WUT Posted May 27, 2009 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? Or CH 6S~HSS_7, dashing j.P~j.2S~roll.2S~jc.S~j.2S~roll.S. Thank you rolling for extended BnB. fixed =P EDIT: You and your homo combo notation. <3
Mahouko Posted June 3, 2009 Posted June 3, 2009 Coming back here, How come when I FRC Teddy bear body Slam move in the air i dont get my second jump? Just my air dash.
Jais Posted June 5, 2009 Author Posted June 5, 2009 Coming back here, How come when I FRC Teddy bear body Slam move in the air i dont get my second jump? Just my air dash. This is not the case. You are using up your option before you try the FRC. That is the only other explanation. Well... if you Tiger knee it hella close to the ground( maybe to low to Air dash), you might just land before you could jump.
WUT Posted June 5, 2009 Posted June 5, 2009 Coming back here, How come when I FRC Teddy bear body Slam move in the air i dont get my second jump? Just my air dash. Probably just not used to the rate at which you fall after the FRC. You can still double jump or air dash as long as you have your air movement options; if you have one you have the other (unless you're doing Roger Get after a super jump, at which point you can't double jump without a Jump Install). I feel the same way with HOS' air Action Charge FRC; he descends so fast that double jumping out of it feels weird.
Mahouko Posted June 6, 2009 Posted June 6, 2009 I see, your probably right, but I can get the air dash in which is really helpful, Is Roger hug worth doing? I see the use's and strategies you can do with it. But I never seem to get it out in a real match.
Kyle Posted June 8, 2009 Posted June 8, 2009 I see, your probably right, but I can get the air dash in which is really helpful, Is Roger hug worth doing? I see the use's and strategies you can do with it. But I never seem to get it out in a real match. That move is definitely worth doing, especially as oki.
Overture Posted July 5, 2009 Posted July 5, 2009 What is better from the Bridget in #R? (compared to Accent Core)? What are the uses of his Force Breaks? I just got Accent Core on my local Arcade (kinda lame, LOL), they used to have #Reload, and this is more a general question, than a Bridget Question... Is Accent Core supossed to be slower than #reload? When I played I felt everything is moving slower and moving bridget around is more difficult in general... but now im unsure if its cause they f****d up the Joysticks response or cause the game...
Mahouko Posted July 20, 2009 Posted July 20, 2009 I have been watching some videos of bridget players. And i noticed that they all yo yo glitch. Do us Bridget players have to yo yo glitch? I mean its a very good thing to have. But me not being able to preform it kinda discourages me if i fight very tough players. Just asking for opinions since i dont play to yo yo glitch. Except for the force break one b/c that i can do
excelence Posted July 21, 2009 Posted July 21, 2009 Do us Bridget players have to yo yo glitch? DEFINITELY! ... having more tricks up on your sleeve is better right?
Jais Posted July 21, 2009 Author Posted July 21, 2009 I have been watching some videos of bridget players. And i noticed that they all yo yo glitch. Do us Bridget players have to yo yo glitch? I mean its a very good thing to have. But me not being able to preform it kinda discourages me if i fight very tough players. Just asking for opinions since i dont play to yo yo glitch. Except for the force break one b/c that i can do Ruu rarely uses it, especially compared to Mugen. Watch the 23 v 23 where Ruu raped, you will see: it is not necessary.
CursedVanity Posted July 23, 2009 Posted July 23, 2009 Dear Jais; First off, let me say that I've just started using Bridget (I've been playing GG since GGX and mained HOS since Slash but decided it's time for a change) and your guides and match videos have been extremely helpful. I don't think anybody could ask for a better resource than someone who is just as good as Ruu. Anyhow, do you think you could discuss Yo-Yo placement? As in which toss is good for which situation, or which toss tends to create certain situations? It definitely seems like you can place the Yo-Yo aggressively to continue pressure or defensively to continue poking and zoning, but tossing in the wrong direction at the wrong time is a big problem for me as a beginner.
Overture Posted July 24, 2009 Posted July 24, 2009 so...yeah. my question is about the plaque with the male sign on bridget's habit. has it always been there?or did they show it in later games.maybe the first game he was in they didnt show it so they thought he was a chick? im not exactly sure,since i dont have copies before AC. Bridget has techniccally only been in 1 game from the Guilty gear saga (XX or X2), so he has always look the same.. #Reload, Slash and AC dont really count as different games storywise. It probably says why its there on the "bible", but I believe is just a wacky touch.. just like the fact he has a handcuff around his waist... it just seems to be all related to S/M fashion. Characters believe Bridget is a chick, cause he was raised to act and look like one.. its only till they meet him that they know the real deal (with either Bridget explaining them or them figuring out.. like Johnny did ) What is better from the Bridget in #R? (compared to Accent Core)? If anyone can answer this one, I'd appreciate it. (in case it doesnt make sense cause of my english: I wanna know how bridget was improoved in AC) I already figured out that his Force breaks are just his EX Roger moves..
Jais Posted July 24, 2009 Author Posted July 24, 2009 Dear Jais; First off, let me say that I've just started using Bridget (I've been playing GG since GGX and mained HOS since Slash but decided it's time for a change) and your guides and match videos have been extremely helpful. I don't think anybody could ask for a better resource than someone who is just as good as Ruu. Anyhow, do you think you could discuss Yo-Yo placement? As in which toss is good for which situation, or which toss tends to create certain situations? It definitely seems like you can place the Yo-Yo aggressively to continue pressure or defensively to continue poking and zoning, but tossing in the wrong direction at the wrong time is a big problem for me as a beginner. Gladly! ^_^ Gawd I need a guilt sequel announced at SBO. Biggest thing to understand is how your opponent reacts to a yo yo position, all I can discuss are common uses for HardSlashSet_placement. The yo yo placements are 90% fear related. if you throw a HSS_9 people tend to not jump through it even though it really gives you no more a reliable Anti-air option than a 6p, 2K, or airthrow. Just to clarify a tangent I don't want you to take the wrong direction: Bridget's movemnt is what sets her apart not really her poking. Poke too much you die. Run too much, you are okay. HSS_5 I generally use this only after a CH 6S for the B&B. Beings as how it is right next to you and you can't uite squeeze the opponent between you and the yo-yo that easily withit as a zoning tool. An okay tic option. HSS_6 Used to bait jump ins, used to continue pressure ( IF THEY ARE FEARING ). Most commom set as it has the most "projectile-esque" hitbox/spacing/application HSS_4 Oki, ALL DAY. Eddie, ALL DAY. Set than run away. The yo-yo hides off screen and moves to a position your opponent doesn't 100% know about. Use this to your advantage. Set, jum/ roll/airdash/roll/callback HSS_9 oki UB set-ups mostly HSS_7 Faust / Dizzy / Johnny, Jump slow bitches mostly. Nice angle for a callback to stop jumpers j.HSS_3 Usually used for a razor bear or to interrupt an airdash for a cross-up j.HSS_5 AMAZING for movemnt. is hella fast and gives you two roll options. Onec moved it is really good to call it back. Any clarification let me know.
CursedVanity Posted July 24, 2009 Posted July 24, 2009 Thanks! That was extremely helpful. Playing Bridget is making me very happy- he operates on very ethereal terms... nothing seems to be set in stone. Another question- I notice that, for the most part, when Ruu sets up successful unblocks he is using 2d FRC at the maximum distance (for optimal frame advantage I'd assume). Usually the setups for him feel more incidental (f.S~2D~FRC, then a 9-set Roger Get after landing Come Back, or off of some other impeccably spaced poke), but I have found that doing this combo will consistently give you the proper spacing for the earlier 2D FRC: 5K~c.S(2)~2S~2D~FRC, where depending on how close you are when you hit with 5K you can delay the input between 5K and c.S to allow the proper amount of pushback to act on you and the opponent. What do you think of these 2D unblock setups? They aren't discussed in the Unblocks thread but they seem to be one of the most effective and tension efficient ways to setup that Roger Get... not to mention the far 2D FRC is much easier to pull consistently.
Jais Posted July 24, 2009 Author Posted July 24, 2009 Thanks! That was extremely helpful. Playing Bridget is making me very happy- he operates on very ethereal terms... nothing seems to be set in stone. Another question- I notice that, for the most part, when Ruu sets up successful unblocks he is using 2d FRC at the maximum distance (for optimal frame advantage I'd assume). Usually the setups for him feel more incidental (f.S~2D~FRC, then a 9-set Roger Get after landing Come Back, or off of some other impeccably spaced poke), but I have found that doing this combo will consistently give you the proper spacing for the earlier 2D FRC: 5K~c.S(2)~2S~2D~FRC, where depending on how close you are when you hit with 5K you can delay the input between 5K and c.S to allow the proper amount of pushback to act on you and the opponent. What do you think of these 2D unblock setups? They aren't discussed in the Unblocks thread but they seem to be one of the most effective and tension efficient ways to setup that Roger Get... not to mention the far 2D FRC is much easier to pull consistently. Recommendation 1: delay gatlin the 2S~2D. You can canel it hella late and get the far FRC timing down to a spacing of your choice. Using this for UB It's match-up dependant really. May, Eddie, Johnny,Dizzy, etc. basically peeps with no dp and rarely use their reversal super. Good Luck
CursedVanity Posted July 25, 2009 Posted July 25, 2009 Oh boy... more questions. Jais, I noticed in this match against Baiken that you use FB Roger Rush after a 5 set and, at 2:27, Baiken's c.S and 2S seem to be blocked by Roger. http://www.youtube.com/watch?v=wIAzK6ghpbE&feature=related What are the defensive properties of FB Roger Rush? Does it simply nullify all attacks that pass through Roger?
LH621 Posted July 26, 2009 Posted July 26, 2009 Oh boy... more questions. Jais, I noticed in this match against Baiken that you use FB Roger Rush after a 5 set and, at 2:27, Baiken's c.S and 2S seem to be blocked by Roger. http://www.youtube.com/watch?v=wIAzK6ghpbE&feature=related What are the defensive properties of FB Roger Rush? Does it simply nullify all attacks that pass through Roger? ignore that video. That's the old glitchy japanese version of AC that had the invincible FB Roger rush attack. In the American version, Roger retains the same defensive properties as normal Roger Rush (in other words, if u get hit, or if roger gets hit, it disapears)
Rinse-n-Repeat Posted September 27, 2009 Posted September 27, 2009 Hey. I'm new here but been playing guilty gear since X2. I was wondering (if it wasn't already asked before) how you do the rolling idou away from the yo-yo? I understand that if you're above it, you go away from it, but in some buri match vids i see him moving away twice from the yo-yo with rolling idou. Umm...thanks for any replies.
feri Posted September 27, 2009 Posted September 27, 2009 Hey. I'm new here but been playing guilty gear since X2. I was wondering (if it wasn't already asked before) how you do the rolling idou away from the yo-yo? I understand that if you're above it, you go away from it, but in some buri match vids i see him moving away twice from the yo-yo with rolling idou. Umm...thanks for any replies. I think what you mean is 214k~p Rolling idou canceled into FD quickly or j.p
Mahouko Posted October 4, 2009 Posted October 4, 2009 Is it possible to jump after you roman cancel KSMH. K? I seen people do it in #reload, but i tried it in AC. Did they take that option out?
Digital Watches Posted October 4, 2009 Posted October 4, 2009 Is it possible to jump after you roman cancel KSMH. K? I seen people do it in #reload, but i tried it in AC. Did they take that option out? Here ya go, good luck ^_^ Technically there's 3 ways 1) The "Kara" approach Take any jump cancelable standing normal. I prefer c.S(1), jump cancel it, then before your Bridget jumps, gatlin cancel into another normal. Just like kara the types of cancels have priority. You activate the jump cancel for the crouching frame of jumping (before leaving the ground) Which will tell the game engine that: YES you have left the ground and therefore can perform an AD or double jump. Even once you beat into a special move (KSMH) that doesn't tell the engine: YES you left the ground. Then the gatlin cancel has more priority then jump cancel because your still "crouching" on the ground and your in the middle of a combo w/ beat ( I guess) So it'll activate the gatlin cancel even though it already started the jump cancel. input: c.S(1)~jc{ with 7 , 8 , or 9}~ 6P~c.S(1)~KSMH~K~RC~ ( double jump | air dash | etc.) 2) Tiger knee approach ( My drink of choice) When you are jumping there's still like 2-3 frames of crouching before you leave the ground. In these frames if you perform any special that places you aerial you will have triggered the bool value inside the engine that says: YES you can double jump or air dash. Because you stared to jump. Same way as before really except your gatlining to a special(KSMH) instead of a normal(6P). For this method you don't even kneed to gatlin into any normals before. In theory you can punish ( I don't know why you would it's less damage) with 2369+K~K from a standing position. input: c.S(1)~6P~c.S(1)~2369+ K (Tiger knee'd KSMH)~K~RC~( double jump | air dash| etc.) 3) If you beat into a KSMH from a while landing combo that doesn't use your double jump or air dash within that initial jump. input: running jump, fall, deep j.S~c.S(1)~KSMH~K~RC~( double jump | air dash | etc.) In other words: JUMP-INSTALLING 101 Also note that "installing" a superjump has different properties than "installing" a normal jump. This is most important when making considerations like turning around before airdashing, or double-jumping. The "TK" approach, for example, if done quickly, can cause your jump to be a superjump. The basic properties of this state that you should care about are that you will immediately turn when you RC (As in if you cross them up, you will be able to airdash at them forward, but not backward) and you can't double jump. Dunno how important for Bridget this is but it's JI-related and makes a big difference for me, so it might be helpful.
Rinse-n-Repeat Posted October 8, 2009 Posted October 8, 2009 Anybody got some vids of Okkun? I found his bridget fights on youtube and i kinda like his style. If anyone finds anymore vids of okkun can you post it a link?
Alex073088 Posted October 16, 2009 Posted October 16, 2009 i was wondering, where i could find match-up information(like 4-6 5-5 etc if there was like a website, maybe a japanese website) for every character. When facing robo-ky, and venom. i do not feel like the match is no where near in bridgets favor. both characters keep-away are far better then yours, in fact its mindless versus what bridget has to do.Bridget has to find a way to bring the offense and then keep the offense going because...not only is venom and robo-ky's keep away far better then bridgets, there fucking rush down is far better then his as well. You do not want to get fuckin knockdown on venom, and u do not want to be forced into a much block situation versus robo. The match goes to straight hell from there midscreen or corner it doesnt matter.The only way i have won against either is by tricking them into trying to rushdown bridget without a guranteed set-up that has me blocking.But then after losing the players re-called the good advantage venom, and robo-ky had by just simply firing homing missles(robo) and shooting multiple pin balls(venom).
Alex073088 Posted October 17, 2009 Posted October 17, 2009 I also had a question for those that know, does bridget have start-up frames on starship to become active, or is it instant like sol dp?
Jais Posted October 17, 2009 Author Posted October 17, 2009 i was wondering, where i could find match-up information http://kayin.pyoko.org/GuiltyGear/actiers.html
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