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<rss version="2.0"><channel><title>Bridget Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/13-bridget/</link><description>Bridget Latest Topics</description><language>en</language><item><title>[AC+R] Bridget Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/5678-acr-bridget-video-thread/</link><description><![CDATA[
<p>AC+R has hit <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"> - I'll be updating this thread with every Bridget video I find. Feel free to contribute!</p>
]]></description><guid isPermaLink="false">5678</guid><pubDate>Sun, 23 Sep 2012 05:51:36 +0000</pubDate></item><item><title>[AC] Bridget Match-Ups FAQ</title><link>https://www.forums.dustloop.com/forums/topic/163-ac-bridget-match-ups-faq/</link><description><![CDATA[
<p>Detailed here is the most important thing I can stress about GG, match-ups. Eachcharacter has a post in this format.

Openers- Their usual opening moves and how to counter &amp; win by first move.

Punishes- Ways to punish their unsafe moves.

Counters- Ways to nail CHs.

Anti airing- PROPER anti-airing- 6P is not a catch all.

Zoning- What characters have a hard time dealing with.

Their game plan- Enemy strats.

Strategy-Your strats.

Char specific details. examples
combo’s
IAD combo - Check or not
SJI combo - Lift, c.S(1)~SJI~f.S~6S~sj.B&amp;B
KSMH~K on Crouch - details
KSMH~K on Stand -details</p>
]]></description><guid isPermaLink="false">163</guid><pubDate>Sat, 04 Aug 2007 21:45:58 +0000</pubDate></item><item><title><![CDATA[Bridget Q & A]]></title><link>https://www.forums.dustloop.com/forums/topic/87-bridget-q-a/</link><description><![CDATA[
<p>Feel free to ask any questions regarding Bridget, here.

<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> If you are asking a question, please bold your text.
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> If you are answering a question, please quote the question.
This will make it a lot more user friendly for new players to the scene.

Thanks.</p>
]]></description><guid isPermaLink="false">87</guid><pubDate>Mon, 23 Apr 2007 02:44:09 +0000</pubDate></item><item><title>Bridget Dash Splitting FAQ</title><link>https://www.forums.dustloop.com/forums/topic/161-bridget-dash-splitting-faq/</link><description><![CDATA[
<p>Bridget dash splitting 101</p><p>
</p><p>
<strong>What is it?</strong></p><p>
How do I do it?</p><p>
Why?</p><p>
Practicalities:</p><p>
Combos:</p><p>
Practice:</p><p>
Examples:</p><p>
</p><p>
<strong></strong></p><p>
What is it?</p><p>
Dash Splitting is named for the concept of “splitting” a dash’s input (forward forward) with a break of (back + FD)  between the forward’s and still having the ability to dash.</p><p>
</p><p>
<strong>How do I do it?</strong></p><p>
1player side:</p><p>
2146+[K],4+<span style="text-decoration:line-through;">,6 </span></p><p><span style="text-decoration:line-through;">
DS  =  2146+[K],4+</span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">,6 </span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span><strong></strong></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Why?</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
To perform an IAD combo w/ Bridget, there is 3 frames start-up to every jump. If you were to pause the game, these 3 frames are the exact same as the start-up for crouching as well. </span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
What I am saying is f.S~6S~IAD~j.P takes 3 frames to leave the ground and thus doesn’t leave the opponent in enough hit stun to connect the j.P w/ beat.</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
When you initiate a rolling idou (214+K) .From frame 2 on, you can cancel into any action other than blocking, air dashing and double jumping. This means at frames 2 you can FD, woot. Which I am sure everyone knows. That’s why you get your 3rd and 4th jump w/ Bridget, it just carries over the initial vertical vector from the roll when you FD. By FD’ing at frame 2 you leave the “rolling state” and then are left just aerial. Because you are simply aerial you can then double jump, dash, and block. </span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Note: We can then Air Dash at the same height as the IAD, we just simply left the ground faster.</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
What I am saying is f.s~6S~2146+[K],4+</span></span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">, 6~j.P takes away the 3 frames of jump start-up to leave the ground and thus leaves the opponent in enough hit stun from your 6S to connect a j.P w/ beat.</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Practicalities:</span></span></span></strong></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
No, lol. I have only ever seen this in 4 match video’s. This is completely unnecessary to win and 100% combo video worthy. I have dropped combo’s hardcore when attempting to use this in an actual fight. But , ironically, in jp land. If you dash split w/ beat your vid will still be posted up b/c it’s still awesome input/spacing skills. Lesson, if you really want a tourney vid of yourself up just dash split and win or lose your vid’ll go up =P</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Combos:</span></span></span></strong></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Note: This combo only works on tall characters.</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
The only one I can recreate in training is my example above</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
6S~DS~j.P</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
These work as well</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
1) c.S(1)~DS~j.P~j.S~j.2S~c.S(1) loop</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
2) f.s~DS~j.P</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Practice:</span></span></span></strong></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span><span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Isolating the Dash Split</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
To practice lest just do a dash split from the ground.</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Only input this</span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
6[K]~4</span></span></span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">~( ]K[ + ]S[ ) ~ 6</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
6K buffer K ~ 4S buffer S ~ release both simultaneously ~ 6</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Bridget should FD then activate her FULL RUN w/ no start up, pretty cool a.</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
Once you get this down you are 80% there. The mental block is pretty easy to get over once your here b/c once you can do this all that's left is a half circle back and a j.P</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span><span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Grouping</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
For terminology sake 6[K]~4</span></span></span></span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">~( ]K[ + ]S[ ) ~ 6 is the actual Dash Splitting. </span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
The grouping we've found to work best is this</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span><span style="color:#FF0000;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">63214</span></span></span></span></span></span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">~N~</span></span></span></span></span><span style="color:#FF0000;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Dash Split</span></span></span></span></span></span><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">~N~ </span></span></span></span></span><span style="color:#FF0000;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">j.P</span></span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
empty half circle back as a pre buffer, during your c.S </span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
The practiced Dash Split(full run from FD)</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
J.p later in the air dash</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span><strong><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">Examples:</span></span></span></span></span></strong></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
2:22 and 2:43 </span></span></span></span></span></p><p><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">
</span></span></span></span></span><a href="" rel="external nofollow"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;"><span style="text-decoration:line-through;">http://www.youtube.com/watch?v=lLisfHSLpwc</span></span></span></span></span></a></p>
]]></description><guid isPermaLink="false">161</guid><pubDate>Thu, 02 Aug 2007 01:56:37 +0000</pubDate></item><item><title>[AC+R] Bridget Changes</title><link>https://www.forums.dustloop.com/forums/topic/5008-acr-bridget-changes/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>V.1.10:</strong></span></p><p><span style="text-decoration:underline;"><strong>
</strong></span></p><p><span style="font-family:Consolas;"><span style="color:#000000;">
</span></span><strong><span style="font-family:'Lucida Grande';">j.D</span></strong></p><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Gatling-able from j.K</span><br><br><br><strong><span style="font-family:'Lucida Grande';">KSMH~K (Hassha)</span></strong><br><br><ul><li><span style="font-family:'Lucida Grande';">Can be gatling cancelled to Yo-Yo moves earlier</span><br><br><br><strong><span style="font-family:'Lucida Grande';">FB Roger Rush</span></strong><br><br><ul><li><span style="font-family:'Lucida Grande';">Hits one and two have less knockback</span><br></li><li><span style="font-family:'Lucida Grande';">Hit three has more untechable time</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>
j.FB Roger Rush</strong></span><br><span style="font-family:'Lucida Grande';"><strong>
</strong></span><br><ul><li><span style="font-family:'Lucida Grande';">Before activation, Bridget keeps momentum</span><br><br><br><strong><span style="font-family:'Lucida Grande';">
Loop the loop</span></strong><br><br><ul><li><span style="font-family:'Lucida Grande';">Hits two through seven have less pushback</span><br></li><li><span style="font-family:'Lucida Grande';">Hit three has more untechable time</span><br><br><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="RoBoBOBR" data-cite="RoBoBOBR"><div>Info from frame data comparison<br><br><br>
- P - block HLF -&gt; All <br>
- K - block HLF -&gt; All <br>
- c.S - block HLF -&gt; All <br>
- f.S - block HLF -&gt; All, untechable 14F -&gt; 16F<br>
- 6P - block HLF -&gt; All <br>
- 6K - special cancellable (any special but yo-yo moves), pulls in opponent on air hit (Untechable for 16F)<br>
- 6S - lvl 4 -&gt; 5 (but SD is unchanged, as are start-up, active and recovery frames), fully extended on frame 13 -&gt; 14, can cancel in yo-yo moves<br>
- D - start-up 28F -&gt; 30F, recovery 24F -&gt; 14F, SD -16 -&gt; -6<br>
- DAA - 1-16F fully invincible (was 1-12F invincible, 13-14F upper body invincibility, 13-16F invincible to throws)<br>
- 2P - block HLF -&gt; All<br>
- 2S - block HLF -&gt; All<br>
- j.P - start-up 6F -&gt; 5F<br>
- j.K - damage 20 -&gt; 24<br>
- j.S - damage 26 -&gt; 30<br>
- j.D - damage 16x3 -&gt; 24x3, <br><br><br>
- air Yo-yo set - down-back direction set 29F(15F) -&gt; 25F(15F)<br>
- Roger Rush - Roger can be hit from frame 20 -&gt; 15, <br>
- Roger Get (low) (After Yoyo Set, 421H) - forced prorate 85% -&gt; 75%<br>
- air Roger Get (low) (After Yoyo Set, j.421H) - forced prorate 85% -&gt; 75%<br>
- Roger Get (high) (After Yoyo Set, 421H) - forced prorate 85% -&gt; 75%, <br>
- air Roger Get (high) (After Yoyo Set, j.421H) - forced prorate 85% -&gt; 75%<br>
- Shoot (Kick Start My Heart -&gt; K) - can cancel into Yoyo moves during the second half of the move<br>
- Starship (623P) - (1-12F invincible, 13-26F invincible to throws) -&gt; (1-16F strike invincible, 1-9F throw invincible), prorates 80%<br>
- air Starship (j.623P) - 1-13F invincible to throws -&gt; 1-13F strike invincible, prorates 75%, FRC point 19-20F, untechable 12F -&gt; 24F<br><br><br>
- FB Roger Rush (After Yoyo Set, 236D) - damage 36x4 -&gt; 20x2, 50,  start-up 28F -&gt; 16F, total 32F -&gt; 36F, SD +114 -&gt; +87, 1st hit staggers opponent (max 48F), 1st and 2nd hit knock down opponent on air hit (untechable for 40F), 3rd hit wallsticks opponent (untechable for 50F, sticks for 30F), active frames are: 10(10)10(18)16, Roger can be hit from frame 20 -&gt; 8, <br>
- FB Jagged Roger and air FB Jagged Roger (214D and j.214D with Yo-yo set) - CH state till end of recovery, homes on opponent<br><br><br>
- Loop the Loop (632146S) - strike invincible 5-7F -&gt; 1-7F, 8th hit ground bounces opponent, 8th hit ignores OTG, <br>
- Maintenance-chuu no Higeki (4123641236S) - Bridget is airborne 6-13F -&gt; 5-13F<br><br><br>
- air Roger Rush - new move, frame data identical to ground one, but start-up 23F (ground one is 28F), total 42F (ground 32F), no FRC, Bridget is in CH state until end of his own animation<br>
- air FB Roger Rush - new FB, frame data identical to ground one, no FRC, Bridget is in CH state until end of his own animation<br>
- Me and My Killing Machine (Teitai) (412364H after Yoyo set) - new OD (flaming cycle bear, but moves slower), damage 25x6, lvl 3, block all, start-up 1+13F, active 129F, recovery 24F total, fully invincible 1F, can hit up to 6 times, knocks down opponent on hit (untechable for 60F), attack is guaranteed to activate once the command has been input, Roger can pass through other projectiles, hitstop 6F<br><br><br>
---- some of that is mentioned in the first post, some isn't</div></blockquote>
<br><br><br><strong>
Sources</strong><br><strong>
</strong><a href="" rel="external nofollow">http://www.guiltygearx.com/ggxxacpr/location/</a><br><a href="" rel="external nofollow">http://pastebin.com/wvvpK7Bq</a><br>
Mook<br><br><span style="text-decoration:underline;"><strong>
----------------------------------------------------------------------------------------------------------------------------------</strong></span><br><span style="text-decoration:underline;"><strong>
</strong></span><br><span style="text-decoration:underline;"><strong>
V.1:</strong></span><br><br><span style="text-decoration:underline;"><strong>
</strong></span><strong><span style="font-family:'Lucida Grande';">5P</span></strong><br><br><ul><li><span style="font-family:'Lucida Grande';">Preparation Glitch 立ちP仕込み  is still out</span><br></li><li><span style="font-family:'Lucida Grande';">Color Variation Glitch is still in</span><br></li><li><span style="font-family:'Lucida Grande';">​</span><a href="" rel="external nofollow">http://www.youtube.com/watch?v=fqNyMzuVG64</a><br><br><br><span style="font-family:'Lucida Grande';"><strong>c.S</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 22 x 2 to 27 x 2</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jP</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Startup decreased from 6f to 5f.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jK</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 20 to 24.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jS</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 26 to 30.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jD</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 16 x 3 to 24 x 3.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>2S</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Increased untechable time on hit with 2f</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>6S</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Forward hitbox longer.</span><br></li><li><span style="font-family:'Lucida Grande';">Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before any cancel can occur )</span><br></li><li><a href="" rel="external nofollow"><span style="font-family:'Lucida Grande';">http://www.twitch.tv/joniosan/b/333284358</span></a><span style="font-family:'Lucida Grande';"> 01hr19min44sec</span><br><br><br><span style="font-family:'Lucida Grande';">6K</span><br><br><ul><li><span style="font-family:'Lucida Grande';">Can be special cancelled.</span><br></li><li><span style="font-family:'Lucida Grande';">Aerial hit knocks down.</span><br></li><li><a href="" rel="external nofollow">http://www.youtube.com/watch?feature=player_detailpage&amp;v=1z1NZKXw5Lw#t=3278s</a><br><br><br><span style="font-family:'Lucida Grande';"><strong>DAA</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Inv increased from 1-12 to 1-16.</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 39min05sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>Yoyo 7 SET</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Speed of the yo-yo has increased.</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 25min32sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>Yoyo Recall</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Cannot be cancelled to bear/buffer moves after yo-yo call back has started.</span><br></li><li><span style="font-family:'Lucida Grande';">Can be re-set ( Not buffered ) after yo-yo call back has started.</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 42min49sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>Rolling </strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Has been effected due to gravity.</span><br></li><li><span style="font-family:'Lucida Grande';">Initial velocity increased.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>Starship</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Only having anti-hits inv. ( now throw vulnerable )</span><br></li><li><span style="font-family:'Lucida Grande';">Anti hits inv -&gt; f 1 - 16</span><br></li><li><span style="font-family:'Lucida Grande';">​</span><a href="" rel="external nofollow">http://www.youtube.com/watch?v=6PkXwtXZlUE&amp;feature=player_detailpage#t=516s</a><br><br><br><br><br><span style="font-family:'Lucida Grande';"><strong>Mid-air Starship</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Sucks the opponent in on hit.</span><br></li><li><span style="font-family:'Lucida Grande';">Now has a FRC (f 19 – 20).</span><br></li><li><span style="font-family:'Lucida Grande';">Untechable time is now 24</span><br></li><li><a href="" rel="external nofollow">http://www.youtube.com/watch?v=6PkXwtXZlUE&amp;feature=player_detailpage#t=438s</a><br></li><li><a href="" rel="external nofollow">http://www.youtube.com/watch?v=6PkXwtXZlUE&amp;feature=player_detailpage#t=1048s</a><br><br><br><span style="font-family:'Lucida Grande';"><strong>Kick Start My Heart~K( Forward Catapult)</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 50 to 65.</span><br></li><li><span style="font-family:'Lucida Grande';">Can now be cancelled into yoyo-moves during recovery</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 16min17sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>Jagged Roger</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Recovery time decreased from 39f to 32f</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>Roger Rush</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Can now be deployed in air</span><br></li><li><a href="" rel="external nofollow">http://www.youtube.com/watch?v=6PkXwtXZlUE&amp;feature=player_detailpage#t=568s</a><br><br><br><span style="font-family:'Lucida Grande';"><strong>Roger GET</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Proration increased from 85 % to 75 %.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>FB Roger Rush</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Amounts of hits decreased from 5 to 3.</span><br></li><li><span style="font-family:'Lucida Grande';">The third hit launches/wallsticks your opponent.</span><br></li><li><span style="font-family:'Lucida Grande';">Can be deployed in air.</span><br></li><li>corner <a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 15min40sec<br></li><li>midscreen <a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 01hr04min14sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>FB Jagged Roger</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Now homes toward the opponent.</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 13min07sec<br><br><br><span style="font-family:'Lucida Grande';"><strong>Loop the Loop</strong></span><br><ul><li><span style="font-family:'Lucida Grande';">The final hit now has a bounce. - unconfirmed with video.</span><br><br><br><span style="font-family:'Lucida Grande';">
</span><span style="font-family:'Lucida Grande';"><strong>My Kill Machine - Second Version</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">8 hits</span><br></li><li><span style="font-family:'Lucida Grande';">Almost stationary</span><br></li><li><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333284358</a> 12min12sec<br><br><br><br><span style="font-family:'Lucida Grande';">
</span><strong>Sources:</strong><br><strong>
</strong><a href="" rel="external nofollow">http://wiki.livedoor.jp/ggxx_matome/d/ACR%a1%a1%a5%d6%a5%ea%a5%b8%a5%c3%a5%c8%a1%a1%ca%d1%b9%b9%c5%c0</a><br><a href="" rel="external nofollow">http://www.twitch.tv/joniosan/b/333010998</a><br><br><br><br><br><br><br><br><br><br><br><span style="text-decoration:underline;"><strong>
--------------------------------------------------------------------------------------------------------------------------</strong></span><br><br><span style="text-decoration:underline;"><strong>
Location test 2:</strong></span><br><span style="text-decoration:underline;"><strong>
</strong></span><br><strong><span style="font-family:'Lucida Grande';">
Change list</span></strong><br><br><span style="font-family:'Lucida Grande';"><strong>c.S</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 22 x 2 to 27 x 2</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>2D</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Can now be cancelled to FB Roger Rush and FB Jagged Roger.</span><br><ul><li><span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';">  This is not new... why is it mentioned on the offical website as new?</span><br><br><br><br><span style="font-family:'Lucida Grande';"><strong>jP</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Startup decreased from 6f to 5f.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jK</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 20 to 24.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jS</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 26 to 30.</span><br><br><br><span style="font-family:'Lucida Grande';"><strong>jD</strong></span><br><br><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 16 x 3 to 24 x 3.</span><br></li></ul><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>2S</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Increased untechable time on hit with 2f</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>6S</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Forward hitbox bigger.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Can now be cancelled to YOYO-moves after the startup of the hit. 攻撃判定の発生直後でも YOYO技 でキャンセルが可能になりました。</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory</span></span><span style="font-family:'Lucida Grande';"> - cancelable later leads me to believe the window for SJI is easier too :3</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';">6K</span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Can only be cancelled with special moves.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">空中ヒット時に 叩き付け効果 が付与されました。 </span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';">  my Loke 1 theory confirmed</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>DAA</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Inv increased from 1-12 to 1-16.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Yoyo 7 SET</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Speed of the yoyo decreased.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Yoyo Recall</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Cannot be cancelled to FB Roger Rush and FB Jagged Roger anymore from recall charge.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Can be stopped at that location during yoyo callback with yoyo set.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Cannot be cancelled to Yoyo-moves after yoyo callback has starte</span></p><p>
</p><p>
[*]<span style="text-decoration:underline;"><span style="font-family:'Lucida Grande';">Jais Theory</span></span> - comeback glitch removed - Jais Loke 1 speculation verified</p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Rolling </strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Has been effected due to gravity.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Initial velocity increased.</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory</span></span><span style="font-family:'Lucida Grande';"> - dash split combos removed ( Bridget too high to connect,  even though j.P is faster )</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Starship</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Has gone from having full inv. To only having anti-hits inv.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Anti hits inv -&gt; f 1 - 16</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';"> starship is no longer throw invul</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Mid-air Starship</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Sucks the opponent in on hit.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Now has a FRC (f 19 – 20).</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Untechable time is now 24</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais </span></span><span style="font-family:'Lucida Grande';">Theory</span><span style="font-family:'Lucida Grande';"> - extended air B&amp;B's are easier now w/ jumping starship FRC &gt; j.S xx roll &gt; j.S &gt; j.2S xx roll j.S &gt; j.2S</span></p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais </span></span><span style="font-family:'Lucida Grande';">Theory -</span><span style="font-family:'Lucida Grande';"> b/c ground starhip is no longer throw invul - tiger knee starship &gt; FRC &gt; falling J.S \/ 6S &gt; auto super jump install air B&amp;B</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Kick Start My Heart( Forward Catapult)</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Damage increased from 50 to 65. </span></p><p>
[*]<span style="font-family:'Lucida Grande';">Does not leap over the opponent anymore.</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';"> removed cross-up shenanigans with RC &gt; j.D</span></p><p>
</p><p></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Can now be cancelled into yoyo-moves during the later half</span></p><p>
</p><p>
[*]<span style="text-decoration:underline;"><span style="text-decoration:underline;"><span style="font-family:'Lucida Grande';">Jais Theory</span></span></span> - interesting as HS_B was already viable with this option</p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Jagged Roger</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Recovery time decreased from 39f to 32f</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';"> my favorite move just became safer :3</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Roger Rush</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Can now be deployed in air.</span></p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';"><span style="text-decoration:underline;">Jais Theory -</span></span><span style="font-family:'Lucida Grande';"> FRC will cause gravity same as BellyFlop Bear</span></p><p>
</p><p></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Roger GET</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Proration increased from 85 % to 75 %.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>FB Roger Rush</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Amounts of hits decreased from 5 to 3.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">The third hit launches your opponent.</span></p><p>
[*]<span style="font-family:'Lucida Grande';">Can be deployed in air.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>FB Jagged Roger</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Now homes toward the opponent.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>Loop the Loop</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">Forward hitbox increased. The final hit of roger now has引きはがし効果</span></p><p>
[*]<span style="font-family:'Lucida Grande';">The final hit now has a bounces.</span></p><p>
</p><p></p><p>
</p><p>
<span style="font-family:'Lucida Grande';"><strong>My Kill Machine</strong></span></p><p>
</p><p>
</p><p>
[*]<span style="font-family:'Lucida Grande';">A new and fresh move. The command is 412364 HS and uses 50 % tension (S: are they trolling?)</span></p><p><span style="font-family:'Lucida Grande';">
</span></p><p>
</p><p></p><p>
</p><p><span style="font-family:'Lucida Grande';">
</span></p><p><span style="font-family:'Lucida Grande';">
</span><strong>Sources:</strong></p><p><strong>
</strong>​<a href="" rel="external nofollow">http://www.guiltygearx.com/pdf/GGXXAC+R_2ndLocationTest.pdf</a></p><p>
<a href="" rel="external nofollow">http://bitterharmony.se/forum/viewtopic.php?f=10&amp;t=4480</a></p><p>
</p><p><span style="text-decoration:underline;"><strong>
</strong></span></p><p><span style="text-decoration:underline;"><strong>
----------------------------------------------------------------------------------------------------------------------------------</strong></span></p><p><span style="text-decoration:underline;"><strong>
</strong></span></p><p><span style="text-decoration:underline;"><strong>
</strong></span></p><p><span style="text-decoration:underline;"><strong>
</strong></span></p><p><span style="text-decoration:underline;"><strong>
Location test 1:</strong></span></p><p><strong>
</strong></p><p><strong>
</strong></p><p><strong>
FB RogerRush</strong></p><p><strong>
</strong></p><p>
</p><p>
[*]Aerial activation  is on command list but not implemented</p><p>
[*]Decreased start-up frames ( is active sooner ) can now combo off of c.S and 6S</p><p>
[*]Aerial hit causes wall stick</p><p>
[*]low wall stick causes KD</p><p>
</p><p></p><p>
<strong>FB JaggedRush</strong></p><p>
</p><p>
</p><p>
[*]Homes to the opponent</p><p>
</p><p></p><p>
<strong>RogerRush</strong></p><p>
</p><p>
</p><p>
[*]Aerial hit  causes wall stick</p><p>
[*]low wall stick causes KD</p><p>
</p><p></p><p>
<strong>6K </strong></p><p>
</p><p>
</p><p>
[*]Gatling cancel to yo yo technique</p><p>
[*]Causes KD on aerial hit</p><p>
</p><p></p><p>
</p><p>
</p><p>
</p><p>
<a href="" rel="external nofollow">http://bitterharmony.se/forum/viewtopic.php?f=10&amp;t=4480</a></p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Speculation location test 1:</strong></span></p><p><strong>
</strong></p><p><strong>
</strong></p><p><strong>
</strong><strong>6K</strong></p><p><strong>
</strong></p><p>
</p><p>
[*]can special cancel</p><p>
</p><p></p><p>
<strong>Comeback Glitch</strong></p><p><strong>
</strong></p><p>
</p><p>
[*]cannot cancel comeback into any Bear specials - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE</p><p>
</p><p></p><p>
<strong>j.D</strong></p><p>
</p><p>
</p><p>
[*]Landing recovery removed - Bridget's j.D is now an exception to the GG j.D rule - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE</p><p>
</p><p></p><p>
</p><p>
</p><p>
<strong>Sources:</strong></p><p>
<a href="" rel="external nofollow">http://www.guiltygearx.com/character/</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?feature=player_embedded&amp;v=a8mwuFY0X4o</a></p><p><span style="font-family:Verdana;">
</span><a href="" rel="external nofollow">http://wiki.livedoor.jp/ggxx_matome/lite/d/GGXXAC+R%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3</a></p><p>
<a href="" rel="external nofollow">http://ggxx.jugem.jp/?eid=606</a></p><p>
<span style="font-family:Verdana;">@ Tujikarori </span></p></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul>]]></description><guid isPermaLink="false">5008</guid><pubDate>Mon, 28 May 2012 20:09:12 +0000</pubDate></item><item><title>Bridget Okizeme</title><link>https://www.forums.dustloop.com/forums/topic/124-bridget-okizeme/</link><description><![CDATA[
<p>Yop everybody, i am now a player of GG for about 2 years, and after enjoying all those years the potchom buster, i've thought "Holy shit, why am I playing potemkin ? Bridget rocks ! ! ! I should learn how to play with !!!"

Sooooo ... I've searched, learn how to abuse of the far 5S and this fµ*$£ 2P, and I noticed that ... The wake up game with Bridget should have it's own topic, cause it's one of the best of the game, and offers many possibilities !


For the moment, i'm just doing crappy things, like :

Knock down, HS_S6, 236HS or 214 HS
Knockdown, HS_S8, 421HS, 2K 6K 

And then comboooooooos


But I actually am sure there's much better okizeme whith this character (How to f*** a sol Dragon punch ?), so, let this thread live :D


PS : I'll introduce myself another day &gt;.&lt;</p>
]]></description><guid isPermaLink="false">124</guid><pubDate>Wed, 13 Jun 2007 07:42:53 +0000</pubDate></item><item><title>Bridget Basics</title><link>https://www.forums.dustloop.com/forums/topic/27-bridget-basics/</link><description><![CDATA[
<p><strong> Getting started </strong></p><p>
Warming the oven before you stick your meat in.</p><p>
<a href="" rel="external nofollow">http://dustloop.com/ggac/index.html</a></p><p>
</p><p>
<strong>acronyms</strong></p><p>
</p><p>
HSS_#for Yo-yo SET direction </p><p>
HSB for Yo-yo BUFFER</p><p>
HSR for Yo-yo RELEASE of buffer</p><p>
</p><p>
KSMH for Kick Start My Heart,  236+K</p><p>
KSMH~P</p><p>
KSMH~K</p><p>
</p><p>
</p><p>
</p><p>
<strong>Basic Strategy and Gameplan</strong></p><p>
</p><p>
<strong>Normals</strong></p><p>
</p><p>
What sets Bridget apart from the rest of the cast is, without a question, a set of some of the highest-priority normal pokes in the game.  While this does not make Bridget a keepaway character exclusively by any means, it is a solid gameplan in most of the matchups to bide your time at the edge of Bridget's range -- meaning, typically, far outside the opponent's range -- and wait for mistakes.</p><p>
</p><p>
With this in mind I want to talk about the normals that I feel are most important:</p><p>
</p><p>
<em>Far 5S f.s</em></p><p>
</p><p>
Bridget's equivalent to Axl's standing punch.  One of the most aggravating pokes in the game.  Can cancel into yo-yo set, 2S or 236K (and a few less important cancels).  When you're first starting Bridget, make this your go-to poke.</p><p>
</p><p>
<em>2P</em></p><p>
</p><p>
This, however, is the true god-poke.  Loses to more moves than far 5S on a one to one basis and has less range, but is exactly as fast to execute, very safe on whiff and at a ridiculous +3 frame advantage on guard.  Also has the same three important cancels -- yo-yo set, 2S, 236K -- as well as 2P, 2K and 2D.  After the opponent has blocked this move they cannot interrupt 5K, far 5S or 2D.</p><p>
</p><p>
<em>2S</em></p><p>
</p><p>
Very low priority -- by Bridget's standards at least -- but has excellent flowcharts on block as it can be cancelled into a whiffed 2K, 236K, a yo-yo set or a jump and it can follow after a far 5S or 2P.  Careful not to use on its own too often.</p><p>
</p><p>
<em>2D</em></p><p>
</p><p>
No kidding.  Some players expect Bridget to base his game around far 5S flowcharts and are willing to take a few risks to get close.  One character-length inside its maximum range, 2D is exactly as fast as far 5S and 2P.  While disadvantageous on block, it can be cancelled into 236K if you are desperate -- but, more importantly, has enough pushback that most characters cannot make use of your disadvantage.  If this hits, go hog wild.  Look at 2D as your way to keep people honest.</p><p>
</p><p>
<em>j.P</em></p><p>
</p><p>
Use immediately as you ascend for a jump.  This will beat many problematic moves in unexpected situations -- examples are Testament's 6H at its maximum range when Bridget is jumping forward, Slayer's 6H from most ranges when Bridget is high jumping backwards or straight up, etc.  Very important in annoying roll FDC runaway.</p><p>
</p><p>
<em>j.S</em></p><p>
</p><p>
Extremely long horizontal range.  Can be used to cover an air backdash quite safely, as even if it gets counterhit (which is rare) you will typically be too far away for the opponent to capitalize.</p><p>
</p><p>
I would advise newer players to stay away from overusing 6S at random and to refrain from ever using 6P in blocked strings.</p><p>
</p><p>
<strong>The Basic Blocked Flowcharts</strong></p><p>
</p><p>
A long time ago, American Bridget players pretty much all looked like this:</p><p>
</p><p>
[dash, far 5S, set the yo-yo, dash, far 5S, call the yo-yo back] x N</p><p>
</p><p>
Bridget has many more options when the yo-yo has been set and especially when the opponent is caught between Bridget and the yo-yo.  The most obvious time this situation presents itself is on the opponent's wakeup; throw the yo-yo behind them and you're golden.  Learning how to make it happen when the opponent hesitates makes Bridget's simple basic poking a serious threat and can cause people who are not familiar with the matchup to really fall apart.</p><p>
</p><p>
Optimal strings are dependent on the matchup.  What you need to keep in mind is any time you set the yo-yo out, you are handing the opponent a big fat chunk of frame advantage.  If they are expecting it, there is usually something they can do to turn the momentum around; some characters always have an answer at hand from all ranges and others simply need to be pushed to the optimal distance.</p><p>
</p><p>
This all got much trickier in Slash.  The forward yo-yo set was slowed down by five frames between #R and Slash.  Cancelling level 3 moves into the yo-yo set 5 or 6 was -8 in #R; in Slash, many characters can hit you for free if they know it is coming especially if their in your group you casual with, yo-yo set 5 and 6 pressure works a lot better against characters in a tourney especaiily some with less Defensive Bridget experience. It now lasts as long as many of the game's slowest standing dusts, making it fairly trivial for smart opponents to react to the yo-yo set and escape your pressure.  The 4 and 7 yo-yo sets are the same speed as they were in #R, and are in general much more useful in this sort of situation, but not quite the immediate threat that the #R forward yo-yo set was.</p><p>
</p><p>
With that novel out of the way the blocked flowcharts are actually pretty straightforward; we'll use Ky as an example.  If the opponent attempts to take the momentum with Stun Edge after a blocked far 5S, you can anticipate and 236K, then P at the maximum distance of the skid-stop followup.  If the opponent expects this, he may try to Greed Sever over the KSMH for the counterhit.  To deal with that, you can either set the yo-yo and block or gatling into 2S, either stuffing his attempt or putting him into blockstun.  Always remember that 2S gatlings into 2K; this can set up a lot of counterhit far 5S if the opponent flinches on reaction to the animation, and is more advantageous than simply allowing the 2S to finish on its own.</p><p>
</p><p>
<strong>Miscellanies</strong></p><p>
</p><p>
j.D will get you killed if you don't know how to use it.</p><p>
</p><p>
The ideal way is 214K, then j.D as soon as possible.  Have fun accidentally bursting!  This makes the move much more difficult to block, but more importantly it's completely safe on block.  You can use this to waste time while you're waiting for the 4set to catch up to you, or as a throw bait, or as an overhead.</p><p>
</p><p>
Under normal circumstances, 5D is almost prohibitively unsafe.  It's a whopping -19 on block, and many players are able to consistently block it on reaction.  With the yo-yo behind the opponent, the story is a little different.  5D can be buffered into 214K, and the post-dust homing jump can be executed with any of the three upward directions.  There is an option-select trick you can do off of this by buffering the 5D into 2147K.  If the dust was blocked, you will cancel into the roll; otherwise, you will do the homing jump as normal, without using a roll.</p><p>
</p><p>
This sounds so stupid, but running Starship FRC as okizeme is a deceptive throw bait.  Starship has an extremely long and completely invincible startup time of thirteen frames; this gives an antsy opponent enough rope with which to hang themselves, so to speak.  In the event that you guessed wrong and they blocked, just FRC it.</p><p>
</p><p>
Rolling Idou FDC effectively allows Bridget to quadruple-jump when the yo-yo is out.  If you are not actively poking at the opponent, you can try wasting time with this.  The input is <em>214(K)~S</em>.  Careful to be precise with your inputs; if you accidentally tap 7, you will use up your double jump/airdash option and probably not even notice it.</p><p>
</p><p>
Possibly to make up for all the ways he can sneak in a tick throw, Bridget has possibly the worst throw in the game when the yo-yo is not onscreen.  The damage is very low and it leaves you in the opponent's throw range.  Throwing is still an important part of your mixups, but be very careful that what you're doing after the throw is safe.  I personally simply walk backwards outside of throw range and go for pressure; a somewhat common mixup after a throw from Japanese videos is either throw bait (usually Starship FRC) or yo-yo set into blocked pressure, but it seems to get dealt with on reaction fairly consistently.</p><p>
</p><p>
<strong>B&amp;B combos</strong></p><p>
</p><p>
<em>2K 2P 2P 2P 2D</em></p><p>
</p><p>
Don't laugh.  This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait.  You need to land this just once to get a chance at something much more damaging.  The 2D can be hit by bursts, but not on reaction to the hit.</p><p>
</p><p>
<em>2K&gt;c.s(1) &gt;6P&gt; c.s(1)xx 236K~P</em></p><p>
</p><p>
More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe.  Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents.</p><p>
</p><p>
<em>2K 5S©(1) 6P 5S©(2) 236K, P</em></p><p>
</p><p>
Connects only on crouching opponents.</p><p>
</p><p>
The following combos are typically for maximizing damage at the end of a string, and are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than #R:</p><p>
</p><p>
<em>With the yo-yo behind a standing opponent, 5S(f), yo-yo return, IAD j.P j.P j.P j.2S, land 5P 2D</em></p><p>
</p><p>
There are several variations of the airdash string -- against most of the taller characters, I prefer IAD j.K j.S j.P j.K.</p><p>
</p><p>
<em>With the yo-yo behind a crouching opponent, 5S(f), 236K (whiff) P</em></p><p>
</p><p>
Useful for cornering the opponent.</p><p>
</p><p>
<em>Deep j.D, 6S, jump forward j.S j.2S double jump j.S j.2S</em></p><p>
</p><p>
2D, FRC, 5K, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
2D, 236K, RC, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
Against airdash, 6P 6S jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
Against other jumping attacks, 6P (CH), wait, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
623P, FRC, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
623P, FRC, jump forward j.P j.2S double jump j.S j.2S</p><p>
</p><p>
Blocked blue burst, Running 5K, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
</p><p>
<strong>Mixups and Okizeme</strong></p><p>
</p><p>
<strong>Delayed Yo-Yo Return</strong></p><p>
</p><p>
Very simple 50/50 mixup.  With the yo-yo behind the opponent, press and hold H.  You now have two easy options:</p><p>
</p><p>
<em>6K, release H, dash, 5S©(1) 6P 5S©(2) 236K, P</em></p><p>
</p><p>
2D, release H, optional short dash, 6S, jump forward j.S j.2S double jump j.S j.2S</p><p>
</p><p>
The followup combo listed for the 6K variant is the most damaging tensionless combo.  Any ground combo will work; you can choose to simply use burst-bait strings.</p><p>
</p><p>
<strong>Roger Rush high/low mixup</strong></p><p>
</p><p>
Oh, how the mighty have fallen.</p><p>
</p><p>
The most useful mixup off of this is in the corner:</p><p>
</p><p>
<em>236H, running jump, low airdash j.K j.P j.2S land 5P 2D</em></p><p>
</p><p>
236H, running jump, land, 2K ground combo or 2D FRC combo</p><p>
</p><p>
While some of the old midscreen mixups involving this move are technically still possible, they are so subpar that I really don't feel like covering them here.  There are almost always superior options.  Roger Rush is a good option on okizeme off of 236K, P, but mostly for the blockstun and guard gauge manipulation.</p><p>
</p><p>
<strong>2D Okizeme</strong></p><p>
</p><p>
On the opponent's wakeup, you generally have enough time to set the yo-yo back, dash in and do a gatling combo long enough that the yo-yo finishes sliding behind the opponent.</p><p>
</p><p>
The easiest option is 2K and then both hits of close 5S, like this:</p><p>
</p><p>
<em>2K 2P 5P 2P 2D, dash, 4set, dash, 2K, 5S©(2)</em></p><p>
</p><p>
By the time the close 5S has completed, the yo-yo should be at its destination.  From there you can follow with a blocked string, a roll, whatever.</p><p>
</p><p>
Your dirty little secret here: This is actually rarely a truly perfect meaty.  The opponent will often have just enough time to backdash easily or one-frame jump.  The best workaround is to try to work out a few strings that punish them if they want to get antsy and use those to set up the more optimal okizeme.  A basic example:</p><p>
</p><p>
<em>2K 2P 5P 2P 2D, dash, forward set, 2S, yo-yo return</em></p><p>
</p><p>
In somewhat deep, this will snag most attempted backdashes out of the air and set up a running j.S j.2S double jump j.S j.2S.  If your reflexes are very fast you can attempt to hold the hardslash button if they guard the 2S but release if you catch their backdash.</p><p>
</p><p>
In general Bridget has less in the way of straightforward, easy mixups off of a knockdown compared to #R, but is just as capable of short bursts of lockdown.</p><p>
</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LH621" data-cite="LH621"><div><p>- learn how to FD 214K (rolling shennagins) consistently.  Bridget's best asset (imo) is his mobility...its what sets him apart from everyone else in the entire game (save maybe chipp, but id say that Bridget has better mobility then him too).  </p><p>
</p><p>
- Learn FRC points.  Every single one of them has some use to it, especially 2D FRC and Starship FRC...go figure that those 2 FRC points are also the hardest to execute because the timing changes based on whether you hit from afar/late, hit close up/early,or whiff it.</p><p>
</p><p>
-Learn BnB's.  Bridget's damage sucks compared to the rest of the cast, period.  he does have some huge hitting combo's (like 2-4 maybe)...but the chances of landing those specific combo's are rare (if you learn the glitch, the opportunity increases alot, but you could also put yourself at a bigger risk in exchange).  With this in mind, its imperative that you always land (at least) the basic combo's.  Later on, you'll understand that being more creative = better combo's, better damage....just better results overall, but you'll cross that bridge when you get there  </p><p>
</p><p>
-Get in the habit of holding down HS after you set a yo yo.  With the right positioning, this has the possibility of creating a nice little guessing game for your opponent....as time progresses, this setup is gonna require alot more creativity on your part because the threat behind it is going to diminish against more experienced players.  Once you get that down, learn how to roll with the yo yo still buffered (input = 2145K or 2146K)....time pending, learn the glitch, then learn how to roger call out of it (or super out of it for flashy points).  </p><p>
</p><p>
Misc. Stuff:</p><p>
- dont spam Starship (623P). Starship =/= a legit dragon punch</p><p>
- dont spam pokes</p><p>
- learn when to do 6S, when to do 6P, and when to just block</p><p>
- learn to cancel your pokes with rolls (214k) </p><p>
- learn to 1f jump</p><p>
- learn to not spam 6P...its good...but its not great, and alot of things in the game just beat it out.</p><p>
- WATCH VIDEOS....and when you watch them, watch most/all of them.  There are some good bridget players....and then there are some bad ones.....regardless, u can still learn something from watching it, whether its a new combo, some setup you didnt think about before, matchups, etc.  </p><p>
</p><p>
And last...dont get frustrated if you lose alot.  Bridget is easy on paper...thats it.  To get really good with him, you just have to muster thru the bs that loses to other character's stuff and not get mad at the fact that u die in ~2 mistakes, but cant kill someone unless they make 3-6 mistakes....it sucks...alot...but if u can put that behind you, your already on the road to being a better player.</p><p>
</p><p>
If someone isnt addressed, or there's a question about something i said here, or something else that comes up later, dont hesitate to ask (whether here...or maybe in the Q and A thread might be a better spot).  Perhaps someone else will also give u their insight or adjust something i said as well.</p><p>
</p><p>
Good Luck!</p></div></blockquote>
]]></description><guid isPermaLink="false">27</guid><pubDate>Thu, 01 Jun 2006 14:32:11 +0000</pubDate></item><item><title>Accent Core "Come back" Glitch</title><link>https://www.forums.dustloop.com/forums/topic/97-accent-core-come-back-glitch/</link><description><![CDATA[
<blockquote data-ipsquote="" class="ipsQuote"><div><p>Got it!</p><p>
</p><p>
Toss yoyo. Press HS to hold it and let Bridget finish his little curtsey animation. Release HS for at least 1 and at most 3 frames, and press it again. I say at most 3 because it feels like a kara-cancel if you do it right - it might be actually 1 frame. (It's easier to do this if you let go with one finger and press it again with a different finger, and the post says something like that.) If you do this, it will return a small bit and hold again - this resets the hold time. You can repeat the release/press as many times as you want until it comes all the way back or (more likely) you screw up your timing.</p><p>
</p><p>
To cancel the return into a Roger move, you do the motion for the move and end with release/press...so like 623+release H/press H. You CAN'T cancel the return at any arbitrary point, you can only do it this way. What ends up happening is the yoyo returns to Bridget as he does the startup for the special, then he turns it into Roger on the way back.</p><p>
For the life of me I couldn't get it with the super. I also can't imagine getting this in any sort of useful way in a match, but I suppose people did the 1-frame Rensen FRC well enough...</p><p>
</p><p>
It seems like a bug given the flames around the Roger moves. I think what you do is report to the yoyo to come back (release) but then press the button again while Bridget still thinks the yoyo is held. He does the Hold animation again each time you do it.</p><p>
</p><p>
Now I can sleep!</p><p>
Mike Z</p></div></blockquote>
<p>
snip</p>
]]></description><guid isPermaLink="false">97</guid><pubDate>Wed, 30 May 2007 01:57:39 +0000</pubDate></item><item><title>Bridget Fuzzy in AC</title><link>https://www.forums.dustloop.com/forums/topic/5045-bridget-fuzzy-in-ac/</link><description><![CDATA[
<p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/vo9354c8zVM?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><br><br>
I had free time. Let's hope it's still in ACR. <br><br><span style="text-decoration:line-through;">The problem where Roger goes too far away @3:37 should be fixed in ACR since Roger now goes towards the opponent (for now.... since it's still in location testing phase).</span><br><br>
Read the changes wrong for ACR. Actually EX Jagged now goes towards opponent. Not Roger Rush.
]]></description><guid isPermaLink="false">5045</guid><pubDate>Sun, 03 Jun 2012 17:49:39 +0000</pubDate></item><item><title>Bridget GG revision updates</title><link>https://www.forums.dustloop.com/forums/topic/1310-bridget-gg-revision-updates/</link><description><![CDATA[
<p><strong>XX#R</strong></p><p>
</p><p>
+ Tragedy faster start-up</p><p>
+ Punch Bear FRC</p><p>
+ Razor Bear FRC</p><p>
+ Hug gains yo yo activity</p><p>
+ 2D FRC</p><p>
+ DAA HS cancel-able</p><p>
+ 5D HS cancel-able</p><p>
+ 2D faster active and less recovery</p><p>
</p><p>
- blocking nullified HS callback.</p><p>
</p><p>
Tier B</p><p>
</p><p>
<strong>XX/</strong></p><p>
</p><p>
+ Bellyflop Bear(+ UB's)</p><p>
+ Bellyflop FRC</p><p>
+ 6K FRC</p><p>
+ HSS_7</p><p>
+ HSS_6</p><p>
+ HSB</p><p>
+ j.D sucks in and launch</p><p>
</p><p>
- HSS_6 increased recovery</p><p>
- J.S damage reduction</p><p>
- j.2S damage reduction</p><p>
- 6S shortened</p><p>
- 6K second hit removed</p><p>
- Punch Bear deals 3 hits.</p><p>
</p><p>
Tier C</p><p>
</p><p>
<strong>XXAC</strong></p><p>
</p><p>
+ Throw;  Longer KD time, RC B&amp;B-able, OTG-able</p><p>
+ HSB gains yo yo activity</p><p>
+ CH 2S launch</p><p>
+ HSS_5</p><p>
+ j.HSS_5</p><p>
+ FB Punch Bear</p><p>
+ FB Razor Bear</p><p>
+ Razor Bear sucks in</p><p>
+ CH 6S wall bounce midscreen</p><p>
+ j.S extended</p><p>
+ 6S extended</p><p>
</p><p>
- Roll has audible que</p><p>
- Starship invinc stops at active frames </p><p>
- f.S shortened </p><p>
</p><p>
Tier D</p><p>
</p><p>
<strong>Console Port</strong></p><p>
XXAC JP - FB Punch Bear has no vulnerable hitbox</p><p>
XXAC JP - j.HSS_5 was not implemented and forced a j.HSS_6</p><p>
</p><p>
</p><p>
<strong>XXAC+R</strong></p><p>
</p><p>
<strong><span style="font-family:'Lucida Grande';">+c.S</span>   </strong><span style="font-family:'Lucida Grande';">Damage increased from 22 x 2 to 27 x 2</span><strong><span style="font-family:'Lucida Grande';"></span></strong></p><p>
<strong><span style="font-family:'Lucida Grande';">+jP    </span> </strong><span style="font-family:'Lucida Grande';">Startup decreased from 6f to 5f</span></p><p>
<strong><span style="font-family:'Lucida Grande';">+jK     </span></strong><span style="font-family:'Lucida Grande';">Damage increased from 20 to 24</span><strong><span style="font-family:'Lucida Grande';"></span></strong></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">jS</span>    </strong><span style="font-family:'Lucida Grande';">Damage increased from 26 to 30</span><strong><span style="font-family:'Lucida Grande';"></span></strong></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">jD    </span> </strong><span style="font-family:'Lucida Grande';">Damage increased from 16 x 3 to 24 x 3</span><strong><span style="font-family:'Lucida Grande';"></span></strong></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">2S   </span> </strong><span style="font-family:'Lucida Grande';">Increased untechable time on hit with 2f</span><strong><span style="font-family:'Lucida Grande';"></span></strong></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">6S   </span> </strong><span style="font-family:'Lucida Grande';">Forward hitbox bigger, </span><span style="font-family:'Lucida Grande';">Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before the cancel can occur ) </span></p><p>
<strong><span style="font-family:'Lucida Grande';">+6K    </span></strong><span style="font-family:'Lucida Grande';">Can only be cancelled with special moves, </span><span style="font-family:'Lucida Grande';">Aerial hit knocks down</span></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">DAA</span> </strong><span style="font-family:'Lucida Grande';">Inv increased from 1-12 to 1-16</span></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">HSS_7 </span></strong><span style="font-family:'Lucida Grande';">Speed of the yo-yo has increased</span></p><p>
<strong><span style="font-family:'Lucida Grande';">+</span></strong><strong><span style="font-family:'Lucida Grande';">Rolling  </span></strong><span style="font-family:'Lucida Grande';">Has been effected due to gravity. </span><span style="font-family:'Lucida Grande';">Initial velocity increased.</span></p><p>
<strong><span style="font-family:'Lucida Grande';">+ Mid-air Starship</span></strong></p><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Sucks the opponent in on hit.</span></li><li><span style="font-family:'Lucida Grande';">Now has a FRC (f 19 – 20).</span></li><li><span style="font-family:'Lucida Grande';">Untechable time is now 24</span></li></ul><strong><span style="font-family:'Lucida Grande';">+ Kick Start My Heart( Forward Catapult)</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Damage increased from 50 to 65.</span></li><li><span style="font-family:'Lucida Grande';">Can now be cancelled into yoyo-moves during the later half</span></li></ul><strong><span style="font-family:'Lucida Grande';">+Jagged Roger</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Recovery time decreased from 39f to 32f</span></li></ul><strong><span style="font-family:'Lucida Grande';">+Roger Rush</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Can now be deployed in air</span></li></ul><strong><span style="font-family:'Lucida Grande';">+ FB Jagged Roger</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Now homes toward the opponent.</span></li></ul><strong><span style="font-family:'Lucida Grande';">+My Kill Machine - Second Version</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">8 hits</span></li><li><span style="font-family:'Lucida Grande';">Almost stationary</span></li></ul><span style="font-family:'Lucida Grande';"></span><p>
</p><strong><span style="font-family:'Lucida Grande';">- Yoyo Recall </span></strong><p><strong>
</strong></p><strong></strong><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Cannot be cancelled to bear/buffer moves after yo-yo call back has started.</span></li><li><span style="font-family:'Lucida Grande';">Can be re-set ( Not buffered ) after yo-yo call back has started</span></li></ul><strong><span style="font-family:'Lucida Grande';">- Starship</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Has gone from having full inv. To only having anti-hits inv.</span></li><li><span style="font-family:'Lucida Grande';">Anti hits inv -&gt; f 1 - 16</span></li><li>Throw vulnerable</li></ul><strong><span style="font-family:'Lucida Grande';">- Roger GET</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Proration increased from 85 % to 75 %.</span></li></ul><strong><span style="font-family:'Lucida Grande';">-FB Roger Rush</span></strong><p>
</p><p>
</p><ul><li><span style="font-family:'Lucida Grande';">Amounts of hits decreased from 5 to 3.</span></li><li><span style="font-family:'Lucida Grande';">The third hit launches/wallsticks your opponent.</span></li><li><span style="font-family:'Lucida Grande';">Can be deployed in air.</span></li></ul><strong><span style="font-family:'Lucida Grande';">-Loop the Loop</span></strong><p>
</p><ul><li><span style="font-family:'Lucida Grande';">The final hit now has a bounce.</span></li></ul>]]></description><guid isPermaLink="false">1310</guid><pubDate>Wed, 14 Oct 2009 22:22:59 +0000</pubDate></item><item><title>Bridget Unblocks</title><link>https://www.forums.dustloop.com/forums/topic/24-bridget-unblocks/</link><description><![CDATA[
<p><span style="color:#FF0000;">Unblockables and set-ups</span></p><p>
</p><p>
<span style="color:#0000FF;">From KSMH~P to corner knockdown</span></p><p>
</p><p>
<span style="color:#FF0000;">1)</span> j.D technique: (20 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful), j.D(Unblockable) on their wake-up. </p><p>
  </p><p>
<span style="color:#FF0000;">2)</span> 6+ K technique: (54 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5K (on their wake-up) ~6K(Unblockable), air throw the tech.</p><p>
       </p><p>
<span style="color:#FF0000;">3)</span> 5D technique: (20 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5D on their wake-up. </p><p>
</p><p>
<span style="color:#FF0000;">4)</span>j.2S technique: (145 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful),  8 wait, falling j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
Comments on j.2S :</p><p>
A)The trick is to let the first hit of RogerGet hit them on their wake-up. </p><p>
</p><p>
B)This set-up doubles for an incredible DP and Super bait. </p><p>
</p><p>
C)FRC, j.P whiff fall j.2S works very well. All the activity makes the opponent guard more often than not FRCing etc.</p><p>
</p><p>
<span style="color:#FF0000;">5)</span>air throw technique: (59 damage)</p><p>
Gatlin into 6S~9+j.S~j.2S~9+j.S~j.2S~HSS_7~roll~air throw, land, RogerGet~66~9+j.D</p><p>
</p><p>
Comment on air-throw technique:</p><p>
A) I always do this as it is the most useful way to return your yo-yo when it's way the hell up top the screen.</p><p>
</p><p>
B)I usually air-throw the tech again because you can't combo off this set-up.</p><p>
</p><p>
<span style="color:#FF0000;">6)</span> MAMKM technique: (145 damage) (Credit goes to Nekoran's "<a href="" rel="external nofollow">Happy Ending</a> ")</p><p>
MAMKM connects, (as soon as it ends) 8~j.HSS_7~RogerGet, neutral, falling j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
Comments on the MAMKM technique:</p><p>
A)This works mid-screen as well.</p><p>
</p><p>
B)I love this idea for a follow-up to MAMKM. The damage is so not worth it to do a B&amp;B on hit to give up that knockdown. PS If I have hit MAMKM early enough I am known to sneak in a 6K, the earlier you do it the more decent the damage becomes.</p><p>
</p><p>
C)I apologize for being unclear with this set-up but the timing is very subjective to when they were hit with MAMKM.</p><p>
</p><p>
<span style="color:#FF0000;">7)</span> KSMH~K technique: (137 damage) </p><p>
Gatlin into c.S(2)~KSMH~K~RC~j.HSS_7~RogerGet, j.P~j.K(Unblockable),land 2S~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
</p><p>
<span style="color:#FF0000;">Related-Mix-up:</span></p><p>
<span style="color:#FF0000;">1)</span>6+k technique (142 damage):</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get~FRC, 6K (overhead on their  wake-up), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
</p><p>
<span style="color:#0000FF;">From KSMH~P to mid-screen knockdown</span></p><p>
<span style="color:#FF0000;"></span></p><p>
1) j.D technique: (59 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~ IAD, j.D(Unblockable) on their wake-up. </p><p>
       </p><p>
<span style="color:#FF0000;">2)</span> 6K technique: (20 damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~buffer run, 6K(Unblockable)</p><p>
</p><p>
<span style="color:#FF0000;">3) </span>6S technique: (154 damage) (Credit goes to 722)</p><p>
CH 6S~9,j.HSS_6,RogerGet,AD~j.S(Unblockable),land,2S~6S~9+j.P~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
Comments on 6S technique:</p><p>
A) The HSS_6 is almost at the apex of your jump.</p><p>
</p><p>
B) The trick is to let the first hit of RogerGet hit them on their wake-up.</p><p>
</p><p>
<span style="color:#FF0000;">4)</span>6S technque pt.2 (145 damage)</p><p>
CH 6S~9~j.HSS_9~RogerGet~FRC~bufferAD~j.2S(Unblockable),land,5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
<span style="color:#FF0000;">5)</span> j.2S technique (145  damage)</p><p>
Gatlin into c.S(2)~KSMH~P, HSS~7~Roger Get~IAD, j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
<span style="color:#FF0000;">6) </span>KSMH~K technique: (140 damage) (Credit goes to Nekoran's "<a href="" rel="external nofollow">Happy Ending</a> ")</p><p>
Gatlin into c.S(1)~JIKSMH~K~RC, j.HSS~7, RogerGet, AD, j.D, land 6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
Comments on the KSMH~K technique: </p><p>
A) JIKSMH~K is a jump installed KSMH~K performed by 2369+K.</p><p>
</p><p>
B) This set-up is alot easier to follow up with B&amp;B if you do not AD back over them, but AD later on the same side you end up on. I prefer the dash back cross-up j.D though =]</p><p>
</p><p>
C) After some experimenting I've found that this is a solid Unblockable. I initally stated it wasn't worth the tension spent but after further examination, I am now hitting this after a midscreen RogerRush(3)~66~c.S(1)~6P~c.S(1)~JIKSMH~K. And after midscreen RogerRush, 6K 50/50. This is a nice guaranteed set-up and tenison spent after this combo. Especially as the damage isn't worth giving up knockdown for a 2D~FRC~B&amp;B after the second c.S(1). This is a perfect mid-screen ender if you have tension available.This set-up is two free knockdowns on A.B.A. and the second knockdown is plenty of times to IK her. I'd recommend only doing the knockdown and not B&amp;B A.B.A. but just going for the second knockdown to IK.</p><p>
</p><p>
<span style="color:#FF0000;">7) </span> DAA technique (137 Damage) (Credit goes to Ruu's "<a href="" rel="external nofollow">Sunrise</a>")</p><p>
DAA, 8~j.HSS_8~RogerGet, falling j.S (Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
<span style="color:#FF0000;">7) </span> Tragedy technique A </p><p>
c.S(2)~Tragedy~9~j.HSS_9~RogerGet~FRC~AD j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
<span style="color:#FF0000;">8) </span> Tragedy technique B </p><p>
c.S(2)~Tragedy~9~j.HSS_6~RogerGet~AD j.2S(Unblockable), 5P~6S~9+j.S~j.2S~9+j.S~j.2S~HS__</p><p>
</p><p>
<span style="color:#0000FF;"></span></p><p>
From 2D</p><p>
</p><p>
<span style="color:#FF0000;">1)</span>2D~FRC~HSS_9,RogerGet, running j.K (UB), 5K~6S~jc~j.S~j.2S~dj~j.S~j.2S~(HSS_#/Starship)</p><p>
</p><p>
<span style="color:#FF0000;">2)</span> FAR 2D~FRC~HSS_9,RogerGet,IAD~j.D, land, j.p~j.2S~(jc)j.S~j.2S~(HSS_#/Starship)</p><p>
</p><p>
</p><p>
note: </p><p>
You must input Roger Get as soon as physically possible after the HSS_#</p><p>
You can Gatlin into c.S(2) or a c.S(1) if you do c.S(1)~6P~c.S(1)~KSMH~P.</p><p>
The push back is very important for the corner combos.</p><p>
Right click~Save Link As ...Of course it's an error people, it a zip file.</p>
]]></description><guid isPermaLink="false">24</guid><pubDate>Wed, 26 Apr 2006 16:00:31 +0000</pubDate></item><item><title>[AC] Bridget Video Discussion Thread</title><link>https://www.forums.dustloop.com/forums/topic/6029-ac-bridget-video-discussion-thread/</link><description/><guid isPermaLink="false">6029</guid><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate></item><item><title>[AC] Bridget Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/6028-ac-bridget-video-thread/</link><description/><guid isPermaLink="false">6028</guid><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate></item><item><title>Bridget vs. May</title><link>https://www.forums.dustloop.com/forums/topic/1956-bridget-vs-may/</link><description/><guid isPermaLink="false">1956</guid><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate></item></channel></rss>
