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Posted

722 was referring to Chipp's actual throw, not his command throw.

mmm... shouldn't comment on things so soon after waking up with only one post as reference =_=

edit: ah... they are talking about something silly. 722 is correct.

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Posted

I don't really disagree. Chipp isn't good enough at punishing that.

It shouldn't be possible to see his throw every time, though. If you can, I think that probably means you're just much better than the Chipp you're fighting. That's something top players will use on each other and it works pretty reliably.

... 7 person that i play regularly told me to play RAW instead of GG :vbang: ... i'm so fucked up on poking games in that matchup instead of mix-up pressure, thx i'll try something drastic next time i got this match up

Posted

I'm still at a loss on how you fight jam. You sj to set? great now she's chasing after you with j.s.. unbeatable. Stay on the ground and get picked apart by 2s, 236 p/s/k, IAD 214k and most of all.... retardedly high damage as soon as you get touched! And did I forget to mention FB ball? oh no... i'm totally over complaining about this move. oh yeah and her dp is lame (why does she even have one?) + it goes into the charge kick followup into death. How I fight now 2p whiff block. 6p randomly FD at jump height or eat FB balls. starship frc small dash > 6 set > small dash > 2p > f.s (Safe against that dp) no fun stuff because it gets you killed. Jam is as slippery as a fish. And I hate all these fast bitches.

Posted

i think Bridget 3p will clash with her 2s, her speed still a bitch thought, when she want to iad gekirin should be ovious enough for you to punish it with Starship, the cross up games is more pain in the ass for me, if i stay on ground is more advantageous IMO Bridget 2d has great range i doubt she will do any burst rush if Bridget can space her up... but still this is one troublesome match up :vbang: note : my last time playing Jam match up was on slash, well i also playing her so anything goes :v:

Posted

I really don't have awesome advice for Jam by any means, but some stuff:

Not that it's risk-free by any means, but she does have to go out of her way to deal with KSMH. You've probably seen Japanese Bridgets just blatantly KSMHing at her, which seems suicidal since she can IAD whateverit'scalled over it and ruin your shit (I'm sure other stuff she has beats it as well), but ideally you're starting this from a distance where IAD flopkick whiffs. Lots of stuff she might be doing from far away, like blatant burst rush, will lose to it. I'd still say this is something to do once a match at maximum, but there's nothing like knocking her down dead away.

I'm pretty sure she can do her dash super through all of the following:

far S, 4set_7set_6set (not sure about 5set)

far S, 236K

far S, 2S (I don't remember if it's possible for her to hit the hitbox of this move from really far out and whiff the super's autocombo, but I can picture it)

You used to see Japanese Bridgets do random far 5S RC on Jam and I never understood why, but I think this is it. Nowadays I think there are better options both for Bridget and for Jam, but in the interest of documenting every stupid obscure tactic...

I agree completely that SJ set versus Jam is a borderline foregone conclusion. I think better space control options against her might be IAD set from about max distance of 5S, (especially since she'll be tempted to fish for random burst rush which you might be able to KSMH, granted if she ever gets it you're boned-o'clock) canceling max ranged pokes into yo-yo set and then doing absolutely nothing but reacting to her response and well... not backdashing at random.

My least favorite thing is my muscle memory will tell me to 623H at fullscreen some times because it's a jerk and she can just react and burst rush. Weak.

Now that Bridget has yo-yo buffer, I don't have as much trouble with her as I used to, but there are tons of question marks in my own strategy so...

  • 2 weeks later...
Posted

Ok, i got an awesome Chip match up last week, the same Chip that fucked my buri before my gameplan: 1. don't Jump 2. poke with f.s 3. go for Time Up round :keke: i've never take notice of his lifebar before, but Bridget pokes does hurt on him and i think he can't punish buri whiffed f.s very well on reaction (he also use ABA and can punish Buri Whiffed f.s with iad j.hs on reaction) ... or he forgot his option, but dunno i don't use Chip :vbang: ... anyway that tactic pwn him like 9~1 last week :keke:

Posted

if i recall correctly, he can just run up and 2D you...and if your spamming f.S, he can simply do the Gamma blade into whatever....which sounds like whats happening if he can "IAD j.HS on reaction" your f.S on whiff with ABA, so be weary of that

Posted

err yeah, that was what i'm talking about, try not to whiff a f.s poke and no spamming f.s if it'll not connect :v:, i'm more concerned with @Blade RC combos that has stupid damage on Buri rather than Gamma Blade as an anticipation moves to Buri f.s pokes (;+_+)

  • 3 weeks later...
Posted

Amazing find today. Punch Bear call and EX Punch Bear call do not get hit by Slidehead in the later frames!!

Posted

Amazing find today.

Punch Bear call and EX Punch Bear call do not get hit by Slidehead in the later frames!!

wasn't there a vid that showed all the things bridget can dodge slidehead with?

it showed these dodged slidehead:

2S

6K

2D

razor roger

boxing roger (late frames)

I think there were like, 1 or 2 more, can't think of what they are, S(f) maybe?

Posted

3P and starship f.S does indeed have feet invul frames to it too, albeit only like 1-2 frames total. Edit: i was reading the frame data and apparently KSMH has feet invul from frames 3-4 as well so...in that respect, i suppose that move can be added to the list.

Posted

I'm bored, I can't sleep and I got to play a good Dizzy last night, so my thoughts. This is kind of an awkward matchup for both sides. As long as he's not completely fullscreen away, Bridget can react to Dizzy's fish summons (and all of her projectiles) either with KSMH->P or by running forward and swatting her with far S (or something else if you're closer). If you do this early enough, the fish won't come out at all; if you're too late (this is the more likely scenario if you're playing reactionary, especially if you have , it seems to be safe to make a last-ditch effort and 236K->P to try to force her to block (or hopefully knock her down); it'll be worth it even though you'll probably get hit by the fish after the sparks come out. Dizzy is a huge threat if you allow her to do a big setup on you, so it's imperative that you don't give this to her -- if she doesn't have to earn her opportunities fighting tooth and nail, she'll win for free. I'm sure in a situation like I'm describing, she can lead her setup with the K fish and you may not always have time to KSMH. That's fine. She's recovering from hitstun from far away, she won't be able to combo after it. She might be best off actually doing her scythe projectiles here because past the 28th frame they stay out even if she's hit. That sounds really slow, but most people just barely block dusts that are only around seven frames slower and far S takes ten frames to hit if you're really far away, so by the time you react it'll probably be too late. It's kind of Dizzy 101, but you can deal with her 421S by moving forward as soon as it zooms at you... the problem is, since she can delay it, she can stagger the release in such a way that it gives her breathing room to summon something else. If you're put into a position where you can't react to this (like you're already blocking a scythe or a bubble), this can be a big chance for her. It's not hard to maintain a distance where she can't commit to anything big on the ground for fear of your whiff punishment; she doesn't have anything fast to attack you at your own max range except icespike, which is much slower than far S. She's not helpless here, though, because any hit you land on her is probably only going to be a disadvantageous poke with the option to cancel into KSMH or a yo-yo set, both of which are also disadvantageous. She can take the initiative here, and you'll probably be fine if you're patient (especially if you have the yo-yo out; most of Dizzy's good pressure is option-selected against jumps, but roll FDC is a little different because of the quick startup and your ability to control your height to a greater degree than with a normal jump) but you don't completely control the flow of the match here. You'll notice all of these strategies depend on staying on the ground. I think this is key against Dizzy, and any time I lose really bad it's because I have so much stupid air runaway built in to my muscle memory. From the air, you lose your ability to attack at zero notice, so she really has no reason not to start throwing out projectile after projectile, and you don't have a great choice to make here; the longer you stay up, the more shit she can do, and as soon as you land you're going to have to deal with her pressure. She has a decent amount of options to get away from you if she wants to; bubble pop at TK height, be it at the end of an IAD or from an actual TK, will counterhit your pokes or KSMH (I guess this should be obvious, but my hands never want to learn), so it's essentially free reign for her to airdash back and land, with the bubble keeping you out for a split second. If you can see the bubble set animation in time, go ahead and 6S her. Other than that, she has the standard Guilty Gear runaway options, with the added option of a second airdash. Something else that's really important about this matchup is actually her IAD j.2S. For most characters, IADing at Bridget borders on the worst idea they could have, but this is deceptively good; j.2S has an incredibly small counterhit window, so if you react and 6P she'll get normal hit nine times out of ten, and she can tech. Teching right in front of Bridget isn't exactly an amazing place to be either, don't get me wrong, but the fact that she can threaten to do this at all times is pretty big; it's your ass if she predicts something big, and if you're trying to maintain midrange you're going to be in this move's threat zone. She's kind of playing percentages when she does this; if she gets it wrong, she eats one 6P into nothing else (she's too high and her hitbox is too small for 6S or close 5S) and if she gets it right she does about 30% and then a mixup that gives her the opportunity to do much much more. The range and speed is such that you can't j.P or airthrow it on reaction, either; if you're doing either of these, which are much more rewarding options than 6P, she has you jumping randomly which is probably not going to work out in your favor in the long run. Blah blah blah I talk too much, good night.

Posted

i agree with your saying staying on ground on this match up, and i just want to add a little more, on neutral try to stay on mid and close range (not to close or she'll grab you). the 6hss i think would work great here and btw setting up something versus Bridget is hard imo since he has that delayed wake up option

Posted

Dizzy summons is free CH 6s > 5set > f.s > 6s. If your late then you can hit the fish with it and jc - Easy! Ice spike can be punished with IAD j.p on block. If you hate her oki then don't ever delay set... SJ up/FDC roll, eat the initial J.2s (to catch jumpers and bring them down) and your free. If she FRCs her ice spike into oki then your gonna block. You can also 2k and make the hs laser whiff then starship the j.2s entry. This is my fav matchup. Bubble loops hurt. She isn't Eddie so I wouldn't stress too much.

Posted

You can also 2k and make the hs laser whiff then starship the j.2s entry.

i haven't get the chance to try this setup but i think if Dizzy do the p/k fish extension she can punish the starship on the mid of it's execution thought she does got hit by it =/

Posted

Dizzy summons is free CH 6s > 5set > f.s > 6s.

Hey, I never thought of that. I'm used to Slash and #R where the best idea was to knock her down and try to do some sort of mixup to kill her, but trying to swat her to death with this is probably a lot safer and easier.

If your late then you can hit the fish with it and jc - Easy!

I always get hit on the ground during the 6S' hitstop :(

She isn't Eddie so I wouldn't stress too much.

Yeah I don't think this is really one of Bridget's worse matchups personally.
Posted

She isn't Eddie so I wouldn't stress too much.

just a quick question.

So..Eddie is still as strong on Accent Core? :gonk:

Posted

just a quick question.

So..Eddie is still as strong on Accent Core? :gonk:

By still as strong do mean that you want to compare him to his slash version or possibly even his #R version? He became easier to play in accent core, totally trashes his slash era and comes out on top of his #R because of his sheer versatility in AC IMO... I'm not even including his damage upgrades since lots of other people got them.

722: When Dizzy understands that she isn't going to come in on her terms then she can begin to work all sorts of trouble without even having garbage to back her up.

7 set is good for this match. Its only there for whiff punishing and intimidation but if you wanna buffer and use it for cover then it shouldn't be a problem.

Learn the oki your dizzy player uses and begin looking for ways out.

FD brakes can bait her preemptive attacks (Ice spike, 2d), if the dizzy player does that sort of thing.

Play the CH 6s game as much as possible!

Stick to the ground where you are strongest and able to react quickly.

No air throwing IADs, even the funny backwards ones, stick to 6ping, j.2s is way harder to air throw then to 6p. I have learned this the hard way :vbang: Its one awesome move!

Posted

Wow ever accidentally highlight an entire post and then click on the psyduck emoticon That sure is an embarrassing way to lose a post So anyway, since it sounds like you play against Dizzy a lot, do you know how good she is at anti-airing Bridget? I'm talking about stuff like using her whiffs/recovery time on projectiles as an opportunity to get in on her when you already happened to be in the air (either by descending with K or low airdashing with something from far away), some characters completely piss away their chance to anti-air in situations like this. Can she 2S even from big giant disadvantage, do you know?

Posted

Learn the oki your dizzy player uses and begin looking for ways out.

How often would you rely on starship FRC on wakeup?

No air throwing IADs, even the funny backwards ones, stick to 6ping, j.2s is way harder to air throw then to 6p.

:kitty: Truth:

her j.2s is throw invincible yea.

Posted

@722 : Dizzy 2s is very fast and has low profile, i don't think jump in from her ice spike range/closer is a wise choice to punish her whiffed anything f.s->6s is a much better option, while if you're further away she will f.s Buri =/, and btw her only big giant disadvantage is a whiffed 2hs. from there Buri can punish with 2s jump in

Posted

722: I have played loads of matches against dizzy, very true. Her f.s is a pain! If your a high tech player who's all about j.HSS_#/Idous just above her head to bait an AA, you'd probably still eat the f.s which is lame :gonk:, so make note of how high you need to be to make f.s whiff. Yes, dizzy has no problem 2sing her way out of Bridget aerial stuff even while on a disadvantage, no biggie since she cant do slayeresque combos off an AA CH 2s. If she is recovering from a projectile while your in the air it seems best to bail and do a roger jet/razor and then react. I've eaten so many free hits just because I've AD thinking 'its okay she's recovering' and get a 2s in the face. Woki: Rarely in general and extremely rarely against dizzy because of how her fish oki is setup. Sometimes out of habit I'll delay wakeup and ruin my chance of escaping. Played #R at the arcade today against that strong slayer/testament user ;D Oh starship and punch bears how I have missed you.

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