SmileJunkie Posted March 12, 2010 Posted March 12, 2010 3p hits on non-counter, whats your next move? If i hit with a 3p as a non-counter, i usually just do a 4set to recover and then its pretty much react to what my opponent does.
Mahouko Posted March 12, 2010 Posted March 12, 2010 Im wondering about that 4set. you 3p and then 4set. If the person reacts to it, wouldnt that leave you wide up open for a counter hit?
Jais Posted March 12, 2010 Author Posted March 12, 2010 In videos i havent seen any midscreen relyable oki set-ups off ksmh-p, would a 6set roger get set-up be relyable? and using 2s to catch an opponents escape?If so couldnt the opponent simply instant air toward u for both options Mid-screen 2D>frc makes enough frame advanatage to reliable get Oki. 2D>FRC, HSS_6, Punchbear 2D>FRC, HSS_9, BellyFlop, j.S UB 2D>FRC, HSS_6, Hug The above set-up w/ HSS_6 and a Roger Get I don't see working on anybody that wasn't fidgity already. If someone is fidgity already a 2D, HSS_6,punch bear will hit their backdash anyways. 3p hits on non-counter, whats your next move? w/ Yo yo behind. standing 1) roll 2S, c.S(1)>6P>HS, run c.s(1)>c.S(2)>KSMH~P crouching 1) roll 2S, c.S(1)>6P>HS, run c.s(1)>6P>c.S(1)>KSMH~P w/out yo yo 1) KSMH~P 2) Loopy super In videos i have been watchin recently, i seen many times ov3er, f.s into ksmh-p is that a frame trap inorder to catch opponents looking for you to 6set cancel off f.s? Yes. You can take it a step farther and use KSMH~K>RC as a way to stop jump and if they ground block you get a j.D cross-up
Mahouko Posted March 12, 2010 Posted March 12, 2010 If you 3p and hits not counter hit, Would another 3p after that hit be a safe option?
Jais Posted March 13, 2010 Author Posted March 13, 2010 If you 3p and hits, Would another 3p after that hit be a safe option? No. I have been punished using slow normals after a 3P that hits and I don't special/super cancel. 3P has descent low inv and is active a long time but after the hit the situation is more neutral than advantage. I'd reccomend a running starship>FRC over anything else after hit. I've been punished for a special canceling a 3P to KSMH, on hit, too far away and a dp beats the KSMH. -_-
kona Posted March 13, 2010 Posted March 13, 2010 Mid-screen 2D>frc makes enough frame advanatage to reliable get Oki. 2D>FRC, HSS_6, Punchbear 2D>FRC, HSS_9, BellyFlop, j.S UB 2D>FRC, HSS_6, Hug The above set-up w/ HSS_6 and a Roger Get I don't see working on anybody that wasn't fidgity already. If someone is fidgity already a 2D, HSS_6,punch bear will hit their backdash anyways. When you say that, do you mean a meaty 2D or 2D from OTG? I'm in the process of learning so I thought I'd ask.
Jais Posted March 13, 2010 Author Posted March 13, 2010 When you say that, do you mean a meaty 2D or 2D from OTG? I'm in the process of learning so I thought I'd ask. 2D being the last hit of the previous combo. The meatys, in the examples above, are the bears.
feri Posted March 17, 2010 Posted March 17, 2010 In videos i havent seen any midscreen relyable oki set-ups off ksmh-p, would a 6set roger get set-up be relyable? 6set is too slow, you WILL get srk'd! Your options are d.4set > d.2p d.4set > d.2k (for some reason I find this insanely hard to time and space) IAD > j.5set > j.k (Its just flash you wont need to ever use it)
Alex073088 Posted March 19, 2010 Posted March 19, 2010 i been doing alot better with bridget, i really under estimated how good 2s(instead of jumping doing 2k on block) is with him, and i have also learned that you get alot of your damage from, oki as well as from trying to catch your opponents escape method when being offensive, i got the run-away yo-yo callback razor shennigans done packed....my question is though, IN a few videos i seen bridget roll after you hold the hs button, i have tried to roll while having the yo=yo callback on hold and have not been able to do so....why is this?
Braver Posted March 19, 2010 Posted March 19, 2010 IN a few videos i seen bridget roll after you hold the hs button, i have tried to roll while having the yo=yo callback on hold and have not been able to do so....why is this? [Hold yoyo], 2145+K. You go back to neutral (5) since doing 214+k while holding H will result in a FD.
Jais Posted March 19, 2010 Author Posted March 19, 2010 IN a few videos i seen bridget roll after you hold the hs button, i have tried to roll while having the yo=yo callback on hold and have not been able to do so....why is this? Personally, I use. HSB, 2146+K
Mahouko Posted March 19, 2010 Posted March 19, 2010 so that means if you want to do the FD roll with HSB, you would do HSB, 21464+K+P right?
Kyle Posted March 19, 2010 Posted March 19, 2010 so that means if you want to do the FD roll with HSB, you would do HSB, 21464+K+P right? That might give you the "Dash-Spit" for a reverse airdash. [HS], 2146[K]~4P I appreciate the fact that this is the most active thread in of a GG lately.
feri Posted March 19, 2010 Posted March 19, 2010 IN a few videos i seen bridget roll after you hold the hs button, i have tried to roll while having the yo=yo callback on hold and have not been able to do so....why is this? If I remember correctly I used 2145k
Mahouko Posted March 19, 2010 Posted March 19, 2010 Ok for my FD rolls i have been doing jump fd,fd and airdashing. Any other options you guys do?
Jais Posted March 19, 2010 Author Posted March 19, 2010 If I remember correctly I used 2145k I use roll and HSS_# to stall my air movement, whiffing projectiles, all the time. It is crucial in my 'reflexive' gameplay. While the HSB is out, I find it immensely harder/unbeneficial to rely on bug-razor to stall my movement, as a reflex. Instead, I rely on roll. Ending the input for roll in a neutral, '5', limits the time Bridget can start-up the roll because the user has to 'wait' for the neutral to be filled. I find: HSB, 2146+K to be the fastest way to initiate a roll. This is only for a roll while the HSB, not the roll>FD 'pop' air jump.
feri Posted March 19, 2010 Posted March 19, 2010 I find: HSB, 2146+K to be the fastest way to initiate a roll. Now, how much slower could it be?
Jais Posted March 19, 2010 Author Posted March 19, 2010 Now, how much slower could it be? That's definitely an engine question. And a good question, at that. It gets in to the questions of how many frames are inputs read in the game and how big is the buff/overlap. In 2145+K ,You would want the input buffer for the last 4 to 'runout' and then accept a 5 as the head of the current buffered collection of inputs. Specifically, I don't know but 2146+K avoids waiting for the overlap and forces a 6 as the head of the current buffered inputs and 6+ attack will not give you FD, even if the 4 is in the input buffer. so that means if you want to do the FD roll with HSB, you would do HSB, 21464+K+P right? For the HSB, rollFD 'pop' I use HSB, 21[4], neutral, [K]~ Ok for my FD rolls i have been doing jump fd,fd and airdashing. Any other options you guys do? http://www.youtube.com/watch?v=UzHUBmZ7ZT4#t=2m45s Be amazed.
Jamy Posted March 20, 2010 Posted March 20, 2010 Just a curosity question on call-back combos. When your doing them do you time the run in after the call back based on muscle memory or visually on the animation, I always find myself hiting the run to early and missing the extra damage. I can only hit the combo 60% of the time due to hitting 66 early.
Alex073088 Posted March 20, 2010 Posted March 20, 2010 Just a curosity question on call-back combos. When your doing them do you time the run in after the call back based on muscle memory or visually on the animation, I always find myself hiting the run to early and missing the extra damage. I can only hit the combo 60% of the time due to hitting 66 early. hmm, are u getting a walk...instead of a run, when im doing a call back combo i just call back(muscle memory from practice mode) 66 then combo after ward to a knockdown....the callback give you plenty of time to run up and tack on some extra hits...do 66 as soon as your hear bridget is done screaming out the yo-yo comeback quote(in japanesse) and 5k, or 2k combo.
Jais Posted March 21, 2010 Author Posted March 21, 2010 Just a curosity question on call-back combos. When your doing them do you time the run in after the call back based on muscle memory or visually on the animation, I always find myself hiting the run to early and missing the extra damage. I can only hit the combo 60% of the time due to hitting 66 early. Muscle memory. Crouching max damage combo 66 2K>c.s(1)>6P>c.s(1)xxKSMH~P Standing max damage combo -IAD j.p>j.K>j.S>j.K, c.s(1)xxKSMH~P Pro-tip Distance is crucial before the HS. Use Gatlins like 2S>6S>HS to create huge pushback if you are too close and use gatlins like f.S>HS if you are too far out.
Jamy Posted March 21, 2010 Posted March 21, 2010 They are the most damaging options for a call back? I've been using stupid 5k>c.s>s>HS>66 5K>c.s>S>2D Never actually though of spacing them into it Jais thanks alot :3
Alex073088 Posted March 21, 2010 Posted March 21, 2010 To answer some quesions i asked eariler....after a 3p on non-counter its very difficult for your opponent to interprut a 2p>mix> of your choice The reason no one jumps 2p, run throw tactics...is because of jump start-up....I been playing way to much blazblue where you can jump pressure and barrier block in many instances where you are not able to in guilty gear......when you are at a frame disadvantage and you try to jump out of being pressure by your running opponent....you will just simply get hit while standing on the ground by there next attack as though your werent blocking...so in turn a running starship will catch there jump out..... And god, i was in a.b.a block strings for such a long time period.....she cranks up the guard guard gauge so fast...and she can j.hs..run and throw and kill you in one combo.Though im still learning and wasnt doing to to bad against her when i got my spacing zoing going....im just wondering if there is any real way to deal with the pressure strings and this a.b.a player rarely used reckas...i was jumping instant blocking the unblockable attack....however i was in so much stun that i had to do some more blocking...and her pokes push you toward the corner...and her dust is lighting fast 0.o lol i still had fun and i feel as though i might need to jump slashback her j.hs inorder to stand a chance... can anyone of you guys slashback things on a consistent basis? I also asked a friend who plays millia rage would it be possible if you predict a jump in j.hs to run forward out the corner because throwing that shit is so hard.... I have also found it incredibly difficult to combo a frc starship into 6s combo, the 6s misses very often and i feel as though i just waste tension =(, anything pointers please and thansk i really feel so much more improved by all the advice given and im actually doing incrdibly well against my gaming community here in maryland....
Mahouko Posted March 21, 2010 Posted March 21, 2010 To answer some quesions i asked eariler....after a 3p on non-counter its very difficult for your opponent to interprut a 2p>mix> of your choice I have also found it incredibly difficult to combo a frc starship into 6s combo, the 6s misses very often which characters do you tend to miss on? for me most of the time i get the med-heavy weight characters and the combo goes through.
Alex073088 Posted March 22, 2010 Posted March 22, 2010 which characters do you tend to miss on? for me most of the time i get the med-heavy weight characters and the combo goes through. i actually practiced on axl low and it whiffed on him and hes the easiest character imo to combo... I just thought perhaps if i throw my yo-yo upward...that would limit a.b.a j.hs rest pressure after she is knocked back to far....she's not beating a call back with that move and i get a combo on counter ^.^
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