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Posted

Whether or not u use 2D FRC to do an air combo or UB setup is personal preference. if your aiming to do all the dmg u can at one time, learn the air combo (if u cant get the 5k to connect without it being an OTG combo, do 5S, 6S , yoyo set/IAD, etc). If u wanna try and go for more dmg off a setup, then just do the UB, but if u do this, you need to make sure it actually is UB (or close enough to it)...it is just a setup after all..sometimes to ensure that there's absolutely no way the opponent can get outta it, you'll end up spending 50% tension (25% 2D FRC, 25% FRC roger get) so you have to pay attention to that

IAD j.D for the unblock is easier, but you normally cant get the follow up air combo for it unless

1) the opponent doesnt tech

2) you only get the final hit of j.D to hit (either you do it really low to the ground, or the 1st 2 hits of j.D hits before roger's low connects)

You get more dmg off of 2D FRC, 7/9 set roger get (depends on where you are in relation to your opponent) , j.2S (unblock), 5k, 6S etc, but it is harder to setup

1st hit of roger get does not hit high.

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Posted

Whether or not u use 2D FRC to do an air combo or UB setup is personal preference.

I agree, but I don't think this is necessarily a bad rule of thumb for new players:

If you started the combo with something with heavy proration, like 2K, or if you're comboing after something that reduces the guard gauge by a lot, like Jagged Roger, go for the unblockable setup. In the event that they get out, you sacrificed very little potential damage. On the other hand, if it's something like a combo starting with 5K or close 5S, you might as well go for the air combo -- the damage is actually pretty close, it's inescapable (well, bursts... but who's counting) and since it's an air combo (just like the unblockable admittedly) you have tech pursuit options, so the damage tradeoff isn't quite as bad.

edit: Oh sorry Cardinal I didn't even realize this hadn't been addressed:

Whether you have to short dash before the 5K depends on which version of the 2D FRC you're doing. As you know, the move hits sooner the closer you are to the opponent, which changes the timing of the FRC, but they float the same way regardless of when they were hit -- if you're in very deep, the FRC timing is a few frames after you hit with it, so the opponent has had more time to fall before the cancel point. Thankfully, you shouldn't need to dash in this case. I forget if this is written in the guide (probably not) but if you didn't know, the easiest way to get a really fast 5K after the 2D FRC is by FRCing with P, S and H and then immediately tapping the K button. Careful because you can get accidental IK activation this way.

If you're doing the late 2D FRC -- the one that's immediately as you hit, toward the end of the 2D's range -- you do need to dash, but you have the time to do it. Something that might help you: there's a minimum distance you're required to move when you dash (unless you cancel it by FD, but don't worry about that -- you won't be for this combo), your character will take a few steps and go through their skid-stop animation regardless of how long you held down the second 6 in the dash input. It just so happens that Bridget's minimum dash distance covers the space necessary to combo 5K->6S after the late 2D FRC. What this means is you don't have to hold the second 6 at all to get late 2D FRC, dash, 5K->6S to combo, which makes it less awkward to time -- this way, you're not holding 6, then releasing it right before you hit K to avoid 6K, so the input is a lot cleaner.

Posted

i thought so for the first hit, when he said using 2d frc for the unblockable setup,...

I'm pretty sure he means hitting with 2D FRC, then doing a yo-yo set and Roger Get immediately so they're forced to block it on their wakeup.
Posted

^^^^^ yup that's exactly what I meant. Thanks for the explanations everyone :) I still have a lot of trouble doing extra-late 2D FRC and early 2D FRC (i usually can only FRC the sweep at midrange); I guess i'll just have to keep practicing. What kinds of shenanigans can you pull off a 2D FRC on block? The close one i'm thinking is semi-decent for 6k or throw mixup, or to get off a yoyo set to cover your tracks.

Posted

Stuff that you might like to do after a blocked 2d frc 2D frc > 3p > 2p/2k > set/if set already then rolling shenanigans > delay 2s > k (if you want) > 6k/dust/2d > tick throw > cross-up j.d > UB setup If you have a little tension to spare > Starship frc > 6k frc Some options are safer than others so keep that in mind. And its not in any real order of usefulness. IMO you only really score unprorated combo starters off hits like 3p CH, 2s, f.s, random recalls, roger junk, roll j.p/j.2s, IAD j.k/j.p. Though if they are falling for your 5k and c.s then by all means blow them up!

Posted

New link, lol. Crouching Ky. Corner bug loopage c.S(1)~bug~c.S(1)~bug~c.S(1)~KSMH, HSR, 2K~c.S(1)~KSMH~P

  • 4 weeks later...
Posted

Sorry if this has been addressed, but I'm curious about something. Almost every combo that ends in j.S.j2S can also tack on Starship to add ~15-20 damage (usually) to almost all characters. Is it not listed due to some kind of punishability that I'm not seeing, or is it simply preference on whether to starship, HS_S#, or Idou stuff? :v:

Posted

if it's not going to kill them, losing the (really, LESS than 15) damage for a set up or a tech chase is just better.

Posted

if it's not going to kill them, losing the (really, LESS than 15) damage for a set up or a tech chase is just better.

Ok, thanks for the advice :keke:

Any specifics on what you should do if the yo-yo isn't already set? (IE, 7set into Idou away, or into Roger Get, 6/9/(3?) set into pressure?? - etc.) And also, does the yo-yo already need to be set in order to tech-trap, or do you have enough time to set it after the combo and continue into the trap?

Posted

It depends on where you are in relation to the opponent. Sometimes, its alot more easier to follow up a combo if the yo yo was already out, other times, throwing out the yo yo at the end of the combo to delay your fall could help. For instance, its alot more practical to to do a combo in the corner, end it in a yo yo set, RFDC and air throw an opponent than it is in the middle of the screen, but at the middle of the screen, ending a combo with 5set Roger Get becomes more useful. If you already had the yo yo out prior to finishing up your combo and your opponent tech towards the location of where you have the yo yo, then razor roger has its uses As for other suggestions, use the ones you mentioned + some more in order to keep things different and keep your opponent guessing.

Posted

Ok, thank you :keke: My bf, a Chipp player, has recently got into air throwing like a fake ninja druggie. As such, I've been trying to air throw a lot more and it seems very hard :psyduck:. I usually end up eating a j.D/j.HS or setting the yo-yo in a VERY undesirable fashion (AKA, when he's right ontop of me midair). Lols. :gonk: Ohwell, practice makes perfect.

Posted

Ok, thank you :keke:

My bf, a Chipp player, has recently got into air throwing like a fake ninja druggie. As such, I've been trying to air throw a lot more and it seems very hard :psyduck:. I usually end up eating a j.D/j.HS or setting the yo-yo in a VERY undesirable fashion (AKA, when he's right ontop of me midair). Lols. :gonk: Ohwell, practice makes perfect.

Beings your a new Buri player I should tell you this. I had to figure it out myslef and I didn't learn it for now shit, like 2 years. When the yo yo is active, you have HS option for a button. Meaning you can mash the fuck out of throw and never miss it.

Posted

Beings your a new Buri player I should tell you this. I had to figure it out myslef and I didn't learn it for now shit, like 2 years. When the yo yo is active, you have HS option for a button. Meaning you can mash the fuck out of throw and never miss it.

By active I assume you mean while setting it, calling it back, or roger crap? If so, that helps a lot ^_^'

I never really thought about that.

EDIT: Oh, and we probably won't be able to make it to FR due to money issues, so sadly I don't think we'd be able to meet up and play, Jais :8/: If EVO ends up hosting GG, you need to come out and we'll play there :D

Posted

Just to make sure your both on the same page, Jais is basically saying this: anytime the yo yo isnt just sitting there or already on you waiting to be thrown out, you can mash HS without any consequences cept getting a throw out. To read it a different way: during any roger animation, yo yo call back, and MAMKH, you can mash HS since the yo yo is being used for said attack..keep in mind this excludes roger hug once it actually lands

Posted

Just to make sure your both on the same page, Jais is basically saying this:

anytime the yo yo isnt just sitting there or already on you waiting to be thrown out, you can mash HS without any consequences cept getting a throw out.

To read it a different way:

during any roger animation, yo yo call back, and MAMKH, you can mash HS since the yo yo is being used for said attack..keep in mind this excludes roger hug once it actually lands

Thanks for clarifying.

I think I've learned more about my character in the past week or two than I have in the two months prior X-X'. Back at West Toast X (excluding the fact that I played terribly), my ultimate combo consisted of 5k/c.S-Gatling-KSMH-RC-j.D-Othershit (At that point I thought going into Tragedy after j.D was the greatest thing ever. God was I wrong :psyduck: ). Since then I've learned the default Starship FRC combo (Mainly I started using Starship for Okizeme, which has helped immensely), j.D-6S-air Combo, starting to learn air throws & Idou stuff (Which I never really applied for some reason), tested gatlings on every character (IE being able to connect two 6P's on characters like Slayer/Testament, 6S going over a lot of characters' heads (which I already knew but I now know the individuals) but being able to connect on Chipp in short gatlings for some reason, blah blah blah), realized you can JI KSMH to get a full air combo out of the RC on every character (as opposed to j.D), etc. etc...

Eh, anyways. Thanks everyone for the info. I'm having a blast improving my game ^_^

Posted

Eh, anyways. Thanks everyone for the info. I'm having a blast improving my game ^_^

hey, were you that really skinny bridget player at this last west toast?

Posted

IMO and no chipp experience here but just air throwing him wouldn't be the same thing as it would be other.... 'slower' characters.

Posted

Probably. I was the one wearing the pink Hello Kitty hoodie and kitty ears (lolol).

ah, so that WAS you! Hello Kitty lol =D

Posted

ah, so that WAS you! Hello Kitty lol =D

:p

You were that fierce Millia player, right? I wanted to get in a match against you.

Then again, I wanted to get in a match against everyone because I never get to play their characters. I've never played a Millia, but I have a STRONG feeling I'd get raped. Hardcore. Not sure why, just a feeling. :psyduck:

Posted

Millia beats you no matter where you are flat out all the time - have fun! And when you DO manage to get a hit on her make it count and this is what Bridget lacks in.... thats the problem.

Posted

Bridget is actually one of the easiest characters to airthrow with (it's not a range thing, I think his airthrow range is standard, it's just his jump arc) but good luck airthrowing Chipp. It's a matchup thing. He wasn't meant to be anti-aired. And feri basically summed up the Millia matchup :P She's Bridget's worst matchup again in this game IMO.

Posted

Millia beats you no matter where you are flat out all the time - have fun! And when you DO manage to get a hit on her make it count and this is what Bridget lacks in.... thats the problem.

Bridget is actually one of the easiest characters to airthrow with (it's not a range thing, I think his airthrow range is standard, it's just his jump arc) but good luck airthrowing Chipp. It's a matchup thing. He wasn't meant to be anti-aired.

And feri basically summed up the Millia matchup :P She's Bridget's worst matchup again in this game IMO.

YES! My womanly intuition was right!

....

:psyduck:

Anyway >_> I don't seem to have as much of a problem now. I'm airthrowing him out of Teleports (even FRC'd ones) and corner pressure, so I'm happy. Thanks!

Posted

Bridget is eligible for suck tier in my book. Especially at the level of play here when combos trump strategy easily (the game is too god damned hard to play). Good news if your anyone with high abare and power. Now should I be bothered to learn 2p > f.s > recall > iad combo > far frc point and regular recall > ground dash combos > far frc point for every single character that it works on? They ending hits seem to vary alot and I don't like leaving things to chance or busting out a roman when I could have Mamkm'd. I swear I remember someone needed IAD combo > land > 5p > 5p > 2d to get that nice spacing of a far frc point. And without knowing that i'd never do that in a match, this is sort of what I mean. Also, the opponent in crouch stun or standing drastically changes the positioning of the frc points. x2 effort :gonk:

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