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Posted

Random stuff~

I prefer IAD j.K j.S j.2S~land~whatever, it feels the most consistent (to me).

That j.K j.P j.S j.K string I do is great because I just parroted it out of a combo vid assuming there was some reason to use it... but it's inconsistent, and there isn't. It was just for show. Oops.

Dash 2k~2p~5p~2p~2d is burst safe until the sweep and you should be able to frc as soon as the 2d connects into 2p~5s~6s.

The 2D can also be spaced so that it's burst-safe -- the burst whiffs -- although it's really picky and probably not as practical as your FRC idea. It's generally going to be the same range where you can do the immediate FRC.

Some stuff to know about jabby-jab-jab sweep combos:

5P can gatling into 2K, 5K, 2P and 6P even on whiff. This might not sound like a bad thing, but if you're doing 5P as the third hit of your combo and they burst there you risk having the fourth hit come out by accident and the burst counterhits you. It's true that you'll get the 5P glitch from this, but since bursts are the least advantageous knockdown in the game it's not a huge help and it's definitely not as good as getting the combo. Essentially, 2K 2P 2K 2P 2D and 2K 2P 2P 2P 2D have less room for human error, which if you have stupid hands like me is a good thing.

5P causes the standing, reeling hitstun state, which is pretty useful against Anji specifically (and maybe other characters that I'm not aware of). The 2K 2P 2K 2P 2D combo is slightly more finnicky to time against Anji, but 2K 2P 2P 5P 2D works because when he's in reeling hitstun he pulls his feet back a little bit, making the instant 2D FRC way easier to set up.

Okay yoyo is behind opponent and I'm doing a standard B&B air combo. How do I get the third j.S~j.2S? I'm assuming its fdc roll jump cancel? Maybe I'm not doing it fast enough or something.

There's no FD involved, you roll and immediately j.S j.2S (fast enough that you see no sparklies). In all honesty I don't do roll-extended air combos except for this one:

j.S j.2S, double jump, j.S j.2S, 214K j.S 214K j.S

It's not that the better fancier combos are actually hard to execute but the extra damage isn't what it was back in older games and I never find myself close enough that I'm confident the whole thing will connect.

Someone make a video of how to dash split D:

I could do this, but the framerate is god awful when I record vids and fluidity would be really important to get the concept across.

I wish I could do dash splitting in matches ;-;

also :psyduck: :psyduck: :psyduck: :psyduck:

  • 2 weeks later...
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Posted

@ yo-yo holla

now some of this info is repeated from this thread, but i'll try to make things a bit more easy to understand.

roger rush: this move makes a great oki, that is, knock your opponent down with 236k~P or 2D, set the yo yo behind the opponent, roger rush. When your opponent gets up he is forced to block roger's fists. this buys you time to follow up with a high and low mix up. run in and do 2k, jump at them, land 2k, IAD j.k, j.p, j.k. j.s land, 2k, 5s© into whatever knock down of your choice.

using roger rush outside of oki can be followed with the same mix ups. the general way i use it is: yo yo set behind opponent or he has been hugged, 5s(far), roger rush. you can add some pressure strings and before you do the 5s, but it works the same. now let me warn you about this, your opponent can actually jumpout of this before the roger rush hits. but if you got the fear on you will be okay. use call back instead of roger rush sometimes, because if your opponent jumps, they can still get hit by the yo yo. with that they won't try to jump out as much

razor roger: This is generally used for lockdown, to get your opponent right where you want them. if you set the yo yo, and it doesn't quite make it behind your opponent, razor roger is one of the options you can use. setting this in between you and your opponent pretty much sets a wall. he has to try to jump over it or wait for it to go away. if he jumps at you, anti air him!!

here is a little trick that i use from time to time. 4 yoyo set, super jump, FDC roll, FDC roll then delay, or air dash, razor roger. the neat thing about this is that you will be so high off the screen, that they won't be able to see where they yo yo goes. and then they will be surprised to find that the yo yo was right next to them when they had no clue at all. Be careful with this though, because some opponents can counter you when you are in this state. zappa, with raoh, or if he hits you with the three ghosts one of the pots can hit you, chipp can teleport right in front of you regardless of height, roboky can shoot missles up, and some other characters that i can't think of atm.

another this is after a you do the air bnb to a cornered opponent, set the yo yo to the opposite side of the corner, razor roger or call back. chances are, the opponent is gonna try to tech out of the corner, and when he does he is gonna be forced to block roger. another option would be FDC roll , air throw their tech.

roger hug: this move makes a pretty good oki, and its also good for when your opponent gets into defensive mode. lets say you are both backed into opposite corners, you do a yo yo set into roger hug, now the only way your opponent can avoid it is by double jumping except for some characters who can double jump and still air dash like dizzy, milia and chipp has triple jumps. for everone else, this gives you the opportunity to dash in and poke him 6s or do whatever else. if they block it well, they just got hugged which makes it easier for you to get in because you got the yo yo on him. when your opponent has been hugged, and is running towrad you, never call out roger, because he will be left behind your opponent. instead, do call back or wait for your opponent to get within stricking distance, put them in block/hit stun and do whatever you want with the yo yo.

when you said blocking, i'm not sure if you mean when your opponent is blocking or when you are blocking so i'm just gonna assume the latter. When you are blocking you really just need to find holes in their pressure. use, 2P, 2D, if your opponent jumps at you use 6P, if your opponent likes to start with low hits use 3P. IBing and FD blocking help out alot with this.

Hope i was able to help :D

Posted

My opinion: it depends on how well the opponent can threaten you from their position (if they need meter to do so do they have it, do they have something they can use to attack from all ranges or only from some, are they shooting themselves in the foot if they run away from you). Setting the yo-yo out is always a risk, and so is doing any yo-yo special move. Bridget is extremely effective from a distance and following the conventional GG gameplan of "got my pressure started, now stay on his ass" can create unnecessary opportunities for the opponent to turn the tide. You don't necessarily need to convert all blocked strings into mixups when so many characters have to do a lot of guesswork to get close to Bridget in the first place. For example, I was having a lot of trouble with Sol because if he takes risks spazzing on 2D and looking for VV when he's close, the risk/reward is ridiculously in his favor; if you beat 2D with a poke you're going to do around 10%, if he hits a poke with 2D he's going to do 50%. The same applies to baiting VV RC. But this was just me playing the matchup incorrectly and doing all of the risky stuff (setting the yo-yo, starting Roger Rush, whatever) when Sol was too close, and playing less greedy and doing short nubletty pressure strings like 2P x 3, far S, 4set, GTFO is more appropriate for the matchup. Similarly if you're playing against I-no and she has no meter, you just want to push her out of 6P distance before you pull shenanigans on her. Also, remember that Bridget's offense against a cornered opponent is orders of magnitude scarier than anything he's capable of midscreen. Any time someone blocks Roger Rush or is blocking Bridget with the yo-yo at their back, keep in mind that you may just want to push them to the corner. Something not mentioned about Razor Roger that's actually extremely important is that once it's out, it stays onscreen even if Bridget is hit. Your location says you're from Ohio, have you been to any of the Columbus tournaments? You might have seen me play, I'm the big dude with the long hair who screams when he gets hit/gets a burst blocked. I wasn't at the most recent tournament though. edit: And if you're looking for less touchy-feely BS and more concrete "these are good B&B pressure string" options: 5K and 5S are ideal followups to the frame advantage on Bridget's 2P and the second hit of his close 5S. So you can do something like: 4set, dash in, 2K 2P, end gatling, 5K 2S, if you hit 2D, if they blocked either 2K/jump/Roger Whatever Other than that I don't see anything Zugi didn't mention.

Posted

tricks during block strings? sure. S©(2hits) has a +3 frame advantage... so S©(2hits), 2P or 3P or whatver really, even run up throw is good sometimes. 2K is a quick move, so 2S-2K(whiff) is a pretty good option. Level 3 stuns for 13 frames on block, and a whiffed 2K has an execution of 5, with a recovery of 6. 2S-2K(whiff), S(f) is pretty common, but you can also do stuff like 2K-2P-2K(whiff), 2P and such. 2K has +1 FA. So sometimes you can get away with 2K, 2K/3P/etc. 2P is, like 722 said, good. +3 on block. remember that KSMH~P is -10 on block, so while in some matches, they really can't do anything to you, some characters get to punish you for free. starship FRC gives a slight FA, enough to not have a hole if you poke straight out of it with S(f). So it can also be used in pressure, if you want. Plus, the FRC conceals bridget well enough to take advantage of it. There's a small enough gap after a yoyo hold(holding H) that you can get away with poking after it. If they get wise, you can always block or do starship, letting go of the yoyo a few frames after the starship stops hitting or near the end of it's animation. You can actually do this with quite a few pokes, too, and the yoyo hold can punish them if they do something stupid (like johnny doing 2H or 6P). Meh, I'll say more later...

Posted

What do you guys think about the practicality/usefulness of IAD starship? It seems like a pretty good way to punish anti-air attempts, as it behaves a little differently than the normal air starship. I could see this bein okay after the 214K~call back-AD patterns. Just somethin I was messin around with earlier today.

Posted

Personally I only do it if I Cross them up and can pick up the HSR to hit at the end and make it safe. It screams PLEASE TRY AND ANTI-AIR ME. But yes I do it. We win together. =P

Posted

I tend to stay away from iad starship unless i have yoyo already held and in a position to protect me. I still do old style air sets into back airdash, yoyo hold, starship (if i see them get in), let go of H to protect my fall incase they blocked or dodged. And using it as a cross up is iffy, since most characters can duck it and punish you (or duck, and react to the cross up by standing blocking correctly, ALSO punishing you), so only in certain situations and only if you have the yoyo to back you up. I've also been doing a lot of stuff like "knockdown in corner, set6, yoyo hold, 2P-S(f)-2S -> KSMH~P, (release H)" and then more pressure/mixup/etc. Keeps a good distance, and can from any of those hits being chumped into pretty good damage. I've also been doing stuff like yoyo hold during a string while im just outside of throw range, and then quickly walking inside throw range and throwing them, letting the yoyo come back, and then airthrowing the tech. And I still do that "ruu" shit like set"whatever" yoyo hold, S(f)-2S-2K(whiff), 6S(release H), etc... Just some food for thought. ... now that I think about it, could we use that throw setup in accent core to do an aircombo off a throw for no tension. I mean, hold, throw, release, (5K-)6S?

  • 4 weeks later...
Posted

link to frenzya on page 6 doesnt work anymore. the movie was either removed or something. and since i have only seen the video on youtube i can't tell if the movie was higher quality if downloaded or same as youtube quality, if it does have a higher quality then on the youtube version, can someone make a new link for it? if this is out of topic really sorry. can't find the sites for it because google is an ass and people who say they have it are just linking to youtube. it's retarded. anyone have the video? if so can you put it up for download instead of linking it to me? thanks for listening.

  • 2 months later...
Posted

with MAMKM, the best option for mixup is to jump really deep j.K, and then cancel into dj.K, or land into 2K/2D, as this mixup cannot be anticipated by pattern(the airdash K hits exactly when the land, 2K would hit), nor can it be reacted to in time. Only works on the characters that can be hit by that style of mixup though, so shorties are out of the question. What I mainly use (cuz it works on everyone) is... after MAMKM, run jump into low airdash oki (either low airdash with K-P-K, or land into 2K), and then follow with late2D vs. 6K (which is hidden behind the super at that point, and the timing of 2D vs. 6K can be synced, so no anticipation). In some cases, you can run up and throw them just as the MAMKM comes off of them. An easy setup for this is in the corner after 236K~P, you set6, MAMKM, back dash, run in, FD throw or FD back dash again. You can also preemptively dash jump FD if they were planning on any funny business like DAA or burst to get out. THere are other setups which are trickier, like if you have them hugged after a max distance S(f)/6S, you can cancel into MAMKM (they can get out I THINK, but I haven't met anyone that has where i cancelled it at the earliest point). But that distance gives you just the right amount of time to dash in FD throw (even more fun if you dash jump from just the right distance away, and land exactly right next to them as it comes off, and get a throw vs. hit which is gaurded by the super incase they dp the hit or counter throw). What is also good is using the MAMKM while you crank their gaurd meter, and then do low airdash oki just as the super dissipates. If you have the tension, tragedy can do some major damage after a successful hit. If the guard bar is flashing, you can get away with low airdash 2S for your high, and 2D for your low, and still combo into tragedy. You can even cancel into a set for iad combos, which will do around 250+ I think with the gaurd gauge raised. and jais!!! ...5P glitch FTW.

Posted

yea, i do think the new 6K is better.

it means full 40 damage on one hit, making the combo tighter all together and getting extra damage.

now a combo against a crouching opponent, whose blocking.

in #R, you can do something like

roger(anything)>6K(1-2)*>rogerhit>9jc>j.2S**>(>land)7jc>j.2S**>land>...***>>2D/KSMH

in slash you can do something like

roger(anything)>6K*>rogerhit>9jc>j.2S**>(>land)7jc>j.2S**...>land>***>2D/KSMH

*6K to break guard,go for the 1 hit only, you won't get full damage otherwise because to make it work you can only hit once.slash version only gets one hit.

**you gotta have the j.2S low as your going down just above their head and behind them, to nail them with the back end of the yoyo. doing this as long as roger is out

(making roger rush of course the optimized choice, because it last 5 hits/last longer than razor)

***you can continue for as long as roger is keeping them in stun frames, ie roger rush stagger frames. for the whole combo to work, roger should hit them around the time you break their guard with 6K.

PS: i don't believe roger get will work, at least not in ways iv'e tried to get it to work. you can probably use a MAMKM.

with the #R version your missing out on at least 20 damage, because of timing reasons and if you were to hit 6K(2) the guardguage would go down and you would cause less damage by the end of the combo..

with slash you get that extra 20, plus it doesn't count against guardguage damage.

as for comboing out of j.K, im guessing you can either go like this

j.K>j.P>j.P>2.S>jc>j.S>j.2S>setyoyo/starship

disclaimer:not perfect and not flashy.

also i need the exact term (guilty gear lingo) for "guardguage", lol.

also sorry my post are big jumbled messes "white text of doom"

Posted

No, its fine! I can perfectly read that! Yeah the damage potential is lower but the overall damage was nerfed because of what you can do in the extra 2 hits. If your opponent is stupid enough to fall for the first move being 6k then the follow up for #r is like so... Roger rush coming from behind opponent > dash > 6k > dash > 6p > c.s > Jc 9 > Land other side > 6p > c.s > 6p > 2d | BnB if you really want something flashy but it has not that really much damaged tacked on (guard gauge is pretty much gone by here) but it looks SOOO flashy and its seriously worth it for casual matches because anything cool = win here. Roger rush from behind > dash > 6k > c.s > jc 9 > 6p | c.s (critical point is to stop attacking when roger hits) > D > Your favourite dust combo. Roger rush and the opponent attacks > FRC > FAR S FTW :yaaay: Best situational combo i've ever landed with roger was on this extremely good Po player which made this look even better lol. Roger rush came from behind Po > dash > D LOL ZOMG HIT JAP WITH D (something i'll probably never see again) > s > Hold 8 > roger hits > s roger hits > s > roger hits > s > roger hits > s > s > k > s > k > s > 2s > jc > s > 2s. After landing that on his smug face I didnt really care that I lost :keke: pshh that will teach him to grab my crew's slayer player burst 8 times in a row xD and to IB slayer Dandy step > kick 1st hit then gold bursting the 2nd hit. Thanks 722 but descending k that isnt comboed/deep enough = free throw for me it seems. And does K > 2s or p work in slash? If so thats another reason why you'd use it and I wouldnt. Since I do not get the option tree for k and have to go k > s > 2s or k > deeeep s > land combo which is tricky has hell to land/height specific. My post is far more jumbled :P

Posted

Keep in mind it's versus a grounded opponent, so an ideal combo is something simple like: j.K, j.P, land, 5P or close 5S into whatever Or maybe against tall characters you can shoot for that combo that's like: j.K j.P j.K djc j.P j.P j.P j.P j.2S land 2D? Are you close enough for anything else after this? The thing I don't like about that combo is the first j.K has to be so early. j.P is the better air-to-air move because of its shorter recovery time. It's off topic really, but you could still get a combo after two-hit 6K behind Roger Rush in #R as well -- the jump-in j.2S followups to a grounded Rush hit honestly confuse me, but I won't knock it until (if) I've tried it in training mode. One thing you're forgetting about #R 6K is it was obscenely fast (seventeen frames) and had the built in "am I going to RC the first hit or the second" mixup. I don't know that move was really totally bad ass in so many ways. I miss it quite a bit. feri: j.K j.P works in #R as well.

Posted

Wth man it does? Man I'm seriously gonna go check this out because I still don't believe it... This will be really helpful if its true but I doubt it so badly. People do jump out of my roger stuff but people already know I give perfect chances for jumps/reversals. 722: Your combo looks like it needs a tall person to be hit standing with a overhead. You can argue that this is possible but it isn't really practical to use something that barely hits. Video of this please? I've never seen 4 j.p and its looks very iffy/unpractical but then so am ! 6k is not scary until Buri has 100% tension! so any time i do it w/out tension its like lol 6k'd in your face and the match seeriously becomes a stand still because of all that recovery/hit stun time. Even though you get two hits it feels like it wasn't worth it if you didn't RC and its a real momentum killer for #r buri. Btw in c.s > RC > 6k is almost guaranteed hit and its my favourite match ending never fail cheap shot :thumbu: This works much like baikens 2d > rc > 2d if you play against/use baiken. Thanks for all your help guys!

Posted

722: Your combo looks like it needs a tall person to be hit standing with a overhead. You can argue that this is possible but it isn't really practical to use something that

barely hits. Video of this please? I've never seen 4 j.p and its looks very iffy/unpractical but then so am !

Actually I meant to imply that I thought the combo sucked too, and it's definitely not "my" combo -- the first time I saw it was Yukinose's old #R combo video which had all the dash splitting IAD loops. You used to see it in match vids every once in a while so I figured I might as well include it. The only real thing I see is it's burst-safe and would be a guaranteed punisher for Axl 623P triggering an ascending j.P, and might push further toward the corner than landing and doing a burst-safe ground combo. In #R I believe a high j.K counterhit Testament's anti-airs and was generally pretty annoying for him to deal with -- no idea if that's different with Slash 6K as my gameplan versus Testament is much different in this game, but since some dipshit had the idea to give him an anti-air 6P like everybody else it'll be done in Accent Core anyway.

By the way, jump-ins hit for reasons that are much more complicated than the high/low factor and in fact I'd guess the vast majority of jump-ins that actually hit are punishing anti-air reflex in a situation where it doesn't work. That is precisely why I went on my little rant about using j.K as a whiff punisher in the first place.

Posted

-- the jump-in j.2S followups to a grounded Rush hit honestly confuse me, but I won't knock it until (if) I've tried it in training mode.

it's not easy to explain something like that, but i think i did a good job of explaining it. but looking at it again, i do suppose that it's confusing. i'll try to break it down, and find the CV i saw it in (I actually only use it because it disturbed me how people find these kinds of combos).

-this all happens starting from the left, so 9 means up right and 7 will mean up left from both sides.

-when you break their guard with the 6K (you can use a 2K if they are standing), the roger should come in and stagger them, making them stumble back IN a standing postion ,which will help with the next part.(if they didn't stumble they would be crouching, which makes the rest of the combo a failure)

-as they are stumbling back you jump over their head with a 9, which causes roger to go back toward them, and nail them with a quick j.2S. the effect is that you hit them with the j.2S as roger comes around and socks em in the stomach again, once again causing them to stumble back, but this time in the opposite direction.

-from here you hit 7 (up left, and back over their head) and have roger trail back again, nail them with another j.2S before you land, and roger will come and sock them again.

-rinse and repeat until either roger is done hitting them or you decide to looptheloop them or whatever finisher you have.

-this can be done w/o tension, but is very timing strict/positioning strict.and must be done against a crouching+blocking character.

rogerrush>6K>rogerhit>9>j.2S>rogerhit>7>j.2S...>starship/looptheloop/(2D>setyoyo/oki)

repeating the underlined part until roger is finished.

reserve*saving this spot for the CV+time of combo*reserve

PS: if i can't find the CV i'll have to "fraps" my "GGXX#R-PC-version", to get the combo on video for you guys.

edit:iv'e been trying to fraps it and i found out that if you can j.2S as soon as possible after you jump you can nail them earlier, rather than wait til you start going downwards, saving my frustration of getting in the combo before i have to re-start the fraps recorder.

another day, another candy bar :P.

Posted

My mistake, I should have been a little clearer; even in the #R scenario of Roger Rush doing a bazillion hits, it's not until the third hit that the mixup actually has the chance to hit. So I guess you're talking about a situation where the yo-yo is already pretty far behind them and none of the hits are being wasted on blockstun (which is hard as hell to set up midscreen anyway), in which case I still don't agree that repeated crossup j.2Ses are the ideal followup -- at least, not all of the time, and especially now that Slash and soon AC is the game, because you only get three hits to do them. That's what I was "confused" about. The concept itself is not too difficult to follow. Debating #R tactics is pretty pointless since the game is practically two years obsolete but this applies to all versions of Bridget: any time you get Roger Rush to hit, that's an opportunity to do a ground combo with running momentum into two-hit KSMH. From most distances this leads to a corner knockdown, but even if it doesn't the frame advantage and positioning you get off of it is probably the best Bridget can get. This isn't always the followup you want to go for necessarily, but particularly when you're talking about finishing with Loop the Loop or 2D FRC or something, consider that you've already done a ton of damage, you've also already done damage to the guard gauge and you're trading tension and a setup for the best wakeup situation you've got for that extra damage. If you're going to spend half tension anyway, why not do meaty killing machine?

Posted

omg, i love you guys (but not gay love or anything, that's just weird), so many things going on in the thread than i first thought would happen.

so much stuff has been learned from 2 weeks of surfing this neck of the forums then playing hours of MB,IaMP,SF,KOF,and GGXX combined.

i understand the advantages to ODs, i just feel more in control when i don't.

also MAMKM is starting to sound like more and more fun because of you guys,

as for LtL, i'll use it as i have been, to extend combos.

as for not using FD, i understand the holy power of chip damage (IaMP relies hell more on breaking defenses than anygame i have ever played, Ever. you better be glad of getting at least 5% of the oppoents bar after a 30minute round in that game, yea it last that long with some people) and i will FD during a string. as for starship FRC, i do FRC, standing there after a CH won't let me turn the tables if i don't.

as for the "haircar" (LOL i find that so hilarious you don't even know, HAHAHHAHAHAHAHA)

my brother's millia won't just try and hit you with a sword to the knees, it's not like he's just button mashing or anything. he'll try and make me whiff and knock me down, and set up a garden pattern or tandem top UB. plus he does FRC it, flying across the screen would be way more advantageous for me that i wouldn't even need to ask for help from you guys, it's just not as easy as you'd think, millia is bridget-bane i guess (lol, i still hate May though . . .)

alcyon: i don't remember reading anywhere anyone doubting 722. . . unless i went blind from that wonderfully sugar coated experimental food. . .

"BOOOOO 722, lol just kidding."

i hate fraps. i love IaMP online play.(omg why the hell doesn't GG have an online mode, i wan't to play you guys so much now.) and now i need to microwave a banana til it explodes and cover it with sugar and drink it with a straw lol.

"banana explosion recipe

take one banana still wrapped and microwave for 1 min

open now exploded banana casing and extract banana core

cover with sugar and eat with spoon, not straw.

enjoy a liver failure, lol jk"

im keeping all this in mind next time i play. i love all this activity in the buri section of the forums, keep it up :P.

  • 1 month later...
Posted

how to bait bursts vs. jam =) GGXX#R online file. yes it's #R, but it's still applicable.

  • 2 months later...
Posted

I got a few pages of a rewrite of this FAQ done during my classes today (boring!). I'm bad about starting stuff and not finishing it, but I do intend to get this done pretty soon. Any input, let me know.

  • 4 months later...
Posted

Guys Bridget Find. HSS_6, low AA CH 6P~HSB. f.S~6S~Bug~HSR(2nd hit), IAD 2S~starship. low AA CH 6P~HSS_5, 5P~6S~B&B HSB low AA CH 6P~bug~6P~6S~SJI~sj.B&B

Posted

I've been playing Bridget for a while now but I've been using a lot of bootleg tactics and shitty combos since my execution isn't really up to par. I see a lot of combos in this guide list 2D FRC into 5k 6s jumpcancel, standard aircombo. Is this corner-only? I'm finding the FRC into 5k exceedingly difficult (well, almost altogether impossible) at midscreen. Do you have to buffer a dash into the 5K? Is it more useful to just learn the 2D FRC to use it in UB setups instead?

Posted

nope, u can 2d frc,5k,6s.... anywhere without buffering dash in it, and yes it's difficult IMO for the ubs 7set, Roger Get frc and iad j.d is a lot more easier to use, btw is it the first hit of Roget Get hit high? =/

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