722 Posted July 29, 2006 Author Posted July 29, 2006 I mean this in the most sincere unsarcastic way. What is the "true" lingo for all the Yo-yo specifications. I have actually yet to see a technical short hand for it, I've tried to implement my own because frankly there was none.I don't know of any standardized notation for Bridget's craziness. Personally I have no issue with how you have everything written; the stuff I have on the first post of the sticky (which needs a rewrite badly...) is deliberately verbose and Englishy so that it won't confuse new players. The rest of the board is more for discussion than tutorials, so if it starts to get esoteric it's no big deal; anyone dedicated enough to discuss such specific details of strategy is either going to decipher what people are talking about or (like blitz) just ask.
SentientProgram Posted August 9, 2006 Posted August 9, 2006 Something I always have trouble with is jump-in combos. Any special tips or advice for this? It seems tricky to always hit with a j.s or j.2s before I land, and when I do it's tough to combo. Any advice other than to just sit in practice mode alot untill I can eyeball it consistantly?
Jais Posted August 9, 2006 Posted August 9, 2006 I always IAD in with j.K~j.P~j.K~j.S for a couple reasons. 1) The whole thing is burst safe. 2) It's more damaging than j.K~j.S~j.2S 3) I found it the easiest gatlin to mindlessly do and not worry about eyeballing the timing for the the landing j.S If you are having trouble with hitting a while landing combo off of j.S or j.2S try a HS. Corner: HSS_4~stall for a moment~IAD~Any bullshit Gatlin into j.S(Even at the peak of your IAD)~HS~land c.S(1)~KSMH~mix-up *From a corner Roger Rush mix-up, I jump in LowAD~j.K~j.P~j.2S~land c.S(1)~KSMH~mix-up *I Never just jump in with a j.S or j.2S unless it's un UB.
722 Posted August 22, 2006 Author Posted August 22, 2006 So Ruu was at Evo as you guys know, for the people who couldn't make it he plays nothing like the strats in this guide. Obviously this is not really anything new and Ruu has played crazy-roll-around-and-go-nuts Bridget all along, but seeing it in person and playing against it confirms my suspicion that this is the strongest way to play Bridget now in Slash, and I didn't realize just how dated even the oki listed in this guide is. It probably needs to be completely rewritten.
Sex Cowboy Posted August 23, 2006 Posted August 23, 2006 ruu was inspiring to watch and frustrating as hell to play against. I only had one go at him in casuals, but needless to say he mindfucked me pretty bad. he was doing stuff I didn't know was posssible, like yo-yo hold, 6s anti-air ch, yo-yo release, 6s, bnb 0_0 ruu makes me wanna dust off the old yo-yo's. <3
Shazay Posted August 23, 2006 Posted August 23, 2006 It probably needs to be completely rewritten. You know you want too :grin: All I've been doing is x-copying Japanese videos x_o
722 Posted August 23, 2006 Author Posted August 23, 2006 I actually don't have many vids to work from, which is sort of a problem. I won't feel qualified to put up a guide until after spending a lot of time in training mode and look at some vids... if anybody else wants to contribute be my guest. Incidentally, one thing I noticed: I don't think Ruu does 6S into dash split j.P combos when he's on the 2P side. I have never seen him do it in vids and never noticed it at Evo, although I played a ton of matches with MINT and he could have been doing it all day on the other TV while I was doing that. Any counter-evidence? I take this as an indicator that he uses the same input that I do, which is: 2146K4(release)6 which is extremely hard when on the 2P side, as if you don't hit precisely 646 with no slop diagonals you won't get an airdash. Shazay, Zach told me you can hit those combos easily; how do you do them? Not an extremely important thing to be discussing as I still think it's sort of a peripheral combo, but it's better than the nothing that's been going on on these forums since... well like forever.
blitz Posted August 23, 2006 Posted August 23, 2006 eh? hold, 6S (CH), release, 6S -> aircombo is surprising?
Jais Posted August 23, 2006 Posted August 23, 2006 I like it though really =] It makes the slow ass recovery off of 6S safe. Props
blitz Posted August 24, 2006 Posted August 24, 2006 oh, hold is great for that. I also use it to fake out and bait for a CH quite a bit. And despite the hold itself lasting so many frames, you can psyche your way into a favorable mixup situation with it.
Shazay Posted August 28, 2006 Posted August 28, 2006 You can also do hold, 236k->p, release~6S~aircombo. 2146K4(release)6 How do you do them? Lol, Zach's probably thinking about something else because I only recently started learning this. I'm not sure what the "correct input" is but I haven't been able to get the AD off without trying it the way you posted. Also, if you need videos I have about 50-60 matches (I can upload them or something), even some with that crazy ass loop [roll j.p~j.s~land close slash~roll j.p~etc.] in them @_@; On the subject of dash splitting there's a neat setup at 35 sec~ here.
MatthewGaw Posted September 9, 2006 Posted September 9, 2006 I have a question, on the CM Will, how did he perform the 8/9 smalljump HS hold then k, 9 K fuzzy guard technique. It goes something like this, he set the yoyo in 4, make some AD combo then 2D, the yoyo is set below them and then, b4 the opponent wakes up, he made a jump HS hold, K(the opponent force to block) and then dobol jump K(fuzzy guard) release HS. its the same way he did to venom 3 options after 8/9jump quickHShold, K once you jump you should press HS hold yoyo quickly so bridget will make a small jump, but i cannot K after that, if you jump and perform the HS hold late, bridget will jump a bit high, I can kick a bit later but the enemy can escape through that. My problem is that i cannot perform the K after the 8/9jump quickHS hold, Any idea? thank you! I try rolling idou release HS but i cannot dothe kick after that too.
722 Posted September 9, 2006 Author Posted September 9, 2006 If you look closely, he doesn't jump and do delayed return; he does 214K and then delayed return. It's just really difficult to time, your momentum will change based on when you hit the H; to get enough upward momentum to get j.K before you land you need to do it pretty early. It looks almost immediate, I'm not quite sure how he does that without getting 214H. The dash combo 35 seconds in doesn't require FD, because Bridget occupies the same vertical space as the yo-yo when he does 214K -- he goes straight into normal jump mode. So the input is way easier, you can just do 2146K6.
Jais Posted September 9, 2006 Posted September 9, 2006 I'm not quite sure how he does that without getting 214H. The trick is to do 2146+K~HSB. The HSB has to be immediatley following the roll. The same button timing as... Kazuya's Demon Flip. I wish there was another game I could reference than Tekken but "roll-on's" seem to not be used in other games. Shazay: The vids you have. Are they just the same ones that have been collected through "XX/ Vid Posting Thread" over this past year or is there say Evo/Other stuff I haven't seen? Actually I need another hard copy of sunrise and the will. Does anybody have them? The links on the UB thread are now down...I probably should update that.
Shazay Posted September 9, 2006 Posted September 9, 2006 The vids you have. Are they just the same ones that have been collected through "XX/ Vid Posting Thread" over this past year or is there say Evo/Other stuff I haven't seen? I think so, I got around 25 or so from Sir Plus. The rest is gigs qualifiers and random matches from that thread. The only Evo stuff I've seen so far is on youtube. Actually I need another hard copy of sunrise and the will. Does anybody have them? The links on the UB thread are now down...I probably should update that. Here~
722 Posted September 9, 2006 Author Posted September 9, 2006 The trick is to do 2146+K~HSB. The HSB has to be immediatley following the roll. The same button timing as... Kazuya's Demon Flip. I wish there was another game I could reference than Tekken but "roll-on's" seem to not be used in other games.When I do it that way I still get 214H. It's just a personal thing, I think.
722 Posted September 12, 2006 Author Posted September 12, 2006 Wow, no, I don't know what I was doing wrong before but 2146K~H works every single time. Thanks a lot, that's a huge help. Bridget is so cool in this game...
MatthewGaw Posted September 12, 2006 Posted September 12, 2006 thats cool , I wanna try it so i can do the moves in Will CM tnx
722 Posted September 18, 2006 Author Posted September 18, 2006 OK, finally I had some time to mess around with the game. I don't want to add this to the sticky dead away, but I think the following combos are absolutely essential: close S, 236K, K RC j.D, land, 6S, air combo Or versus lightweights, if you don't feel like one-move SJI off of 6S (don't blame you): close S, 236K, K RC j.D, land, jump forward j.P j.2S double jump j.S j.2S At first I thought the j.D was difficult to time, but if I mash it three times in rapid succession I get it every time. No idea what that's about. 2K_5K, close S(2), 2S_5S, 2D FRC (hit on the tenth frame so that the FRC is immediate), dash, 5K 6S, air combo This is actually much easier than it seems. The two things you need to keep in mind: 1) Far 5S and 2S are both delay cancelable. 2) There are two kinds of hitstun in Guilty Gear, reeling hitstun (generally caused by standing attacks) and double-over hitstun (generally caused by crouching attacks). Against most characters, 2S after both hits of close 5S sets up immediate 2D FRC because their feet pull back as a part of their double-over hitstun. Bridget actually has a few more combos where this is important (comboing into 6S for dash splitting, and comboing into Yoyo Hikimodoshi in the corner or in trick-shot situations against certain characters who will lean "outside" of the yo-yo's hitbox if hit a certain way). I think in #R, it was always worth it to end combos in knockdown and go for okizeme unless the air combo would kill or was one of those crazy air combo + roger rush situations that did a trillion damage because his okizeme was just too strong. In Slash, with the weakened forward yo-yo set, improved 4 and 7 sets and Roger Get, there's not really anything wrong with going for the big damage payoff to avoid playing repetetive and doing the same setups all the time since his zoning is so much stronger. These combos in particular are optimal in terms of damage, reliability, and the practicality of the opening hit. I've got some other stuff I want to cover, like overlooked applications of the 5P glitch and some new pressure options, which is why I haven't updated the sticky just yet.
Shazay Posted September 21, 2006 Posted September 21, 2006 These combos do a lot of damage with a little guard guage build up. Thanks for the explanation though, thats very helpful. Or versus lightweights, if you don't feel like one-move SJI off of 6S (don't blame you). I tried learning this but can't get it consistent @_@; What input do you use?
Frank The Tank Posted September 21, 2006 Posted September 21, 2006 Awesome...this gives me something to do against DP chars when they're gonna hit my JIKSMH unblockable attempts. Oh, and not to sound noobish(even tho i still am :P) but what is dash-splitting? I probably know the answer already, but am just unfamiliar with the terminology.
722 Posted September 21, 2006 Author Posted September 21, 2006 Oh, and not to sound noobish(even tho i still am :P) but what is dash-splitting? I probably know the answer already, but am just unfamiliar with the terminology.It's a method of input for cancelling a normal into Rolling Idou, then FDCing the move and airdashing as fast as possible. There's a thread about this on the Bridget board, but the subject line is pretty vague -- "#R bridget question" or something. Shazay: Yeah I really don't know. If you saw, I posted a thread about this in the General section but no one really replied: http://www.dustloop.com/forums/showthread.php?t=1682 I don't have too much trouble with 929 after 6S, personally, but it's not something I trust myself to go for under pressure.
MatthewGaw Posted September 23, 2006 Posted September 23, 2006 Tnx 722 for new techniques. In CM Will I just found out that the 21456 K-H technique has some weakpoints. The enemy will recover first after you do that and he/ she will counter you if you really hold the yoyo. Like Johnny's 2HS or sol/ky's soryuken. Do you have an idea how to really use this in a real fight coz i find that it's not always used in a match. I just released the yoyo at once and before his Johnny will 2HS or hold it and do the mix up if the enemy fears the yoyo come back Last question umm how to do some solid roger get unblockable in the middle area like in CM Happy Ending after the KSMH RC because the enemy always jump or get escaped or countered my back airdash 2S. I feel that Bridget Roger Get unblockable is much harder to perfect than Eddie's Drill Special. I find Frenzya CM KSMH 2HS back dash mixup useful coz the enemy could hardly escaped and feared the COME BACK! Tnx
722 Posted September 23, 2006 Author Posted September 23, 2006 I find Frenzya CM KSMH 2HS back dash mixup useful coz the enemy could hardly escaped and feared the COME BACK!I haven't seen that video, I don't keep up on the video discussion stuff lately. It wasn't on Youtube, where can I find it? Was it in the video posting thread somewhere? Like most of Bridget's non-corner mixups the 2146K~H stuff is escapable. Are you doing the setup off of a throw, like in Will? I think it's possible to time it well enough that the opponent can't jab out of it, but you still have to worry about special-case moves like DPs, supers and certain 6P attacks (Johnny 2H is obviously extremely fast and has an enormous hitbox, but it also causes Johnny to retreat back slightly -- it could be "dodging" the jumping kick, but I can't test it). I use some of the mixups from Will but if they're expected they can be beaten -- it's just usually by doing something that's a huge risk. I don't think Bridget players (or anyone, really, but for some characters it isn't quite as important) should repeat the same mixup situation more than a few times if it's possible to switch to something else. As far as Roger Get unblockables, I can't say I saw a lot of those when Ruu played at Evo (and this is saying something, because "fake" unblockables and mixups like this with an obscure countermeasure are much more likely to work on American players who don't know the game as well). The one setup I saw him do a whole bunch and forgot to mention was this: 2K, 5S(2), 2S, 2D FRC (just like the air combo mentioned above, the FRC is immediate), 9set, 421H, running jump, j.K just as Roger hits I haven't gotten to mess with it myself, unfortunately, and since almost everybody would immediately burst if this hit them I don't really know if there's anything weird you have to do to combo off of it. I've got some more to write, but I have to leave work now... I'll post again tonight or tomorrow.
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