammy SA1

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so just don't do it vs Luke

fluid juniper
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do OD dp's work against ghosts?

grim lion
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easily

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They are full immune and for the dash forward ghost, you're right in their face

fluid juniper
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got you, also I noticed some top JP's using command grab on thier opponents wakeup. Is this just a attempt to get more dmg or does it beat a option grab doesn't? It loks way more reactable

past panther
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it s actually pretty hard to react to

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and beats parry and block obv

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lots of people love wakeup parry vs JP

fluid juniper
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mental stack is a issue of course but I find it hard to imagine it being hard to see coming since the frame data is the same as in neutral which is rather reactable

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probably a "o shit he did that" moment tho

grim lion
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Just for reference, this is the exact HP the bnb SA3 kills

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it's 22 HP overkill technically

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BNB without SA3 kills here

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Ending with OD spike + spike instead of standard spike ending

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Why does OD ghost, spike do less damage than regular ghost, spike?

past panther
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od ghost deals less damage than regular ghost

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xd

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it s that simple

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but OD Ghost goes into sa1

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which is still not helpful cause that combo deals about as much as normal ghost, od spike, spike

grim lion
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When do you go for OD ghost?

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portal snipe, 5HP xx OD ghost, spike maybe?

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I haven't labbed options out of that so I don't know too much about it

past panther
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yeah

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but even there it s not as good as DR 6hk xx H spin

grim lion
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sure but 5HP is way more reliable

past panther
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yes but way less reward

grim lion
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Reliable isn't the right word, easier to confirm

past panther
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is what im saying

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yeah it s the best option if you re not expecting the hit

grim lion
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@shy vine can you explain why you use the options you suggest in the document? I'm going through it now

shy vine
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which ones

grim lion
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Original note:

After SA2 connects
Side Switch combo: 5HP Jump over H Portal, 5HP xx anything
Your note:
(i use cr MK here because it gives you time for more options, such as getting a fuzzy setup with OD portal with SA2, cr mk, jump over HP portal, dash HP xx spike, OD portal jump HK fuzzy) you can also do the double DI combo from here or f HK instead of the 2nd DI

shy vine
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oh cause people get hit by the fuzzy

grim lion
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Where does the 2MK go in? is that the Anything piece or replacing the 5HP?

shy vine
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replaces the initial hp

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if you use hp, you don't have enough time to do jump over, portal, dash HP

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if you use cr MK instead (or another medium), you can jump over, portal, dash HP xx spike, OD portal, safe jump into fuzzy

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st MK makes this work from 2 lights xx level 2

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but cr MK moves you a bit forward so i use cr mk for heavy/medium starters

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which is what i'm doing the vast majority of the time

grim lion
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Dash back the direction you jumped from?

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Which is a forward dash?

shy vine
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yes

grim lion
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Safe jump just means it is a safe jump, not you're setting up a safe jump and then doing one?

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so after OD portal, jump HK is a safe jump?

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like no 2MP xx M spin

shy vine
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yeah the OD portal doesn't pop

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since you just set it up

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so you do the safe jump

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then you do fuzzy jump LK or a low

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and then the portals pop and you get a f HK juggle

grim lion
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Which low do you do with fuzzy?

shy vine
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i would do cr MK

grim lion
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Why?

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Does it combo into anything?

shy vine
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more damage than cr LK

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yeah OD portal pops

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and you get a f HK juggle

grim lion
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What if the j.LK hits?

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Can you follow up?

shy vine
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yeah OD portal pops and yuo get a f HK juggle

grim lion
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You're in the air though

shy vine
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well you land

grim lion
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so you have time to land and do 6HK?

shy vine
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due to simulated gravity

grim lion
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What do you do out of either 6HK?

shy vine
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pretend instead of st hp, st HP xx portal, i did cr MK, jump out of the corner, portal

grim lion
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I really need an artist for this

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What if you don't have the resources for oD ghost?

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6HK xx M spin, 5HP xx spike or xx portal?

shy vine
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yeah

grim lion
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What if OD ghost, spike doesn't kill?

shy vine
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then the round continues

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oh you mean continuation

grim lion
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yeah lol

shy vine
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you can LP spin or level 1 there

grim lion
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:P

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LP spin out of spike?

shy vine
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yeah

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corner juggle HP xx OD ghost, spike you can always get a LP spin or level 1 after

grim lion
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I need to write this as methods

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We're on 8 pages btw

shy vine
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the fuzzies are really good

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cause you have a lot of different ways you can get into them

grim lion
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Might need a fuzzie section

shy vine
grim lion
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Nope not looking at that now

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Still got like 8 more points to review

shy vine
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it's just about putting the pieces together

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haha

grim lion
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I need to rewrite this entire section really

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Just deleting this note

shy vine
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it's not a fuzzy high low

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since the high and the low hit within like 2 frames

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rather than being a mix the point is being an unblockable

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you're not doing a fuzzy in that situation

grim lion
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You can just write that instead of your note

shy vine
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i'm probably not going back in there

grim lion
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Your comment was a replacement

shy vine
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yeah because it seemed to be moderated

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so i wanted to leave it up to whoever else to make the replacement

grim lion
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I mean you can just suggest a direct edit

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correcting the error

shy vine
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yeah but it appears i didn't

grim lion
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I really need to figure out a good design for this

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cus word document sucks

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It does not work well

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It's not a linear series of ideas

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I'm a shitty programmer but I'm thinking just translating it into python methods that have print statements for sections would be a better structure for understanding it, if entirely unreadable

past panther
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maybe something like this

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@grim lion

grim lion
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Yeah I'm making an account now

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I have no idea how to do this

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I feel like this

fluid juniper
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Should the title of the thread be changed to something like "JP character discussion"? I didn't realize this was here for a while because of the deceptive name

grim lion
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It's been upgraded

grim lion
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I vote we call it JPeers

fluid juniper
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whats your preferred 12f punish? I was looking into st.hp PDR sthp > H spin but it does like 100 more dmg then just st.hp H spin and costs 1 bar

grim lion
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It's in the doc ;)

fluid juniper
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ooo

grim lion
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Just fixed the error that I forgot to update from the notes I think Lemon gave

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Yeah def lemon, it's his video

past panther
# grim lion

maybe we should add the PC 5HP sideswitch combo

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PC 5hp xx LH portal, stmk xx portal activation, walk under, f.hk xx m spin, spike

cobalt plume
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I've been using this recently since I've been seeing BananaKen doing it almost all the time

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Was so close to Master last night but kept coming up against this Luke player who I just could not beat

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and it was like 3am so I kept getting matched with him

past panther
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PP sandblast and punish

cobalt plume
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Guy hardly used it, just rushed me down constantly

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That Rashid flowchart thing is awesome, would definitely be worth trying to get one done for JP

shy vine
past panther
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yeah but the potential to go into corner mix is the valuable part here

grim lion
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Also it's not just PP to get into that combo

shy vine
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Kakeru has shown back throw into raw level 2 jump cr mk is nuts too

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But yeah given the choice to st hp, you can do a juggle into the portal unblockable too

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Which should be way better

past panther
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ok so @grim lion i finally got to testing the post sa3 shit

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indeed the best option seems to be f.mk since it beats jab and hits late enough to be +4 on hit and get a light combo

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but ghosts have way bigger reward

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they link into b.mp on hit

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instead of just crlp

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also you have the option of a low

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so it s a risk that you take basically saying they will surely block

shy vine
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best path i can find out of the unblockable

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obviously at the end you can spend on OD ghost or set up portal or level 1 etc

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it only does slightly more than just popping portal instead of doing the spike thing though

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which is much easier

grim lion
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So you need portal active going into sa2 for that one?

shy vine
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yeah

grim lion
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What's the unblockable start?

shy vine
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what do you mean

grim lion
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You said that's the path out of unblockable

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what's the lead in?

shy vine
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HP xx portal juggle, then HK xx HP xx level 2

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that's where the video begins

grim lion
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HP xx portal juggle, does that mean portal activate?

shy vine
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no the juggle HP xx portal

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you can start it on any portal though

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like you could do a juggle HP xx OD ghost, spike, portal, b MP xx b MP xx level 2

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and go from there

grim lion
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Juggle with HP, start portal, then when they get up 5HP juggle, 5HK tc HP xx SA2?

shy vine
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when they get up just do HK xx HP

grim lion
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Is it just you need to be hitting them on block with SA2?

shy vine
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the only requirement is they're blocking sa2 activation

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and also you have a portal up that doesn't pop before you pop it

grim lion
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Does portal duration reset on SA2 start?

shy vine
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no

grim lion
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What makes it unblockable?

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Is it that 2LP xx portal activate, 2MK is timed perfectly for a high to hit at the same time?

shy vine
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if it hits at the exact same frame there's protection

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they hit like, 1f or so apart

grim lion
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My math says 2MK hits at frame 55, but my research says the high projectile should hit at 66f

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What am I wrong about?

shy vine
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show me your work

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also do you know how SA2 projectiles interact with hitstop

grim lion
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SA2 is a magic button pros use to win games

shy vine
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sa2 should keep going during button hitstop i would think

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just looking at the video though

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it's clearly visible that the cr mk and overhead ghost hit very close together

grim lion
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2LP = 6F
Portal Activate = 19 startup, 21 recovery (total 40f)
2MK = 9f startup
HIts on 6 + 40 + 9 = 55f

shy vine
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cr lp hitstop as well

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also are you counting the level 2 recovery

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let me try to find a game i used it in and check the frames

grim lion
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SA2 recovery is 7F

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that makes it much closer, hits at 62 (low) and 66 (high) if I did it right

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ok so 5HK tc HP xx SA2 is +13 on hit, and 5HK is 12f startup which is why that works.

shy vine
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what

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you don't use hk until later

grim lion
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just trying to understand a different combo

shy vine
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ahh

grim lion
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The one I know better

shy vine
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the low hits 2f after the overhead

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on crouching

grim lion
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So what's wrong with my original math?

shy vine
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hitstun probably

grim lion
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That shouldn't matter?

shy vine
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sorry

grim lion
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It doesn't increase plus frames or anything, it just increases real time

shy vine
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hitstop

grim lion
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Unless I misunderstand hitstop?

shy vine
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projectiles don't stop during hitstop

grim lion
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really?

shy vine
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yea

grim lion
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Why?

shy vine
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what do you mean why

grim lion
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That seems weird

shy vine
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imagine how stupid that would look

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pretend a sonic boom is coming

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and i hit you with a jump HK

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and the sonic boom also freezes midair

grim lion
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The whole game freezes though

shy vine
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no it doesn't

grim lion
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I definitely don't understand hitstop then

shy vine
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i think you get the general idea

grim lion
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I'm not convinced

shy vine
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well

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test it

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maybe it's different here

grim lion
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I mean I don't think I know the general idea of hitstop

shy vine
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you have the generally right idea about the "game freezing"

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but obviously some things don't freeze right

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you an continue to charge charge moves etc

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just test it with fireball

grim lion
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I'm trying to understand it so I can figure out what might also work for unblockable setups that doesn't require a portal

shy vine
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throw a super slow fireball, then dash past it and do some heavies on block and check if the fireball stops moving

grim lion
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Hitstop isn't universal right?

shy vine
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but also i know hitstop impacts level 2 cause of some other combos i was testing previously

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yeah it's different for different strenghts

grim lion
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Do projectiles apply hitstop?

shy vine
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i don't believe so

grim lion
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Is hitstop in FAT?

shy vine
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i don't know

grim lion
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I can't find it

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I'm a bit salty everyone has told me hitstop doesn't matter and I found the case it does

shy vine
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haha

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i have a good one if you want to test actually

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one sec let me check

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i'll just test it and tell you

grim lion
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Funny enough, to count hitstop you have to use replays or videos

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can't see it in training mode

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Well, can't track it in raw training mode

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You could record the video and go frame by frame

shy vine
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oh i got another great example

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of hitstop mattering

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you can't safejump honda with a heavy jump in but you can do it with a light

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on his armor headbutt

grim lion
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I don't understand

shy vine
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which part

grim lion
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All of it? Is Honda a projectile?

shy vine
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no

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he has armor

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armor arbsorb causes the histop

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but the headbutt startup continues during hitstop

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so if you do a jump heavy

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you have more hitstop

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and you land later

grim lion
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So he is a projectile?

shy vine
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but on a jump light, the hitstop ends earlier

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no

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he has armor

grim lion
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But he moves during hitstop

shy vine
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but did i say only projectiles move during hitstop

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birds can fly

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doesn't mean airplanes are birds

grim lion
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What else moves during hitstop?

shy vine
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here's a video showing how projectiles keep moving during hitstop

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if it stopped moving you would minimally see a little stutter

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charge counter continues during hitstop, i suspect timers for stuff like juri SA2 probably continue to go down

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hitstop only really impacts the character connecting with a move and a character who is blocking or getting hit by it

grim lion
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9/11/13 for L/M/H according to the FAT discord

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Which makes the math worse

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Now it's
7 (sa2 recovery)
6 (2LP)
9 (2LP hitstop)
40 (portal activate)
9 (2MK)

Total = 71F

shy vine
#

cr lp is 4f

grim lion
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No, it's 4F startup, 2F active, and then canceled

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So we skip the recovery frames but the startup and active are still there

shy vine
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lol

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the 1st active frame and the 4th startup frame are the same frame

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the 2nd active frame doesn't exist

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it's cancelled

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the last startup frame and the 1st active frame always refer to the same frame

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of the overall move

grim lion
#

Yup yup, so now we're down to 69 frames, when it should be 68

shy vine
#

if you cancel a move immediately, subsequent actives and recovery are cancelled

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well

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when you do cr LP

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the 1st active frame makes contact right

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the engine might handle it by expanding that 1 frame into 9 frames of hitstop

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You could test this easily by doing the thing I did with guile and Jamie in a real replay

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And checking how many total frames cr mk has including hitstop

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Alternately, there's a chance the overhead might hit later against crouching opponents

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Or it could be both plus there's something else wrong lol

grim lion
#

Is pushback a concern in SA2 block strings?

shy vine
#

Yes midscreen for sure it can be

grim lion
#

Hmm, I think 5HK tc HP, 2MP should be 1f perfect setup

shy vine
#

None of those hit low or high?

grim lion
#

sorry 2MK

shy vine
#

Ahh

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How far off is the cr lp cr mk cr mk

grim lion
#

Wait no I'm wrong, was looking at the wrong row

shy vine
#

I know that one has a decent gap

grim lion
#

6f?

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I think

shy vine
#

2nd cr mk hits 6f later than the overhead ghost

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Right

grim lion
#

16F = 2LP (blocked)
8F = 2LP hitstop
28F = 2MK (blocked)
10F = 2MK hitstop
9F = 2MK startup

Total 71
5f after 66f high projectile

shy vine
#

Try replacing the 2nd move with cr mp instead of cr mk

grim lion
#

hmm

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I'm redoing the math and it comes out to only 3f

shy vine
#

For which, cr lp cr mk cr mk?

grim lion
#

2MK is 9F startup, not 7f, that's why

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5f gap

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Is that right?

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Do you know the real gap I guess

shy vine
#

Sounds about right

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I never tested it

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Just gauge it by eye

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Do you happen to have a video of it

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So I can see it and visually confirm ballpark

grim lion
#

16F = 2LP (blocked)
8F = 2LP hitstop
24F = 2MP (blocked)
10F = 2MP hitstop
9F = 2MK startup

Total 67
1f after 66f high projectile

#

If we're right about how it's calculated

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no video, just mathing

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If that's true, that's the superior setup by far

shy vine
#

Yeah that's why I was saying cr mp earlier

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Cause its faster

grim lion
#

exactly the right amount faster

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if it were 5f faster it'd break it

shy vine
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The issue though

grim lion
#

I have to go to bed lol

shy vine
#

Could be pushback

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Try it out tomorrow

grim lion
#

shoulda showered an hour ago

shy vine
#

Let me know how it goes

grim lion
#

What do you do typically?

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As your guard breaker

shy vine
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I try not to use it on block too much

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I will do the cr lp cr mk though against players who I don't think can block it lol

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Or I'll just do the

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Light into hk xx hp xx high/low tc

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Not expecting the hit but for the massive drive damage it does along with level 2

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I neutral jump after activating level 2 a lot too

past panther
#

always thought about this idea

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this particular one seems shit cause whiff in crouch

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i wonder if there's some other way that works vs crouch

fluid juniper
#

I have never seen this extension before, kinda wild

past panther
#

i ve seen it on the jp channel in sf6 resources

cobalt plume
#

https://youtu.be/2YFy-wiJgBg?list=PLh3HYRICstXfqXHc0mbuzeMzADPlo2IWR&t=440 i only found this vid the other day but its in here

0:00 ไธญๅคฎใ‚ณใƒณใƒœ
1:16 ็”ป้ข็ซฏใ‚ณใƒณใƒœ
2:27 OD่จญ็ฝฎๅพŒ
3:25 DIใ‚ณใƒณใƒœ
5:14 ใ‚ขใƒ ใƒใ‚ธใ‚ขใ‚ณใƒณใƒœ
5:50 ใƒดใ‚ฃใƒผใƒใƒˆใ‚ณใƒณใƒœ
6:41 ๅฏพ็ฉบใ‚ณใƒณใƒœ
7:07 SA2ใ‚ณใƒณใƒœ
9:15 ่จญ็ฝฎๅพŒใฎๆ”ปใ‚
9:43 ใ‚จใƒณใƒ‡ใ‚ฃใƒณใ‚ฐ

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โ–ถ Play video
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but im not sure if this is a re-uploaded vid cause im sure half of these combos werent known in July

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but who knows

grim lion
#

Think we can request a permanent channel when we break 5k messages?

past panther
#

doubt it. just one for jp coaching?

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maybe we can get it pinned

grim lion
#

Can you rename it? Now that we've hit our goals and the purpose of this thread has changed, it's probably best described as "JP discussion" or something

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Not sure if you have the power to rename it or not

past panther
#

JP Discussion and Help

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there ya go

grim lion
#

Sweet, and in 4-6 business months I'll have the miro diagram ready

shy vine
#

lol

grim lion
#

@shy vine looks like the 2LP, 2MP, 2MK pushes them out of range of the overhead ghost?

shy vine
#

rip

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corner only then

grim lion
#

sometimes though, not always

shy vine
#

probably depends on how close you are immediately after activation

grim lion
#

I now can't recreate the whiff

cobalt plume
#

Acomplishment of the day

past panther
#

since it would leave you closer

grim lion
#

seems like it

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It's like the closer I am, the pushback grows exponentially or something?

#

At mid range, it can sometimes hit, but hugging their face, it sometimes whiffs

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probably help if I didn't have 8f gaps in my links

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Is there a TAS I can use to write the inputs? I get a good test like 1 in 10

past panther
#

can you even do TAS combos in sf6?

grim lion
#

Look I suck at timing inputs

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I just need it to hit the next button correctly so I can have a reliable test instead of random extra frames

past panther
#

ok i found some jap guy's twitter

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full of weird tech

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here's some of what i saved

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@shy vine @oblique forum @grim lion

cobalt plume
#

whats best combo after amnesia back throw in corner? keep fluffing it

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@shy vine

cobalt plume
# past panther
  1. Men I Trust, nice 2. That backdash to bait the throw >_>>>>>
past panther
#

yeah that's a good idea

past panther
#

max damage sthp xx od ghost spike L spin

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or just go into od portal loop

shy vine
#

some of this is cool some of it i want to scrub from my memory lul

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nah it's all good to know

shy vine
#

giving up 1400 damage for a safe jump is too much though for me personally

past panther
#

a lot of his vids were whack or style points

shy vine
#

using 4 bars to activate level 2 on block for the mix is too much for me too

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when you can get an unblockable with 0 bars

#

this one might be more reliable when they're not burned out maybe?

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also in the corner i hate HP xx MK ghost xx level 3

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cause it whiffs sometimes

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it does more damage than spike or spin but i remember testing it and it just misses sometimes

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i like the shimmy after OD amnesia

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i don't know if i'll use it since a lot of players seem to be hitting buttons after that situation

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but it's good to know

cobalt plume
#

ffs

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1 win to get master and I get matched with Takamura

cobalt plume
#

WOOHOO

oblique forum
#

Congrats!

past panther
#

nice

oblique forum
fluid juniper
#

the safe jump after m spin in the corner needs to be manually timed right? I really need to learn it

shy vine
#

no you just jump

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the st HP is manually timed

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if you hit the st HP too high it's +43 instead of +42

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you can tell though by how they juggle

fluid juniper
#

so you do st.hp, mspin buffer the jump hk and hold downback?

past panther
#

if you hit high do L spin, if you hit low do M spin

fluid juniper
#

does that just always work when you get a m spin in the corner? Or only off of certain lead ins

shy vine
#

grounded MP spin is always a safe jump

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if it juggles high is when it's gonna be more plus

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but low st HP xx MP spin works

fluid juniper
#

gotcha, I will need to incorperate it into my gameplan. What is your thought process behind choosing to go for it over portal oki?

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since it's pretty much always a choice between the safe jump and the spike > portal route no?

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also, safejumps beat all wake-up options right? Like if they press anything thats not a reversal you hit them meaty and if they reversal or block?

shy vine
#

so

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honda OD headbutt beats safe jumps unless you do a light safe jump

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if you do the jump HK like we usually do, JP floats too long and eats the hb

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since it has more blockstop

fluid juniper
#

OD amnesia "wins" agiainst safejumps but you are still hella minus, right?

shy vine
#

you're minus but invincible until you recover yeah

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perfect parry a safejump makes the jumper -2

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and lily enhanced DP beats safe jumps cause it's 4f

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against zangief level 3 if you do a safe jump, you have to press up briefly as you're about to land

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cause if you hold downback you'll land and get planted into the ground

fluid juniper
#

is that a read or can you os it?

#

also against PP the counter play is to just empty jump and throw right?

shy vine
#

you OS it

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you do a safe jump, hold up briefly as he would land if it doesn't hit something, then let go of jump during the blocked jump-in

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hold on i made a video for somebody a bit ago

fluid juniper
#

Neat

oblique forum
#

You jump and when you're about to land you press kick and DD kk

If they block low or try to mash the jump hits. It they block high then nothing happens. If they try to OD reversal the amnesia goes

fluid juniper
#

Wild. And pursumably there is some 8k dmg combo you get off that

oblique forum
#

Yeah something like that

cobalt plume
oblique forum
#

You press kick to do jHK

#

And as you're about to land do the OD amnesia

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Check my inputs on the video above

shy vine
#

if you guys use the dr cr MP, st HP xx spike after hp spin midscreen use HP spike cause it's +46 instead of +44 like medium

#

minor difference but it's just better

#

when close enough to the corner obviously getting f HK xx M spin into st HP is better though

#

also don't forget the nemo combo for meter build midscreen

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hp spin, dr HP xx HK, HP xx spike

#

only useful for extra meter gain to get the kill with level 3 but

#

it is useful in that instance

oblique forum
#

HP xx HK?

shy vine
#

oh yeah

#

dr HP drc st HK

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it's janky lookin

#

it spends a lot of drive guage for not much damage

#

but it does a chunk of meter build

#

super specific scenario combo

fluid juniper
fluid juniper
#

I was also practicing safe jumps and I am confused about how they work. I think there was some miscommunication here since pressing j.hk has to be manually timed on the way down from your jump. I am able to block the OD reversal but it's hard for me to tell if any given attempt would also have hit meaty. I have the bot doing 50/50 block/reversal but it doesnt really help cause if I press early and they block I wont know or if I press late and the reversal I wont know

shy vine
#

well there's 2 different things you're testing there @fluid juniper

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1 is: am i hitting the button at the right time

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2 is: am i timing the safe jump correctly to block

#

the good news is, if you do st MK xx MP spin, it's just hold up forward so you can't mess up the 2nd part

#

when you press the button doesn't impact when you can block when you land

#

so you might want to turn off the reversal and just practice hitting the button at the right time

fluid juniper
#

ah, so even if I mess up the meaty timing I can still block the reversal, thats good to know

#

is there a better/worse outcome if they block the jump in. Or is the only goal to get them to block on wake up?

#

rihgt now I always seem to be +11 no matter how I change up the timing

shy vine
#

yeah it's always gonna be +11

#

cause you hit them then you land the next frame

#

it doesn't matter which active frame you're hitting the mon

past panther
#

so sthk has a 1f gap for them to DP in

#

tbh it might be easier to just do it without the bot pressing shit first

#

and making sure you're getting a consistent +42

#

+41 is gonna be losing to 5f dp already if i'm not mistaken

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btw @shy vine versus Lily can we still empty jump delay tech?

#

since Lily mains know they beat safejumps they might be tempted to do it

shy vine
#

yeah you can empty

#

even if it were 1f you could safejump

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i think

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with an empt

past panther
#

little do they know it was 80% Lemon's stuff

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including his videos

shy vine
#

tested and found something interesting

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played this game, afterwards i was thinking "could i have killed if i spent 2 bars on the last combo"

#

tested it afterwards, turns out no, it doesn't kill (barely)

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it's like 30 damage short

#

but the right way to approach the situation like this is actually not spending super, and using it later to chip them out

#

using the safe jump to start a true string

#

cause guess what? turns out level 1 does more chip damage than fully scaled damage, 700 chip vs 600 damage

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this is a super specific scenario, but the general case is that if the opponent is burned out, it might be better to actually set up a chipout sequence instead of maximize combo damage

#

even when the combo can kill with super 1, sometimes you can probably get the kill guaranteed with a chipout meterless

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even if you have to spend super, the blockstring builds you more of a meter differential for next round

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since moves on hit give you opponent 70% of the meter you gain, but moves on block give only 50%

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you can see the meter gain differential

past panther
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wow that was a lot of meter

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im sure he could have done sa1 somewhere there tho no?

shy vine
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no

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other than in the beginning when i do cr mp

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the only gap in that string is b mp b mp xx od ghost

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and that's a projectile so it will body level 1s

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the string against jamie is a true string completely

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HK xx HP xx OD ghost is a true string

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OD ghost HP spin is a true string

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HP spin b MP is a true string

shy vine
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since the opponent will have more drive here since the safe jump is a jump HK in a real game

shy vine
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wait the level 1 does 500 not 700 for chip my bad lol

oblique forum
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@shy vine what blockstrings do you use for when they're not yet on burnout but no sa2 available yet?

shy vine
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@oblique forum depends on the situation and what i'm trying to do

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like if i'm trying to do drive damage, HK xx HP is really good for that

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st HP xx ghost is great

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LP ghost being a little faster

oblique forum
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So nothing as long as those in the video or that other chars have?

shy vine
#

what kind of strings are you thinking about

oblique forum
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So, i get them on the corner.
I usually am stuck if they block strings like these or tech my throw and then I'm not quite sure what to do, if i try to go close to hit a button they either jump or get a CH , IF i go back in Aa range then my pokes don't reach.
But chars like ken cammy and Jamie i feel like they can keep pressing buttons fishing for a mistake of the blocker for a longer time

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Even if some of the stuff are fake

shy vine
#

how did you get them in the corner

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most of the time when i get opponents in the corner

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i also have an opportunity for a portal situation

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as i get them in

oblique forum
#

Yeah, something like i knocked them down with a spike and set portal.
I go for a meaty HK, they block and i do the TC and then the portal pops

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Now I'm far to hit, no portal and awkward space

shy vine
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huh

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if you're close enough to do HK target combo

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after the portal pops you are super plus close to them

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also you can end the TC in a high/low ghost that combos into portal for a f HK pickup

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target combo moves you close and the portal gives you the plus frames

oblique forum
#

ร…h so Ghost knockdown gives a safe portal? I haven't been using this

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Only full screen against the juris of the world

shy vine
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well high low ghost don't knock down grounded

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in the situation you gave you you have a portal set up in the corner then the opponent blocks HK xx HP

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if they get hit by high low ghost here the portal picks them up

oblique forum
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Ah

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Gotcha

grim lion
#

It's kinda crazy, this channel is more active than the entire JP discord

oblique forum
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It's a smaller group ๐Ÿ˜„

cobalt plume
#

Think most people in the JP Discord got bored lol

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Tell you what, playing in Master is so different, people do some crazy shit

#

DI from midscreen? Here you go

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The game felt more fun in D4/D5

grim lion
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What's our forced knockdown combo?

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Such as stuffing Kim elbow drop or JP portal or Ken dragonlash?

past panther
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stlp (juggles) sthp xx spike or ghost

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for dhalsim too

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for kim elbow drop you just cr.hp

grim lion
#

Sweet

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In the notes

past panther
#

also bro

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for kim it's really common for her to bait crhp with early elbow drop

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that's why in that MU you gotta AA with sthk at those angles

grim lion
#

I'm used to it

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I played Cammy first, they love baiting DP

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If you do get the forced knockdown with 2HP, do you just H spin after?

past panther
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yea

grim lion
#

man that's so much damage I've been leaving on the table

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I stop JP teleport with 2HP almost every time

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and then do nothing

past panther
#

ah yea that s a free launch

oblique forum
#

@shy vine and others, is there any frame kill to help get the OD amnesia first ghost or does it need to be manually timed?

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I either go too early or late

grim lion
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What's the goal you're going for? Ghost hits just before bomb?

oblique forum
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I will record

grim lion
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Because amnesia has 17f recovery in success, and it's 59f bomb startup so 42 frames there

shy vine
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You delay the portal but you do everything else as fast as possible

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You hit cr mp or st mk or whatever, then you do hp portal just before the first bomb pops, then you do everything else as soon as your character can

cobalt plume
#

Yeh literally do everything as fast as possible

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with the latter, I do the portal once JP's kicking leg is almost back to neutral

oblique forum
#

I want to do the m ghost spike m ghost spike sa3 at the end

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But the ghost hits at all times that doesn't make the second ghost connect or whiffs entirely

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This is the combo in the doc

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OD Amnesia against Throw combo:
2MP, H Portal, M Ghost, H Spike, M Ghost, H Spike (SA3 potential)

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(side topic, i just won a round perfect ending with the safe jump OD amnesia, that felt good)

past panther
#

youโ€™re doing portal way too early

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gotta do H portal just before the first bomb explodes

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itโ€™s not a cancel

oblique forum
#

Aaaaaaahhhhhh

#

๐Ÿฅฒ

#

๐Ÿคฆ๐Ÿฝโ€โ™‚๏ธ

cobalt plume
#

Does one of you guys wanna pin the guide link? Could be handy

oblique forum
#

Can't on threads ๐Ÿฅฒ๐Ÿ˜ญ

past panther
#

what?

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this is not a thread

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and I can pin stuff

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i just can't find the link

shy vine
past panther
#

based lemon

oblique forum
#

What

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I tried before and failed

past panther
#

well lemon is a mod and I created the discussion

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so that's probably why you couldn't

oblique forum
#

Aah

cobalt plume
#

thx geeze

shy vine
#

i am not a mod

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they asked me to be a mod and i declined i ain't doin all that

past panther
#

oh mb

#

interesting then

ionic stone
#

still available for this?

past panther
#

yep

ionic stone
past panther
#

yeah, but not today i think

#

tomorrow good?

grim lion
#

@ionic stone If you want, you can also look at the pinned document for the notes we've gathered here

#

It's not the best organized, I'm planning to rewrite it but that'll take a long time

ionic stone
past panther
#

blender in fighting games means a situation where you have to guess a lot

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so JP's blender means the opponent has to guess high/low/throw/shimmy and also some instant overhead layers

grim lion
#

With notes on your options and how you can go for damage, oki, sa2, resets

past panther
#

@grim lion just noticed the shorthand notes lack a description for what "spin" is like the others do

grim lion
#

Huh, I thought I got them all

past panther
#

i don't see 236p

grim lion
#

Fixed

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I should add a note about blender in that section

past panther
#

i will get on the doc tomorrow and add all the post- OD Portal options

ionic stone
#

the drive rush 2mp after heavy spin was giving me trouble for time, after i cleaned up my drive rush and followed the instructions in the doc, it was a breeze

grim lion
#

Yeah it's so tough for me

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Never hit it in a game

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I'm gonna get masters and be able to do only a quarter of the document lol

shy vine
#

Do you have st hp xx od ghost, spike into normal portal in there

grim lion
#

Nope

past panther
#

isn't the only thing that opens the possibility of a throw thay juggles?

#

seems hardly more useful than od portal but i suppose variance is importnat

shy vine
#

The combo does more damage

grim lion
#

400 hundred more damagee by the looks of it

shy vine
#

And the conversion after throw is just as good so I usually go for this when I want to go for throw

#

I didn't know people were doing od spike into portal

grim lion
#

That seems less optimal

grim lion
#

any thoughts here?

grim lion
#

update, lost 6 in a row

past panther
# grim lion any thoughts here?

hmm, maybe say 5lp/2lp since both work, and maybe we add corner route for full burnout? but that can be tricky cause it's pretty spacing dependent so maybe not for now

grim lion
#

I actually input 4LP but it's the equivilent to 5LP and has the direction ahead of time for the 4MP

past panther
#

honestly i think you're getting better stuff from going into a sa2 combo from b.mp mp into a corner route into sa1 but im not sure. I remember numbers looking better than just normal combo into sa3 for some res. @shy vine do you know for sure?

past panther
cobalt plume
#

Hate the keyboard writing

past panther
#

keyboard writing?

#

you mean the anime fg notation?

grim lion
#

numpad format

cobalt plume
#

Ye whatever it is

#

This the Akuma guide I learnt from from 3rd Strike

#

That's one of the best guides to ever exist

past panther
#

ah, well an actual old school player would say low forward instead of 2mk/cr.mk

jab - lp
strong-mp
fierce - hp
short-lk
forward-mk
roundhouse-hk

#

highkey doubt a gamespot guide is one of the best to ever exist

#

but seems very detailed

#

looks sort of like a slightly more in depth version of what sestze did for every sfv character

cobalt plume
#

A gamespot guide

#

Bro did you know the Internet in 2000?

cobalt plume
past panther
shy vine
#

no way

past panther
#

interesting

#

i remember the optimal sa2 combos getting pretty high damage

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but then again scaling on sa1 is ass

#

deals like 600 dmg

shy vine
#

you mean 600

#

when the opponent is burned out ending the cmobo and going for chip is better a lot of the time too

cobalt plume
#

UK magazine in 96 showed the combos like this

cobalt plume
#

@shy vine is the punish counter St.hp xx OD Portal, st.mk, snap, f.dash, f. hk xx h.swipe in the guide? Can't open it on mobile

shy vine
#

for what, side switch? MP spin after f HK

cobalt plume
#

Ye

#

ah yeah it is

#

just got home and labbing before bed at 3am

#

for funsies you can also do PC 5HP xx OD (L+H) Portal, 2MK xx MP spin, forward dash x2, 5HP xx OD Ghost xx OD Spike, Spike, SA3

#

6160 damage

grim lion
#

There's no file type there

cobalt plume
#

Yeh I know

#

I've had a few beers 0and13

#

lol @ at my framerate going to 49 on the SA3

#

on a 4090

#

ah well bed time gnight guys

grim lion
#

Why does portal spike always fucking miss?

#

I just had it whiff 4 times in a row on a jumping opponent

cobalt plume
past panther
#

huh?

past panther
# cobalt plume

what game was lagging super hard cause they were rendering every individual tooth? i remember sm like that

ionic stone
past panther
#

sick video

#

@shy vine

fluid juniper
#

Ikr!

past panther
#

actually really enjoyed watching it

#

reminded me of the days of Oro VT optimisation videos

fluid juniper
#

I'm so glad optimizations like these are in the game. the situational awareness and tech skill to actually pull off even a reasonable version of this combo is crazy

past panther
#

no bro you're just boosted cause you play jp

#

in all reality, I fight so many clueless JPs in high diamond and low master with all of these climbs that it's not even funny bruh, this char do be boosting some people. But I'm glad he has all of this insane potential and fun stuff, which means that even after a nerf next patch he will still be fun to play

fluid juniper
#

Oh yeah, I do agree that a lot of online jps are clueless. But that's more a issue with the general player base not knowing how to run at jp. If people were good at rushing him down they wouldn't be "carried". Also I don't have a reason to care about if other ppls ranks are "legitimate"

ionic stone
#

8FQVKCCRL - First game
5WW6UQCRU - Second game
JP vs Marisa
@past panther

past panther
#

yo

#

im checking it out now

past panther
#

so, i will type as im looking at the replay
first game:

1- round start ghost is a VERY bad idea because of...well what happened in this match haha. usually at round start you want to either chill, backdash, or do DR cr.mk/jab. round start ghost will lose to DR, a bunch of different skip specials (dragonlash/spin knuckle types) and forward jumps
2- didn't check the DI, happens. know that if you are hit mid air with marisa stmp mp, it will always air reset you, so there you should have been more ready to block or challenge.
3- didnt react to her whiffing her route and got thrown
4- went for safejump route but jumped waaay too late, plus safejumps aren't as valuable against marisa because she has no DP to use anyways and her OD scutum beats safejumps, so just go for sthp xx portal and go for meaty sthk into high/low
5- messed up conversion from stmk, happens
6- messed up corner stun combo

that was round 1
for round 2:

1- exactly the same thing happened as round 1, went for round start ghost, got f-ed for it
2- when you anti air with cr.hp, make sure to cancel it into high/low ghost for a free poke
3- didn't punish marisa f.mp mp target combo properly, but it s a matchup experience thing so it s fine, at least you got some damage in
and the rest of the round was won without too many errors and a slight scramble

round 3:

1- stuff happened, missed the check on superman punch
2- you were pressing medium punch while blocking a light string for some reason and got counterhit and knocked down for it
3- messed up your delay tech and got combo-ed for it
4- good sa3 there, but that setup with command grab is usually pretty damn bad versus burnout because the command grab can just whiff, and doing it in a situation like that versus a high damage dealing char like marisa is a big risk, so just go for the high/low
5- got baited to anti air outside of crhp range and ate sa3. lesson to start using f.hk to anti air at those ranges

#

this was game 1 as I saw it

#

it looks like there s a bunch of stuff that you have to lab to get more consistent

#

cause it s costing you games

#

lemme take a look at game 2

#

round 1:

1- round start DI on reaction to DR, sometimes works but usually doesn't. it's a slight misconception that marisa DR is weak to DI, since the risk reward is so much still in her favor if she counters it.
2- woke up mashing light punch, happened to work fine but almost always a bad idea unless you got a callout on a shimmy
3- i notice in these games you are very much afraid to get up close and personal. you think too much like a zoner and don't use some of your best tools (crmk, sthp, stmp, crmp). you should be trying to get all up in his face too and taking your pressure, not just waiting full screen and hoping he messes up on the way to you.
4- rest of the round was relatively fine. what cost you the round was not really using the proper punish or extending your combo on her stance overhead, and not anti airing her there at the end. You tend to just not anti air if it s not in crhp range and it s allowing your opponents to get very close for free. start using f.hk and practice the extension from it. you get crazy reward from an AA.

round 2:

actually my internet got extremely cooked and it kicked me out of SF, but this should be enough to go on so far. let me know whatever is unclear and we ca talk about it

shy vine
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i managed to antiair a jump with JP level 3 for the first time

past panther
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had to be a pretty far jump-in and hit sa3 like peak of jump xd

shy vine
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It was pretty close but yea I got the peak

ionic stone
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@past panther Thanks for the write up, made a list from this of things to work on from this, things to start doing in matches immediately like 2HP xx low or high ghost, what to lab (punishes for things I let slide, drills for DI, and delay teching) and what to focus on in the match against Marisa and general opponents.
I wanted to ask about the high low ghost mix in the corner, 214HP -> Meaty 5HK into low or high ghost. What drill can I run to practice this? For post level 3 oki, what is the best thing to go for? And for F.HK is it better to spend 3 bars DRC or no bars for a spike, what is the best conversion for the amount of meter? Thank you.

past panther
past panther
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so, for the corner mix I mentioned I can send you a video of a couple of examples of possibilities there in a sec.

for post level 3 oki, you have the following options:

  • dash f.mk (will be +4 on hit since it hits meaty so you can confirm into crlp)
  • dash M/H Ghost (has a low option, will link into b.mp on hit for a bigger combo than f.mk, but it loses to mashing unlike f.mk)
  • M H portal route into command grab tick throw that you already know (this one is bad versus burnout because you have to delay the command grab since you will be too plus, and you end up in their face so if they mash you lose out and you also spend a lot of meter)
  • M H portal route into PDR b.mp mp xx M or H ghost (this is a high/low mix) and the followup if it hits is DR f.hk xx H spin into corner stuff
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im sending a recording now

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of all the stuff

shy vine
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i like dash whiff cr LK into throw

past panther
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uu that s nice

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im thinking there s no real threat after dash if they just walk back tho

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which is a pity

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i guess u gotta commit to low ghost

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but i like the safety of f.mk

shy vine
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nah that's the

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dash whiff cr lk into cr lk

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chain into lights

past panther
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oh nice

past panther
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marisa did forward jump on oki, i did wakeup sa3

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my sa3 went backwards and hit her and won me the round

past panther
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@keen valve sup

keen valve
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yo

past panther
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was looking for a game but hopped on BG3 after all

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this is the jp discussion with the doc in the pins

past panther
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@grim lion i looked through the whole doc and made a bunch of changes. let me know what you think

past panther
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ok done

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added a title and everything so it looks a bit more organized

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removed some repeating or redundant stuff, added some missed routes, cleared up some wordy parts, added context to some options, etc

grim lion
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yeah that's a lot of notes

past panther
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take a look when you have time, no hurry obv

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I just went over them cause I realised I didnโ€™t contribute directly so I thought I should lend a hand

past panther
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boys, do you think we can get together today or so and finish the last details on the doc so far so we can get it in a more widely shareable format? or at least make the link View Only and maintain suggestion priviledges to those of us here or something?

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Iโ€™d like to share it around but donโ€™t want @grim lion to get his email spammed with random ppl suggesting stuff that may or may not be true

oblique forum
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i'm travelling for work this week, so won't have time ๐Ÿ˜ฆ

fluid juniper
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does 5hp xx spike into portal not work here? Is there a reason to jsut summon portal without the spike?

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does 5HP xx ghost always lose to lvl 3? Or can you fake ghost to make it safe?

oblique forum
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Is there a reason to jsut summon portal without the spike?
If I'm low on meter and don't want to do the OD portal, then I do this

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because 5HP xx portal is safe, but 5HP xx spike portal isn't

fluid juniper
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oh right mb, it's early lol

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also I have been seeing a lot of JP's use PDR b.mp in neutral. It seems like a powerful option since you can tick throw, or frametrap on block

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I also might be missing something else about the move that makes it a good option

oblique forum
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yeah, I see ppl using it but didn't get it either

past panther
past panther
past panther
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unless you can make it a true blockstring ig? not sure if L or OD ghost does that but i doubt it

fluid juniper
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Also is 6hk PC, 5hk anything? it combos I just dont know about followups/ damage comparison

fluid juniper
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is it ever worth going for instead of a different option

past panther
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from PC 6hk?

fluid juniper
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like yeah if your opponent is -12 should you punish with 6hk 5hk or just 5hp/2hp?

past panther
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def 5hp

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i think 5hp is undisputedly best punish tool if you can get it

fluid juniper
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okay gotcha

past panther
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lemme test it out tho

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so we are sure

fluid juniper
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is "combos" here the same as the blender?

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if not what is different

past panther
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where is this? it s incorrect

fluid juniper
past panther
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yeah, on counter it's the blender, on hit it doesn't lead to the juggle so that s wrong

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i ll change it now

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actually

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it leads to 6hk on hit too

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on hit it should be 6hk stuff, on counterhit it should be another 5hk

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since it combos into itself

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so i ll change that

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okay done

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anything else @fluid juniper ?

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i ll hop ingame and test if it s worth to go for that 6hk stuff you mentioned

fluid juniper
past panther
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yeah it s starting to look good

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i wish we had some like

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shortcuts on the left to get you to specific sections

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idk how to do that though

fluid juniper
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isnt "juggle 5hp" also just the blender again? More like this is just a route out of the blender that leads to a safejump

past panther
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so 5hp juggle goes into blender, which is a loose term for all the options you have after

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one of those options is M spin which gives a safejump

fluid juniper
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I scrolled ahead and noticed m spin is listed in the blender section. so it's not really a mistake it's just listed in the doc twice.

past panther
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oh lemme see that

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hmm, well it s relevant

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since it s under Blender and also under Safejumps

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i think it s fine

fluid juniper
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I feel like the safejump section could have a section about how it works. If I didn't know anything I am not sure how helpful that section would be. But if you dont want to just explain the basics of safejumps It does seem fine

past panther
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so @fluid juniper i still don t get what you mean with the PC 6hk

past panther
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you mean 6hk DRC 5HK 5HP?

fluid juniper
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๐Ÿคฆโ€โ™‚๏ธ i messed up the notion. it's supposed to be 5hk > 6hk

past panther
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ohhhh

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i was confused

past panther
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from an AA

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okay look at these numbers @fluid juniper

fluid juniper
past panther
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here is damage comparison on PC options in the corner

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you can see how insanely good 5HK 6HK is when u look at scaling and shit

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seems like PC 5HP isn't the best in the corner

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cause of scaling and shit

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like, you get more damage METERLESS from that than with 3 bars from the others

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@shy vine what do you use for corner punishes? I used to do 5hp but after this test it s clear to me that this is better if you re not doing a double OD portal combo

shy vine
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St hk, f hk xx hp spin

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Hp spin is better cause you get a forward dash

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So you're closer for your oki

past panther
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it s insane how much it scales

fluid juniper
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what about midscreen? PC st hk, fhk xx something is also a option

past panther
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H spin drops there

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so you get less damage

fluid juniper
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I think DRC/PDR st.hp h spin still works

past panther
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lemme see

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3722 with PC 5HK 6HK DRC 2HP xx H spin, M ghost H spike
2822 with PC 5HP PDR 2HP xx H spin etc..
3812 with PDR PC 5HK 5HK 2MP DRC 2HP xx H spin etc...

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so it seems like PC 5HP scales the next attack to 80%

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but PC 5HK does not

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so you get 2 attacks at 100%

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so there s big differences

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@shy vine midscreen what do you use? this seems like the way tbh

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unless you have time to do PDR PC 5hk

fluid juniper
shy vine
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Midscreen I just do cr hp xx hp spin

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Starting with st hp immediately scales to 80%, but starting with cr hp doesn't

fluid juniper
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Also for the BnB, is there a difference between xx 5hp, and xx 2hp? I saw banana ken doing 5hp so it's probably fine right?

past panther
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that's 3120 damage but 3 less bars

shy vine
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So cr hp xx hp spin, Dr cr mp st hp xx spike is great

shy vine
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Yeah if it's already part of the combo

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Cr hp is faster

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So medium drc of course

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You gotta go with that

past panther
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less damage but closer oki for 1 bar

shy vine
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Yeah the oki is great

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You use mp or hp spike and it hits late

past panther
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what do you do after this? i imagine it s PDR 2mp 5hp xx spike

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+44 is great

shy vine
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+46

past panther
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im getting +44 on H spike from midscreen

shy vine
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What spike do you use

past panther
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H spike

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but it doesn t hit late

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from midscreen

shy vine
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If it doesn't put them all the way in the corner, hp spike hits a bit late so you get more plus frames

past panther
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since they re in the corner already

shy vine
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Jump over the opponent yea

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It's more the midscreen thing

past panther
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yea +46 if they re not close to corner

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gettin it now

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so i suppose just portal here, or OD portal into spike perhaps

shy vine
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If they're in the corner, st hp xx portal or spending on od portal would be better for oki

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Assuming you didn't path to f hk

past panther
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you ever sthp xx OD portal stlp framekill stmk xx DI?

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seems goated these days

shy vine
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No

past panther
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beats their DI

shy vine
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If they block it tho it's just plus frames

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Or parry

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OD portal is so good already

fluid juniper
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Unless its further down or I missed it I do not see a section for corner combos. there are a few references to things that only work in the corner but I dont see specfially the max damage corner routes you have been discussing

shy vine
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It's good to have though I think

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I assume though it only works if they counter DI right

past panther
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all corner options

shy vine
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Otherwise it's just plus frames

past panther
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it beats their counter DI

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it s DI bait

shy vine
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Yeah idk

past panther
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good to whip out

shy vine
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It's good to have but other od portal options are so good