mr_tolkien Posted December 5, 2008 Posted December 5, 2008 Ah ... Could somebody upload a pack of Ruu vids for me ? I'm desperate, I don't find them anymore, and I do not have access to bittorrent on my compagnie network So !!! If anybody can do something, that would be greeeat :D
Jais Posted December 5, 2008 Author Posted December 5, 2008 Ah ... Could somebody upload a pack of Ruu vids for me ? I'm desperate, I don't find them anymore, and I do not have access to bittorrent on my compagnie network So !!! If anybody can do something, that would be greeeat :D http://www.youtube.com/results?search_query=RUU+Br&search_type=&aq=f
Svamparn Posted January 16, 2009 Posted January 16, 2009 How do i win more? http://uk.youtube.com/watch?v=jBlRMSCMnpA&feature=channel_page Having loads of troubles vs The millia matchup and was wondering if you got some tips for me. There's some other Matches there also that were taken just recently.
Jais Posted January 17, 2009 Author Posted January 17, 2009 How do i win more? http://uk.youtube.com/watch?v=jBlRMSCMnpA&feature=channel_page Having loads of troubles vs The millia matchup and was wondering if you got some tips for me. There's some other Matches there also that were taken just recently. Couple things I noticed. Random 6S is bad unless you have a HSB to cover your ass. You are not instant blocking. This creates situations wehee you can punish, escape, and counter. example. millia jumps, throws pin, you instant block it, she airdashes at you, you 2K under her move because you can now do that from the instant block, you throw her. You are not using spacing to bait her to come in at you in specific ways so you can counter em. Not only is the yo yo placement key for zoning so is your body placement. Out a HSS_6 out there and back way the fuck up. Millia will then try and get over your yo yo, leaving you options to counter after limiting her movement options. FD brake helps to keep the spacing at your control, always. You should also understand: you two look very similar in skill and level. With some burst baiting, throws, Anti-airs etc. The speed characters are VERY HARD to trap. Especially in a casual setting with people you play with all the time. My point here: You will GENERALLY beat Millia more when you are at a higher skill level then her. Meaning you know all their options, you can predict what they are gonna do, and can efficiently maximize damage, bait, punish, and trap her. There's lots more but this should work for now.
ansem Posted January 21, 2009 Posted January 21, 2009 What advantages does Bridget have against other characters?
LH621 Posted January 21, 2009 Posted January 21, 2009 What advantages does Bridget have against other characters? General advantage 1) Mobility 2) Proper usage of all his tools can make getting in his "space" a task (This is the case early on...as people understand Bridget better, Bridget's "space" changes drastically and...probably..not in your favor [read: people will RTSD on you]...so you kinda lose this as time goes on...but not really) 3) umm...he beats Potemkin? ...sorry, i dont really have a better response for that question since i look more at the bad aspects of Bridget's game and work to get rid of them rather than assess what good thing(s) Bridget has
Jais Posted January 21, 2009 Author Posted January 21, 2009 What advantages does Bridget have against other characters? I don't know if this is sarcasm or not XD Movement.
Jamy Posted February 15, 2009 Posted February 15, 2009 Noob questions but its a Q&A so Is it worth using jD in air strings to finish rather than Starship? Or is starship just all around better? I hear alot about 6p, what are the benefits of this move and when should i use it? (A poke i would imagine) Also is 6k good for anything? I mainly use KSMH and jP to get close to my opponent (Oppenent normally on day to day basis is Chipp/Dizzy/Sol) Are these how i should be getting in?
LH621 Posted February 15, 2009 Posted February 15, 2009 Noob questions but its a Q&A so Is it worth using jD in air strings to finish rather than Starship? Or is starship just all around better? I hear alot about 6p, what are the benefits of this move and when should i use it? (A poke i would imagine) Also is 6k good for anything? I mainly use KSMH and jP to get close to my opponent (Oppenent normally on day to day basis is Chipp/Dizzy/Sol) Are these how i should be getting in? For the first question Starship does more damage compared to j.D (18x3 vs 16x3 respectively). I would imagine that starship enders would allow u to use j.2S prior to ending, which tacks on more damage than w/e move allows j.D to beat (i dont actually do anything into j.D , so i cant remember what the gatlings are for it). 2nd question 6P should only be used in 2 situations 1) anti air (when someone IAD towards u mostly)...alternative between 6P and 6S depending on the situation 2) within a combo 3rd question j.P is an ok option.....KSMH, not so much. All KSMH options leave u in negative frames. Try buffering a yo yo or using roger instead and get in when roger/yo yo has the opponent in block stun
Mahouko Posted March 31, 2009 Posted March 31, 2009 um is Bridget's 6k any good? every time I use it against my friend it doesn't work. Any useful tips on how to use it?
LH621 Posted March 31, 2009 Posted March 31, 2009 um is Bridget's 6k any good? every time I use it against my friend it doesn't work. Any useful tips on how to use it? well its main purpose is in breaking a person's guard who's constantly blocking low. its best used in the middle of a block string (most people are trained to block low and then try to react to an overhead if/when necessary), during MAMKH, or during some roger/yo-yo buffered attack. As a stand alone move, it serves 0-little purpose imo (it leaves you at -5 if blocked unless FRC'd) and your better off doing some rolling yo yo block string as an overhead replacement instead. The only time it'd be an ok move by itself is if it kills the opponent What exactly is your opponent doing that isnt making it work?
Mahouko Posted April 8, 2009 Posted April 8, 2009 Um, is her loop the loop special any good? Or are her/his anti air special and killing machine just better.
LH621 Posted April 8, 2009 Posted April 8, 2009 Um, is her loop the loop special any good? Or are her/his anti air special and killing machine just better. Its "ok", but you'll find yourself using MAMKH moreso than LtL. As for the 3rd special (Maintenance-chuu no Higeki), if your in a bad situation, sometimes it's a good move to throw out there but for 50% tension, you may be better off doing something else (MAMKH if the yo-yo is out, or doing Starship FRC for less tension and the same result)...different move choice(s) for different scenarios. In general, the only special you'll probably end up using alot is MAMKH (if any specials). LtL is good for 1 hit confirms only when the opponent is near dead, and Maintenance is more defensive oriented and is not there for AA purposes (i guess if it works, thats nice..but not really worth it in the long run).
Roxas05 Posted April 10, 2009 Posted April 10, 2009 Sorry if this was asked before, but I couldn't find it anywhere...Did they remove the yo-yo recall glitch in AC+? I can't seem to get it to work anymore, but I wasn't so good at pulling it off in the original AC, either.
Roxas05 Posted April 15, 2009 Posted April 15, 2009 I was messing around a bit last night in training mode and found this, Ground Throw - RC - 5K - 6S - j.c - j.S - j.2S - j.c - j.S - j.2S I landed it a couple times last night on Ky, Sol, and I-No in training mode, while keaping my Beat counter. However, the damage only came out to 99. I'm sure this probably isn't new to anybody, though. So, my question would be, Is this worth 50% tension for the damage it does? Or should I use something else? I'm trying to learn more RC and FRC combos, so I'd like to know which ones I should focus on. Thanks in advance!
Jais Posted April 15, 2009 Author Posted April 15, 2009 I was messing around a bit last night in training mode and found this, Ground Throw - RC - 5K - 6S - j.c - j.S - j.2S - j.c - j.S - j.2S I landed it a couple times last night on Ky, Sol, and I-No in training mode, while keaping my Beat counter. However, the damage only came out to 99. I'm sure this probably isn't new to anybody, though. So, my question would be, Is this worth 50% tension for the damage it does? Or should I use something else? I'm trying to learn more RC and FRC combos, so I'd like to know which ones I should focus on. Thanks in advance! I'd recommend throw~RC,2S~6S~jc.S~j.2S~jc.S~j.2S It depends on 3 things. 1) if it will kill them 2) if their guard bar is HELLA CRANKED 3) if you know that by getting that damage it will frustrate the opponent enough to stop blocking and thus nail you more CH's.. and the glitch is in AC+
Mahouko Posted April 19, 2009 Posted April 19, 2009 New Question. At China Town Fair There was this awesome robo ky player. Using Bridget how are there ways to get out of corner rape?
Jais Posted April 19, 2009 Author Posted April 19, 2009 New Question. At China Town Fair There was this awesome robo ky player. Using Bridget how are there ways to get out of corner rape? Instant block to lessen block stun, then 1F jump. Generally you have to know their strings and there are specific points to escape every different part of them. Say robo is midscreen and doing (horsie~f.slash) x N you can backdash the f.S Robo does 2S on pressure, you can backdash the 5H~FRC so it wiffs.
Mahouko Posted April 20, 2009 Posted April 20, 2009 Another thing. The only thing i know how to get out of robo ky's corner rape is 2p. it seems effective but when he charges and uses the rocket i cant get out. Any other ways of getting out? 3P beats horsie, and 2S, and 2K Loop da loop super beats missle on reaction air throw his loopy j.s shenanigans
feri Posted April 20, 2009 Posted April 20, 2009 Loop da loop super beats missle on reaction 2h or j.236s or bazooka/236s cause i'm confused. All 3 of those moves you can run away from. Remember once you block in the air you get all your jump options back (someone check if you get 2 rolls back as well) so if you need to move then use it. Also you should try SJ FD or 1FJ whenever there is a hole, if he is beating you out then you shouldn't be buttoning unless you know you've got frame advantage.
Jais Posted April 21, 2009 Author Posted April 21, 2009 New Question. At China Town Fair There was this awesome robo ky player. Using Bridget how are there ways to get out of corner rape? both rolls are restored from an air IB. loop da loop beast 236+S on the ground, oki missle.
Jais Posted April 22, 2009 Author Posted April 22, 2009 o my bad i ment bazooka in the corner cause u have to block cause the bazooka hits multiple times. Tiger Knee Bazooka, you can run under it and air throw him, (100% guaranteed) if the spacing is low enough you get a : run under missle 6S~jc.K(missles whiff feet)~j.S~j.2S~jc.S~j.2S. If he's too high, you do 6P~6S~BnB
Kyle Posted April 29, 2009 Posted April 29, 2009 New Question. At China Town Fair There was this awesome robo ky player. Using Bridget how are there ways to get out of corner rape? Sometimes you just have to guard on wake-up. Especially against Eddie and Robot with tension. This is one of those deals where you are playing a low-tier character who doesn't have ALL the answer you will find in other characters. At least your unique huh?
Xill Posted May 26, 2009 Posted May 26, 2009 I've just noticed that when i'm playin Ky, I end up running into a lot of his little Midair Electric Cross traps. I got more careful and start'd to 6s my way around that. Any idea on how to get more damage of that punish besides just another 6s if they are high enough?
Jais Posted May 27, 2009 Author Posted May 27, 2009 I've just noticed that when i'm playin Ky, I end up running into a lot of his little Midair Electric Cross traps. I got more careful and start'd to 6s my way around that. Any idea on how to get more damage of that punish besides just another 6s if they are high enough? CH 6S~HSS_7, f.s~6S
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