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<rss version="2.0"><channel><title>Bridget Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/97-bridget-matchups/</link><description>Bridget Matchups Latest Topics</description><language>en</language><item><title>vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/5065-vs-potemkin/</link><description><![CDATA[
<p>Um...I thought it'd be okay to post a new thread in here since it seems AC+R will be out soon. I have a friend who plays Potemkin and I have a hard time against him. The first thing it that I can't figure out what to do to keep in Bridget's optimal range, out of Potemkin Buster Range. Everytime I try to poke him with 6S or f.S he just Hammerfalls through it and God help me if I'm knocked down. When ever I try to jump out he just uses Heat Knuckle, or sometimes Heavenly Buster, and it I stay on the ground, he does some slidehead thing. Also, what kind of things should I do on his wake up? If I backdash and try to use f.S on his wake up, he hammerfalls, if I stay close he Busters. This match is supposedly in Bridget's favor, but I can't figure out what I should be doing I would appreciate any help.</p>
]]></description><guid isPermaLink="false">5065</guid><pubDate>Mon, 11 Jun 2012 16:36:38 +0000</pubDate></item><item><title>vs. Johnny</title><link>https://www.forums.dustloop.com/forums/topic/5066-vs-johnny/</link><description><![CDATA[
<p>This is another match up I have trouble with. My main problem is Johnny's j.Hs is difficult to anti-air for me, because some times he'll look like he's jumping at me, then double jump out of 6p or 6s and ensenga or divine blade (depending where he ends up) so it's difficult to know when to commit to an anti-air. Other things 've noticed is that Johnny always has frame advantage, I think it has to something to do with Mist Stance (I think he said he cancels his strings into mist stance ans presses hs to cancel mist finer). He also seems to have a pretty identical optimal range to Briget. I'll be almost half a screen away, and I'll get hit by Johnny's f.S out of the Roll trying to put some space between us. And one more weird thing, some times I feel like Jackhound has more stun than other times? Like some times I can mash out before he combos me, and other times I can't. Also, some times I'll block a max range f.S and Johnny'll wave dash or 6kfrc at me and throw, is there something I can do about this? Thank you in advance for your input.</p>
]]></description><guid isPermaLink="false">5066</guid><pubDate>Mon, 11 Jun 2012 16:46:58 +0000</pubDate></item><item><title>Bridget vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/3148-bridget-vs-faust/</link><description><![CDATA[
<p>I only know the negatives for buri in this fight sadly. </p><p>
</p><p>
Negatives for Bridget:</p><p>
-Faust has good damage</p><p>
-his range</p><p>
-can crawl under your 5s</p><p>
-better keep away (is debatable tho...)</p><p>
-Faust is very short when crouching</p><p>
-good mixups (unblockables, instant overheads, pole gimmicks)</p><p>
</p><p>
Any tips on this fight?</p>
]]></description><guid isPermaLink="false">3148</guid><pubDate>Mon, 25 Apr 2011 04:00:14 +0000</pubDate></item><item><title>Bridget Vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/2542-bridget-vs-dizzy/</link><description><![CDATA[
<p>Ok I was looking in the match up facts and noticed there was no information on vsing dizzy.  Has anyone fought dizzy before?  I played dizzy player a while ago and did not know any of her mixups.  Any advice for fighting her?</p>
]]></description><guid isPermaLink="false">2542</guid><pubDate>Mon, 04 Oct 2010 23:17:30 +0000</pubDate></item><item><title>vs. May</title><link>https://www.forums.dustloop.com/forums/topic/1771-vs-may/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"> May</p><p>
6/4 May's favor.</p><p>
</p><p>
<strong>Openers</strong></p><p>
Superjump back j.S beats a vertical dolphin</p><p>
Other that that, don't swing</p><p>
</p><p>
<strong>Punishes</strong></p><p>
3K = CH 2S&gt;6S&gt;jc.S&gt;j.2S&gt;jc.S&gt;j.2D</p><p>
cross-up vertical dolphin = jump IB, land run in 2D&gt;FRC&gt; 5K&gt;6S&gt;jc.S&gt;j.2S.jc.S&gt;j.2S</p><p>
</p><p>
<strong>Counters</strong></p><p>
Pressured Horizontal dolphin = CH 3P run in 5K&gt;6S&gt;jc.S&gt;j.2S&gt;jc.S&gt;j.2S</p><p>
Random full screen dolphins = CH HSR run j.S&gt;j.2S&gt;jc.S&gt;j.S</p><p>
</p><p>
<strong>Anti-airing </strong></p><p>
lol no. Jump IB, hopefully yiou'll have the right spacing for a falling j.K&gt;jc.K&gt;j.S&gt;j.2S or a landing throw.</p><p>
</p><p>
<strong>Zoning</strong></p><p>
Yo-yo call backs. All day. Your absolute best tool in this fight. </p><p>
Razor bears suck because she can set a hoop and then out zone you.</p><p>
</p><p>
<strong>Their game plan</strong></p><p>
Swing j.HS and ground 5HS at max range until you get CH then loopa-doop a 60% combo that KD costs no tension.</p><p>
</p><p>
Throw out vertical dolphins when you are aerial b/c if it hit or trades it's  launch and she gets a 60% loopa doop combo that KD and costs no tension.</p><p>
</p><p>
Command grab you. Her command grab nest a 50% loopa doop combo that KD and costs no tension. ( corner costs her 25% ) She uses no RC/FRC's so beware her fast tension gain.</p><p>
</p><p>
<strong>Strategy</strong></p><p>
DO NOT SWING.</p><p>
Although you can CH a horizontal dolphin, only do it when she has less than 25% meter <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:"> because one FB gunflame and you eat a  60% loopa doop combo that KD and costs her 25% tension. If you block it beware a damaging tick throw.</p><p>
 </p><p>
When Bridget is aerial May will super jump and swing HS it hits way above her head. DO NOT PRESS BUTTONS. Every button you do press must be precisely executed and you must *know* the outcome of the situation.</p><p>
</p><p>
<strong>Char specific details</strong></p><p>
her 5K is throw invincible( so much hate )</p><p>
combo’s</p><p>
IAD combo - No</p><p>
SJI combo - Yes</p><p>
KSMH~K on Crouch - Yes </p><p>
KSMH~K on Stand - Yes</p>
]]></description><guid isPermaLink="false">1771</guid><pubDate>Sat, 04 Aug 2007 22:18:03 +0000</pubDate></item><item><title>vs I-no</title><link>https://www.forums.dustloop.com/forums/topic/1772-vs-i-no/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/i-no.gif" alt="Posted Image"> I-No</p><p>
</p><p>
<strong>Stats</strong></p><p>
5.5/4.5</p><p>
</p><p>
<strong>Openers</strong></p><p>
guard.</p><p>
BD is bad, it loses to Stroke the big tree and dashing normals.</p><p>
j.P loses to Chemical Love.</p><p>
5P whiff, 2K, ( this will crush her dashing normals and her stroke the big tree first move) If the 5p connects you can cancel to 6S~B&amp;B. If the 2K connects you can cancel to c.S(1)~KSMH~P. </p><p>
Any connected 6P on I-no's part can be canceled into 2H (whiff) and she has enough time to do meaty note. Same with CH f.S~2HS(whiff),dash, B&amp;B she will beg for this, be wary of her f.S first move.</p><p>
I-no's 6P beats all grounded punch attacks, beats 5S(f) even if done pretty late, has completely distance-dependent success against 2S (I-no wins close, far away they clash, further still I-no loses), loses to all grounded kicks and 2D.</p><p>
</p><p>
She will probably do these first move if she wants to be offensive. </p><p>
Dash</p><p>
Stroke the Big Tree</p><p>
6P</p><p>
f.S</p><p>
</p><p>
<strong>Punishes</strong></p><p>
If you IB a chem love you can 2D her.</p><p>
If you Slashback a Chemical Love you get a 6S~B&amp;B</p><p>
dive - j.IB land throw.</p><p>
</p><p>
<strong>Counters</strong></p><p>
CL -  dash under it, CH 6S</p><p>
Stroke the big tree - 2K, KSMH, 2D</p><p>
Note- free CH 6S</p><p>
2K beats Stroke and crouches under Chemical Love.</p><p>
</p><p>
6S can counterhit Chemical Love and TK note from really far away. Grounded note can be counterhit by 6S from the maximum range of Bridget's far 5S. This can be done on reaction, but the note will still come out if you delay it. If you're too slow, the note will hit you during the 6S' hitstop. Sometimes you can jump cancel and block first.</p><p>
</p><p>
<strong>Anti-airing </strong></p><p>
5P is amazing in this fight. All she can do is the predict it and throw a f.S, once she does that you get a free IAD, loopy mind game =P</p><p>
</p><p>
<strong>Zoning</strong></p><p>
Yo yo call back is a go go.</p><p>
</p><p>
Razor bear isn't to effective, Note kills it.</p><p>
</p><p>
I prefer HSS_5 and HSS_4 in this fight.</p><p>
</p><p>
Her 6P and Stroke (S version) beat Bridget's far S.</p><p>
</p><p>
I-no's 6P beats all grounded punch attacks, beats 5S(f) even if done pretty late, has completely distance-dependent success against 2S (I-no wins close, far away they clash, further still I-no loses), loses to all grounded kicks and 2D.</p><p>
</p><p>
I-no's 5K from far away trades with far S, beats 2S with very lenient timing unless a little over two character-lengths away, trades with 2P, trades with 5K, is crouched under by 2K, seems to generally beat 2D, loses to 5P. These are all for distances where the 5K whiffs if Bridget does nothing.</p><p>
</p><p>
Her Stroke (S version) beats Bridget's 2S. 6P can either beat or clash with 2S, depending on her timing. Chemical Love will beat or trade with 2S.</p><p>
</p><p>
<strong>Their game plan</strong></p><p>
Lock you down w/ note as an Aegis and get an dashing 50/50. Even if you get hit by a low 50/50 it's a lot less damage than the overhead.</p><p>
</p><p>
<strong>Strategy</strong></p><p>
When your in, RTSD. All she can do to get out of pressure is easily baited, Super, Stroke the Big tree,the usual ( jump, BD, etc.). Zone and play this mind game of avoid notes and get a a CH 6S when it's a close enough note.</p><p>
When she is "zoning" you, all she'll do is throw note and Chemical Love, no biggie. </p><p>
</p><p>
5P is probably the best normal to stuff the beginning of a dash attempt, since it's safe from Stroke. Even extremely early 5K usually loses to j.K and j.S if she's dashing from about her 2H range (which is common re-dash spacing).</p><p>
</p><p>
I like rushing this bitch.</p><p>
</p><p>
<strong>Char specific details</strong></p><p>
combo’s </p><p>
After an extended ground combo KSMH~K whiffs on crouch. Do not do it.</p><p>
</p><p>
I-no cannot duck Bridget's 5P, therefore, 2P~5P(whiff) throw does not work, and you can pressure 5P on her no problem.</p><p>
</p><p>
IAD combo - Yes</p><p>
SJI combo - YES</p><p>
KSMH~K on Crouch - NO</p><p>
KSMH~K on Stand - Normal timing</p>
]]></description><guid isPermaLink="false">1772</guid><pubDate>Sat, 04 Aug 2007 22:15:48 +0000</pubDate></item><item><title>Bridget vs. May</title><link>https://www.forums.dustloop.com/forums/topic/1603-bridget-vs-may/</link><description><![CDATA[
<p>Hello people, I'm starting this thread because I need some pointers on how to fight against may.My friend plays May and he's pretty descent with her, but the thing is that I could read him pretty well and I cant punish him effectively. Any advice? Any fighting style I should fight May?</p>
]]></description><guid isPermaLink="false">1603</guid><pubDate>Wed, 10 Feb 2010 08:38:41 +0000</pubDate></item></channel></rss>
