Jump to content
Dustloop Forums

Recommended Posts

  • Replies 473
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Asking all the bridget players and want to know how long hard is he for play and when your using bridget what kind of style are you suppose to play??

I can't speak for everyone, but from my own experience..

Bridget is a reasonably tough character to use if you're a beginner to guilty gear and perhaps fighting games in general. Balancing his pokes and his yo-yo usage may take a little getting use to if you haven't played other zoning characters.

I've only been playing GG for 2 months, and have been maining Bridget that entire time (excluding a small switch to Zappa but I quickly made him my secondary instead). Bridget can be played in many styles depending on who you're playing against and how used that person is to playing against him. In general, if the opponent isn't used to fighting Bridget, you can do anything from going all-out offensive to turtling. If they're used to fighting him, you can still be offensive, but it requires a lot more caution. Bridget's pokes have a very high priority, which greatly increases his zoning ability. However, it can also be used to an offensive advantage if you are careful to not leave an opening.

Despite what some others have said, I believe Bridget has a reasonably high damage potential when he uses Roger. The main problem is the risk/reward factor, and there's a lot more risk than there is reward. That doesn't mean his damage sucks, though.

To put it simply, he's a zoning character that has, in my opinion, a unique offensive potential due to his high priority. :psyduck:

Posted

Asking all the bridget players and want to know how long hard is he for play and when your using bridget what kind of style are you suppose to play??

Not a easy char to learn and use in AC. Being one of the worst chars... you gotta work pretty hard for your wins.

The most common style of Bridget is keep away and zoning until you get an opportunity to go in. Do some mixup / pressure and once thats over with, you just go back to keep away / zoning.

Before though..(XX and reload) Bridget could rush down and do some mean lockdowns. But since his damage and property of his moves are shit in AC its better to just zone till something happens.

Posted

Asking all the bridget players and want to know how long hard is he for play and when your using bridget what kind of style are you suppose to play??

Zone (IAD back j.s/razors/bears/f.s/ksmh p/j.p/2s). Be aware you can't do it all the time.

Watch how your opponent likes to get in on you and react accordingly.

Vary your mixups considerably but don't be so focused that you don't bait reversals.

Jump on every opportunity and maximize the damage out of that.

3p more and more fb bears especially on the glitchy version.

Get used to losing to players who are more experienced. Learn from those losses! Incorporate this knowledge into your style and keep trying.

Well thats me! Big whoop for 2nd place in the last melbourne ranbats but most are still learning matchups (delay wakeup + throw w/ub on their wakeup x N lol).... so I took advantage of that. Oh and have fun! Bridget is the funnest char to play in AC without a doubt.

Good Luck with the CV! Will it be a practical or flashy CV, Jais?

Posted

Q:Kugler made a really good point that he had been playing I-no for like a year and some months and realized it wasn't worth it at all. I'm interested in Buri, but I don't want go through that. Any quick run down on Buri or things yo could go over so that I could get a quick feel for him. I've watched vids,and honestly don't even really know what the mindset is playing him, so don't know what or why the player (usually Ruu) is doing.

Posted

Any quick run down on Buri or things yo could go over so that I could get a quick feel for him. I've watched vids,and honestly don't even really know what the mindset is playing him, so don't know what or why the player (usually Ruu) is doing.

If you plan to win, I would stay away from Buri. I know some people like RUU are godly but in the end... if Ruu put that effort, time, and talent on someone like Eddie, he would win a lot more.

But if you play for fun and like the way he plays than go for it.

If you read a little back you would have read what his basic gameplay feel is. Basically zone for a bit, omg I got a chance to get in, random crap mixup, and reset.

Posted
Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?
Posted

Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?

im surprised you didnt mention the overused run, 6set, MAMKM, mixup shennagins :) . Heaven forbid you not see this happen midscreen..or even worse..in the corner...if the opportunity presents itself :vbang:. even though i dont watch many vids where a gold burst occur, for those that i have, they ALWAYS do MAMKM :v:

Personally, i either:

1) 9 set, FRC roger get and go from there

or

2) run, 6 set, roger rush FRC and go from there

hypothetical situations ftw.

Posted

Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?

I tend to prepare for a dash back into you moment. Since in AC you can tech a burst hit much earlier than before and so alot of players get hit by gold when they are going offensive, so after being hit by a burst they most like will dash in as soon as they tech. Well thats just my personal experience.

So I prepare a 6PP or whatevers depending on the height they are at aswell. Or 5Set razor. If you do get the knockdown from a gold burst then yeah run in set a yoyo bear mixup or Super.

Posted

Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?

Lightning. Duh.

Posted

The guy was getting out of Killing Machine which is why I asked.

hypothetically speaking...isnt is possible to do a 9 set MAMKH rather than 6 set? if u block out the air space, they are stuck on the ground, or jumping and taking the hits, which u could try to AA or something. If they are midscreen, this then probably will have them IADing backwards, which could be reacted with a 6S and then going from there based on distance b/t each other, etc. If they stay on the ground and run at u...2D/f.S to keep them in their place or something, or counter with a reversal starship. you'd be safe regardless of what u did, albeit u might not gain anything for the trouble.

Im thinking this strat cause i never see people use 9 set in conjuncture with MAMKH. For all i know, this could be an extremely horrible strat, but its just a thought.

Posted

i've never mash for air throw actually i think i got my air throw games is very solid when playing Dizzy (out of question for her monstrous range), OS and Jam... but when using Bridget ... i feel like he has 0 throw range :vbang:

during MAMKM, you mash airthrow. Don't care how good your timing is, just mash it and you'll get it here =P. Used to be a lot better, but now all characters can just null throws ='(

set9 MAMKM? Good airthrow setup, for sure. The bear on the cycle comes down and back towards you, making running to you a real hazard, even more so than if it was directly behind them. Going forward sucks, the most logical thing for the opponent to do is wait till there's an opening directly above, and jump (airdash, zoning, etc). This is when you dash jump and mash the throw button =D Pursuit if they go back is fun too (unless they are chipp. Chipp doesn't play reindeer games =( he cheats! Stupid teleport...)

Also, different sets are effective on different characters. May, Eddie, Potemkin, Anji, and ABA are prime candidates for set9 MAMKM.

Posted

err about nuling air throw, wouldn't the target still got hit by MAMKM? (;^_^)a

it depends on how you make the setup work.

if the opponent tries to jump back when some space is created, u can run up and grab him before MAMKH hits..in fact, you can throw the opponent straight into MAMKH, which is what you want to do....best way to ensure this would be to run on the ground vs IAD...to try and get even more success, wait a second before u start running so you give your opponent the space they want (b/c roger gets closer to u)..they jump...you run/jump after them and mash HS...just dont get clocked by 1 of their aerial attacks because they will try to stop u in your tracks if they possess the ability....and i cant think of 1 character that couldnt.

As always, this is extremely situational...you just have to make it work somehow.

Posted

err about nuling air throw, wouldn't the target still got hit by MAMKM? (;^_^)a

stop trying the air throw if your opponent is seeing it, and 6S/6P the moment u can to AA them instead.

If that doesnt work..its time to find a new use for that 50% tension =/

  • 2 weeks later...
Posted

Buri's throw is TONS better than it used to be!

Q. 7 set vs 4 set usefulness during oki and neutral positions, thanks.

Posted

Buri's throw is TONS better than it used to be!

Q. 7 set vs 4 set usefulness during oki and neutral positions, thanks.

Oki HSS_7 set-up.

KSMH~P, HSS_7, run in meaty 2K~c.S(1)~Roger Get~FRC, 5P~jc.D, UB

HSS_4 is great for pressure than rolling to it once it goes behind them.

Posted

Buri's throw is TONS better than it used to be!

Q. 7 set vs 4 set usefulness during oki and neutral positions, thanks.

corner oki -> 7set, Roger Get iad whatever for unblockable setup, didn't work really well against those who has good reversal on close range oki :v:

4set, i think Roger Rush fb glitch work well on corner oki

Posted

Buri's throw is TONS better than it used to be!

Q. 7 set vs 4 set usefulness during oki and neutral positions, thanks.

4set and 7 set in neutral positions

4 set

- moves faster than 7 set but cant always cover the distance necessary (ex. if your opponent is full screen, 4 set wont go behind them)

- if you buffer and do some AA attack (i.e 6P, 6S) in an attempt to read some air attack and fail, the yo yo will cover your ass on the ground (sometimes)

- good for rolling pressure (as stated by Jais)

- f.S , roll (to negate the neg frames) will have you rolling towards the ground much faster

7 set

- covers the distance that 4 set cant

- slower in getting to that set mark

- looking at the buffer aspect again, if you buffer the yo yo and do some ground attack (and fail), the yo yo could save your ass from an air attack.

- perfect for unblock situations assuming its set properly (as stated by excelence)

4 set and 7 set oki

umm not much i can personally say here since i prefer to use other methods. 7 set FRC roger get unblock is a simple go to maneuver (as already stated). if u do 4 set and want to get some hit in, u can buffer the yo yo at the earliest possible time, jump (cross up) , j.D (release yo-yo on block to make it completely safe....or on hit, u can release the yo yo at the latest possible moment j.D is done and 6S, j.c J.S air combo stuff)...this setup isnt so great against those that DP.

Posted

4 set and 7 set oki

umm not much i can personally say here since i prefer to use other methods. 7 set FRC roger get unblock is a simple go to maneuver (as already stated). if u do 4 set and want to get some hit in, u can buffer the yo yo at the earliest possible time, jump (cross up) , j.D (release yo-yo on block to make it completely safe....or on hit, u can release the yo yo at the latest possible moment j.D is done and 6S, j.c J.S air combo stuff)...this setup isnt so great against those that DP.

So when you KD them with ksmh p you don't 7/4 set dash > 2p/2k? I've been pretty much been doing that all the time. So what are you doing?

Posted

So when you KD them with ksmh p you don't 7/4 set dash > 2p/2k? I've been pretty much been doing that all the time. So what are you doing?

i actually dont knockdown with ksmh P very often b/c i choose to do 2D FRC alot more..i cringe every time c.s(1) whiffs in their face just b/c i misjudged my distance by the slightly of millimeters so rather than have that happen, i just do f.S, 2d more often.

When i do, its ksmh P, 6 set, FRC roger rush. or ksmh P, 6 set, 5S, HS (hold), roll and glitch something if i dont think they'll move...otherwise, its KSMH P, 6 set, 5S, roll + call back, IAD (some rushdown), land and tick throw/mid/low, etc etc etc. I started doing 4/7 set 2k/2p pressure a little more often, but not nearly as much as setting up some win/lose situation

  • 3 weeks later...
Posted

Hey...this is a really (REALLY) stupid question, but i just haven't played other than Reload.

Ive seen some videos on youtube of Bridget, and whenever the yoyo is in the ground, it seems to follow him if he runs, instead of staying where you launched. :psyduck:

Can anyone explain me the mechanics of that?

Thanks :yaaay:

Posted

Ive seen some videos on youtube of Bridget, and whenever the yoyo is in the ground, it seems to follow him if he runs, instead of staying where you launched. :psyduck:

that's his new 4 or 1 HSS from slash, it'll homes to your oponent position, but it doesn't have full arena coverage. it travel at most 3/4 range of your screen then it'll stop if your oponent is to far away

forgot to add, ... nice avatar and meh waiting for Buri Figure shipping next month :kitty:

Posted

that's his new 4 or 1 HSS from slash, it'll homes to your oponent position, but it doesn't have full arena coverage. it travel at most 3/4 range of your screen then it'll stop if your oponent is to far away

forgot to add, ... nice avatar and meh waiting for Buri Figure shipping next month :kitty:

Thanks!

and...can u tell me where did u got it, please?

Im thinkin about gettin one...

Also:

It doesnt work with 3? (in the air, i mean..he he)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...