Jais Posted November 27, 2007 Author Posted November 27, 2007 I have a month break from school starting, Dec 15thish I will complete one a day at that point until this is completed. I would really appreciate all input on match-ups I don't play regularly that you do. If you can contribute, then help me out XD
Frank The Tank Posted November 28, 2007 Posted November 28, 2007 his f.s beats all your shit. 3P CH wins against it. If you're not directly in his face the whole time, this fight is a pain in the ass for you. 3P like you're fighting Slayer (which, as you might guess, means this fight sucks:gonk: ), cuz it seems to have the same effect albeit being hella risky. You HAVE to RTSD in this fight, as everything you can do to zone, he can do way better and for more damage. In other news, I'm starting to identify with Andrew about the whole "boring AC Buri" thing. I mean, I'm still playing him (despite fully believing he's the worst character in this game), but goddamn it's getting old. On the plus side, it's given me a reason to learn how to Slashback.
blitz Posted November 30, 2007 Posted November 30, 2007 In other news, I'm starting to identify with Andrew about the whole "boring AC Buri" thing. I mean, I'm still playing him (despite fully believing he's the worst character in this game), but goddamn it's getting old. On the plus side, it's given me a reason to learn how to Slashback. The reason it's boring now is that bridget has become a pussy on both offense and defense, and all they gave him in exchange is a pile of interesting tricks to distract him from the pain. Bridget in reload was a rushdown character with bizarre zoning. Now he's just a zoning freakshow with nothing much else to support it.
722 Posted December 1, 2007 Posted December 1, 2007 Well, I could even deal with that if they'd given Bridget a legitimately new tactic in this game. The basic problem to me is to do any kind of truly threatening offense, you pretty much have to have the yo-yo behind the opponent and they haven't added anything that isn't just a redundant return on that since XX. I agreed with this in Slash because it was in keeping with what seemed to be the design philosophy, but now the other characters who are around as capable of irritating zoning and runaway -- like Dizzy and Venom -- can also set up situations where they have death mixups that either punish FD (pay close attention to how little tension the opponent loses for FDing an entire FB Roger Rush... you're basically wasting 25% tension hoping your opponent is shitty enough not to know to do this unless you're comboing into FB Roger) or set up additional mixups on block, sometimes counterintuitive mixups that are unique to that specific situation. Bridget's basically got: high/low behind delayed yo-yo return high/low behind Roger Rush roll nonsense mixup between frame trap and yo-yo placement -- much weaker ever since #R since the forward yo-yo set is a giant risk And except for the fourth (where it doesn't apply), the unjumpable setups for this are complete trick shots where you somehow get a knockdown with the yo-yo behind the guy, so you're constantly keeping track of that and trying to punish them for trying. I'm completely fine with this because not every character in GG should be fighting for these opportunities to set up autopilot mixups where the opponent doesn't have a way out, but this game is just way too over-the-top for a character who does so little damage to have to put in all this risky guesswork just to set up a mixup that's inferior to what even some of the other low-tier characters (Johnny, I-no) are capable of. Which is why Bridget's so boring. To compete on any kind of even level (and it's not even, even if it's not all that bad) with even the other shitty characters, you either have to play in this super-conservative style that allows no opportunities for them to guess force break, guess IAD, guess DP, etc -- so you're basically a more mobile Faust who's around seven times less damaging -- or you have to consistently outguess your opponent -- which is not really possible and you don't see aggressive Bridgets really getting away with it in this game.
SugataDesigns Posted December 12, 2007 Posted December 12, 2007 The reason it's boring now is that bridget has become a pussy on both offense and defense, and all they gave him in exchange is a pile of interesting tricks to distract him from the pain. Bridget in reload was a rushdown character with bizarre zoning. Now he's just a zoning freakshow with nothing much else to support it. Am I the only one who likes the fact that Bridget is low-tier? Granted, I only started ~2 months ago, so I never played the higher-ranked Bridget of previous Guilty Gear games (therefore having nostalgia), but.. Being at a disadvantage is what makes him so fun! It's like a verywellpulledofftrannywithananthropomorphicteddybearyoyoDavid vs. Goliath. Then again, playing low tier characters is my own preference, so learning Bridget was one was just icing on thecakehegoldburstsoutofnaked. :o </pointless sugar-inspired post>
722 Posted January 14, 2008 Posted January 14, 2008 About Axl: Not that he's likely to take to the air that frequently, but his jump arc combined with his annoying combo-proof hitbox means that if you do two j.Ps on the way up as air-to-air, he'll float too high for a third jumping move to connect. If he himself is ascending and not descending there's a good chance even the second j.P will whiff. Thank you Arc Systems. Also, some Robo-Ky notes: Anticipatory 3P beats level 3 horsie, allowing you to combo afterward His responses to pokes buffered into the forward set are pretty bad until he has tension for level 3/H FRC. Rushing him down at the beginning of the round is much safer than later, but you have to look out for his 6P thrown out in anticipation of a ranged poke (unsafe, but you don't have tension yet either so you can't hurt him all that bad -- the best thing is if you see it whiff that far out, space KSMH->P so that you'll hit him even if he mashes out more hits). He can use 2H in the same way, which is much more dangerous -- especially as he builds meter -- so don't go on autopilot. This is probably the best part of the match though, you have him making hopeless balls-out guesses on when you're going to mash out your pokes that pretty much shut all of his down... it's hard for him to get them right, but if he does, god help you. I forgot to test it, but I'm pretty sure you get 2P 2D for free if you instant block 2S->mat; maybe even if you normal block it. Actually, I think you might be able to mash 2S of all things in this situation -- when I tried this in matches it was hitting the mat (maybe he was trying to move?) and clashing with 5H. Because he falls so quickly from 2D, you can't do the same 2P safe meaty setup to bait his reversals that you can against many characters. Any kind of safe meaty against RK is generally difficult with all characters anyway because of his super-fast DP and he can just as well reset the situation by delaying wakeup. Just like Bridget, his delayed wakeup can't be done after OTGs and sometimes can't be done at random after dead angles (I never understood how this glitch worked). Unlike Bridget, his delayed wakeup is butt-ass slow. That's generally a bad thing for him because you can do stuff like set the yo-yo forward, react to the fact that he did it and do super or Roger Rush, but if you autopilot Roger Rush out he can waste tons of the hits and mess with your positioning by delaying wakeup. Also unlike Bridget, he can reversal after delayed wakeup. His backdash has above average stats but he does have a pretty big hitbox when he does it (maybe it just feels that way because my most frequent competition plays I-no) so after some knockdowns you can get 6set, Roger Rush, running air combo against reversal backdash a-okay. I don't know what stuff 2K escapes. He has lots of ways to deal with Starship both as a reversal and as a pressure interrupter, none of which are extremely painful (in my experience... he doesn't have an oh-shit move like May 6P) but generally reset the situation in a best-case scenario. Worst-case scenario is kooky shit like 5D trades hits with it, Robo OTGs with giggly tension move. From further away, don't bother. It won't get you out of standard pressure strats like 6H FRC, bazooka etc. This matchup feels pretty even.
Jais Posted January 16, 2008 Author Posted January 16, 2008 Holy Hell, I totally missed this post Andrew, Thanks you so much ^_^ I already added the Axl update But I'll finish Robo-Ky tonight now. Seriously, thanks for the input.
burningvigor Posted January 16, 2008 Posted January 16, 2008 The reason it's boring now is that bridget has become a pussy on both offense and defense, and all they gave him in exchange is a pile of interesting tricks to distract him from the pain. Bridget in reload was a rushdown character with bizarre zoning. Now he's just a zoning freakshow with nothing much else to support it. I have to agree that he's pretty boring compared to other characters. He really hasnt changed much since XX just his damage and priority on all his moves gotten worse. Gave him a few gimmicks and wallah you got low tier. Dude blitz imma switch back to Johnny as main again lol.. cant stand the slow speed. Johnny even feels faster than Buri.
SugataDesigns Posted January 17, 2008 Posted January 17, 2008 I have to agree that he's pretty boring compared to other characters. He really hasnt changed much since XX just his damage and priority on all his moves gotten worse. Gave him a few gimmicks and wallah you got low tier. Dude blitz imma switch back to Johnny as main again lol.. cant stand the slow speed. Johnny even feels faster than Buri. Bridget's slow? Did I miss something?
excelence Posted January 17, 2008 Posted January 17, 2008 err... in certain condition i really wish he has more speed on start up and yeah Johnny is faster than Buri
SugataDesigns Posted January 17, 2008 Posted January 17, 2008 err... in certain condition i really wish he has more speed on start up and yeah Johnny is faster than Buri If you're whiffing 6S or sets/callbacks, then maybe he has bad recovery, I'm not sure what you mean about slow startups x-x' Bridget has some of the fastest pokes in the game. Maybe I just don't have enough knowledge of other characters?
burningvigor Posted January 17, 2008 Posted January 17, 2008 Did Bridget get slower though from XX days? I swear I thought he was faster before or is it just the game gotten more faster in ac so his speed just became more noticable? Or maybe its his slower startup of f.s and sets that makes me feel this way.
LH621 Posted January 17, 2008 Posted January 17, 2008 His 6 set got slowed down, and other moves just lost priority on it, but to my understanding, all moves are still the same speed wise. ...although if u dont FRC his roger calls, it does seem like he's slow as all hell (not to mention CH'able for the entire call amination). Edit: imma attempt to do another matchup if/when i get the time and do my research to make sure i get everything i say right. That and/or maybe an elaboration on the baiken matchup is in order....cause that match will now (and forever) suck.
722 Posted January 17, 2008 Posted January 17, 2008 Did Bridget get slower though from XX days?Yeah, I think his footspeed was decreased when Slash came out. If you go back and play XX or #R he feels like super-fast.
excelence Posted January 17, 2008 Posted January 17, 2008 imho XX & reload is rather slow than Slash & /\C ... that's where i can play Bridget comfortably but in slash the tempo is fast like hell, i've always frc roger call to get anything to connect ... on /\C i can just say bye2x to all of his setup ... and btw not the fastest poke if u mean 2p but if my memory was right, it's lv 3 attack
feri Posted January 18, 2008 Posted January 18, 2008 Don't give up! There is too few buri players already. Axl blocked DP = free ksmh p/dash k > c.s 2 hit > 2s > 2d frc blocked Flame super = free FD jump between hits and IAD j.k > j.s > j.2s > land > k > 2s > 2d frc. Safe to attempt to air throw 6h TT Blocked badlands = free f.s > 6.s > set Gravedigger FB is -5 so throw it. 6p has nice rewards but I react too slow and would eat exe beasts when throwing it out. String into 2d > tree/skulls = 6s and free CH if you IB the 2d. Counter can be triggered with 6s and then the counter clashed with j.p (if you want TT to be in your face then there you have it!) J.d after since most likely he wont expect it. Gimmicky. May Blocked 3k = free CH 2s/6s bnb horizontal dolphins lose to ksmh/6p. Anything with long active frames is good enough... 3p comes to mind as well. Blocked vertical dolphins = free f.s at least depending on distance I'm a bored UB whore.
Jais Posted January 18, 2008 Author Posted January 18, 2008 - ogawa's eddie matchup list: vs. RKY: 6:4 vs. HOS: 6:4 vs. ABA: 6:4 vs. I-NO: 5.5:4.5 vs. zappa: 6:4 vs. buri: 6:4 vs. Anji: 6:4 vs. Venom: 6:4 vs. Testa: 5:5 vs. Dizzy: 6:4 vs. Slayer: 5.5:4.5 vs. Chipp: 6:4 vs. Jam: 5.5:4.5 vs. Axl: 6:4 vs. Johnny: 6:4 vs. Pot: 6.5:3.5 vs. Baiken: 5.5:4.5 vs. Faust: 6:4 vs. Sol: 6:4 vs. Ky: 6:4 vs. Millia: 5.5:4.5 vs. May: 6:4 vs. Eddie: 5:5 (no rly) there's also detailed info about those matchups (and a eddie combo list), but i don't have access to a scanner right now. - Here's one off Bleed's blog http://blog.livedoor.jp/project2_5_0_1/archives/2007-10.html Johnny vs: Sol = 5.5:4.5 Ky = 4.5:5.5 May = 5:5 Millia = 4.5:5.5 Eddie = 4:6 Potemkin = 4:6 Chipp = 5:5 Faust = 5:5 Baiken (Bye Ken) = 5.5:4.5 Jam = 4:6 Axl = 4:6 Anji = 5:5 Venom = 4.5:5.5 Testament = 4.5:5.5 Dizzy = 5:5 Slayer = 4.5:5.5 I-No = 4.5:5.5 Zappa = 5:5 Bridget = 5:5 Robo-Ky = 6:4 ABA = 4.5:5.5 Order-Sol = 5.5:4.5 Does anyone see Ruu's match-ups on his blog, if it exists?
722 Posted January 19, 2008 Posted January 19, 2008 blocked Flame super = free FD jump between hits and IAD j.k > j.s > j.2s > land > k > 2s > 2d frc.If the Axl sucks too bad to shake out (and if he's using the super, he probably sucks ass) you can also do IAD 2S, yo-yo set, stagger combo since he's in counterhit state. Also the FD jump is not necessary, you can just IAD.
feri Posted January 22, 2008 Posted January 22, 2008 I just don't like getting nailed by things I shouldn't be (FB puffs, BBU, Supers, everyones j.hs) so sometimes I take a little precaution. And about the j.2s stagger set combo... if it does more damage and gattle mindlessly to far frc then i'll do it.
722 Posted January 23, 2008 Posted January 23, 2008 I just don't like getting nailed by things I shouldn't be (FB puffs, BBU, Supers, everyones j.hs) so sometimes I take a little precaution.No, I agree completely. That's important, and IMO it's really important to know how to punish stuff you assume no smart player is going to do (like Axl super). Most wakeup supers in general against Bridget are a bad idea because he has at least one way to bait, to my knowledge, all of them (meaty 2P... is there anything that's so fast that this doesn't work? Maybe RK DP?), but some of them are counterintuitive to punish and knowing how to deal with those is a big deal. I wasn't questioning you at all.
feri Posted January 24, 2008 Posted January 24, 2008 Thanks! I love your input. Your right about knowing how to punish stuff that smart players wouldn't do. That is essentially the whole point of why its not smart. When it does happen you know exactly what to do. I saw this thread on the RK threads and it had a list of what oki can be applied safely (i'd hope) when the opponent has 50% tension/none (char specific). I thought that was pretty sweet! When and when not to try 2k/3p/2s/2p oki would be nice to have layed out here. Since its pretty easy to make but kinda time consuming i'll do a list of what can be punished on block. It can then be broken down and be then made practical.
sweetvids Posted January 31, 2008 Posted January 31, 2008 Hay guyz. i cant beat johnny. please help me. any general tip would do
excelence Posted January 31, 2008 Posted January 31, 2008 and jais haven't write any notes about this match up... ugh well i'll try to help rules: 1. v Johnny, it's the same as Baiken watch your head more than your feet, Ensenga is an "ouch" and he ony has 2 low attack 2k/2s that usualy can't reach on his ideal spacing zone 2. play runaway games and make him after u, pokes a lot with f.s on max range 3. if he's to close, 3p it beat's out all of his option on worst case clashed 4. fake out every attempt of Jump in, his aa v Bridget is perfect 5. Don't starship, he'll DB u and then oki to death Opener active f.s i can't think any good opener v Johnny other than this:vbang:, if hit him high do 6s,iad b&b passive just walk back about the match up: 6p beat any of his air normal 6s his divine transport, that i doubt any smart Johnny player will do v Buri air to air game he beats u flat with his normal j.s/j.hs His Gameplan he will try to press to the corner and chipping u to death with his strong mid range frontal offense (Mist finner & ensenga) solution: high jump, yoyo set, Rolling Idou... whatever u do, don't try to be offesive, just run and pokes him and score ch whenever he try something stupid well i think that's all in my match up ... it's become even harder from slash
SugataDesigns Posted February 3, 2008 Posted February 3, 2008 Can we get a match-ups subforum? :8/: Considering we have/had the bestest format, I think we should also have the bestest character forum in general
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