feri Posted February 21, 2010 Posted February 21, 2010 Tech as in recovery throws? After the air BnB (gimmicky), otg 2k (I think its reliant on corner AND opponent mashing that tech). Or did you mean tick throws? After some staggered 2p's, blocked recalls (distance dependant), during kill machine (you can spam hs since there is no recovery) and Starship FRCs. Thats just a small part of what is a large selection of tick throws you could use. Any point where you have frame advantage, initative or you've gotten into your opponents head you can throw.
Alex073088 Posted February 21, 2010 Posted February 21, 2010 Any ideas on good tech throws? sigh, u guys i entered a ranbat tournament for my state today and got whoop pretty badly(though i was bout 3months rusty and hadnt played since novemeber with good players) and it was recorded so ill post that so everyone can see, when you say tech throws, u mean throwing an opponent after there forced to tech after a situation u created or do u mean just throw set-ups in general?
Mahouko Posted February 21, 2010 Posted February 21, 2010 lol sorry for the vague question. What i meant was throwing an opponent after they are forced to tech, but throw set ups would be nice as well.
Alex073088 Posted February 21, 2010 Posted February 21, 2010 lol sorry for the vague question. What i meant was throwing an opponent after they are forced to tech, but throw set ups would be nice as well. Oh okay well, i dont think bridget has very good tech throw set-ups but after and air combo bnb u can yo-yo set if its not out already and do an additional third jump to catch an opponent trying to escape landing in the corner. U can also air throw an opponent after they get by razor bear while airborne though its bit hard to do this. Throw set-ups that i have used that works for me would be.... * close 2p, throw * Roger get, slide, they block it, run up throw. * roget get, it slides they jump, air throw. * normal air strings on block land walk and throw * c.s1>4set> throw * 5p> whiff on crouching opponent> throw * (though i dont use it) Frc starship> run throw.
Braver Posted February 22, 2010 Posted February 22, 2010 Do you tiger-knee starship by doing 6239+P(or with my bad execution 62369+P)? Or do you somehow buffer FD roll cancel into starship?
SmileJunkie Posted February 22, 2010 Posted February 22, 2010 Do you tiger-knee starship by doing 6239+P(or with my bad execution 62369+P)? Or do you somehow buffer FD roll cancel into starship? I personally do the 6239+P/62369+P notation. Although i think i have seen mocchi/mugen or ruu use the starship as a means to end their FDC roll, but even then, i think a 4set yo-yo to a roll j.D then pull is more used though as a means to keep pressure on.
Kyle Posted February 23, 2010 Posted February 23, 2010 I have the hunch that 63214K~3P works as a TK Starship. We all know that Roll leaves the ground quicker than a jump.This COULD be the better option. I hope Jaison corrects me on this if I'm inaccurate.
Jais Posted February 23, 2010 Author Posted February 23, 2010 I have the hunch that 63214K~3P works as a TK Starship. We all know that Roll leaves the ground quicker than a jump.This COULD be the better option. I hope Jaison corrects me on this if I'm inaccurate. Have I ever mentioned: how much more Kyle knows about theory fighting Bridget than most actual Bridget players XD Match-up experience runs this game peoples. 632143+K~P aka Roll Idou~starship lowest possible j.starship fastest active j.starship
Braver Posted March 4, 2010 Posted March 4, 2010 I need help deciding what to do after a 2D frc. The only stuff I can think of is: -run up, set5, 236D -j.set3, roll shenanigians What are you other Bridget players doing after the 2D frc?
Jais Posted March 4, 2010 Author Posted March 4, 2010 I need help deciding what to do after a 2D frc. The only stuff I can think of is: -run up, set5, 236D -j.set3, roll shenanigians What are you other Bridget players doing after the 2D frc? Hit- run up 5K BnB Block - should only really be pressuring it if you think your opponent is going to jump your yo-yo set, so you gatlin to sweep instead. It is also REALLY GOOD (against advanced players) to pressure 2D at a mindless rollingoverhead time as a mix up. Eg. Yo yo behind them, run in 2K>c.S(1)>(214+K,j.P) or (2D) For me it depends on spacing and how I read the opponent. If real far away when I pressure 2D>FRC (Predict escape) run in mid range 2S>hit confirm. If real far away when I pressure 2D>FRC (Predict block) run in 5P>2K>some pressure If close when I pressure 2D>FRC I always run in 5K to hit confirm the BnB or make 5k start some pressure if they blocked the 2D. eg. 5K>2S>2K>2P, 5K>c.S(1)>2S>2K(whiff),2S
Alex073088 Posted March 5, 2010 Posted March 5, 2010 hey i was woindering why dont people just jump your 2p(+3) on block pressure, and just j.h.s slash or sumthing does starship activate quick enough to catch a jump fd or jump instant airback?...to avoid the mix-up of being thrown or starshipped? and if close enough is +3 frame advantage will run-up 2k more then likely catch them on counter hit if they try to attack?
Jais Posted March 5, 2010 Author Posted March 5, 2010 hey i was woindering why dont people just jump your 2p(+3) on block pressure Theory vs Practice, really. Jumping is ideal but it's easier for the opponent just to block. Bridget's pressure is not particularly...scary so 'blocking it out' is a viable tactic against her. Her throw is only a reset which is not to particularly damaging and if she RC's for 90? damage then you are no longer under pressure. does starship activate quick enough to catch a jump fd or jump instant airback?...to avoid the mix-up of being thrown or starshipped? Nope. But starship catches almost every other escape option; swing, throw, backdash, low crush normal, etc. This question is why I am stressing having Bridget's throw out 2S to punish the opponents escape. If opponent jump and FD it, they are forced back to ground aka Buri's favor. If they jump/backdash/swing/block then 2S hit confirms to either 6S or jc.S or 2K depending on spacing. if close enough is +3 frame advantage will run-up 2k more then likely catch them on counter hit if they try to attack? It also depends if opponent is trying to escape or swing. Simply put,Yes. Starship is safer cause it has inv start-up + throw inv.
Frank The Tank Posted March 5, 2010 Posted March 5, 2010 I'm fairly sure that without a yoyo in play your fastest TK starship is something like 632963P or 6321473P. It looks wierd, but it works. That's right, May players all up in yo thredz!!!!1111
Alex073088 Posted March 5, 2010 Posted March 5, 2010 Theory vs Practice, really. Jumping is ideal but it's easier for the opponent just to block. Bridget's pressure is not particularly...scary so 'blocking it out' is a viable tactic against her. Her throw is only a reset which is not to particularly damaging and if she RC's for 90? damage then you are no longer under pressure. so pretty much u can just jump and hit bridget then, i seen so many 2p>run throw matches with starship frc mix-ups i thought that they wouldnt have the oppurtunity to jump away, it works though only because people are just lazy.
Mahouko Posted March 5, 2010 Posted March 5, 2010 That's right, May players all up in yo thredz!!!!1111 Lol you should have been here a while back, there was this person who was asking for may strats.
Kyle Posted March 5, 2010 Posted March 5, 2010 I'm fairly sure that without a yoyo in play your fastest TK starship is something like 632963P or 6321473P. It looks wierd, but it works. That's right, May players all up in yo thredz!!!!1111 Try: 6321478963P
Mahouko Posted March 5, 2010 Posted March 5, 2010 Do you guys recommend abusing the yo-yo glitch? After I learned it, I seem to be using it every time I get the chance but I get the feeling I might become over reliant on it....
Jais Posted March 5, 2010 Author Posted March 5, 2010 Do you guys recommend abusing the yo-yo glitch? After I learned it, I seem to be using it every time I get the chance but I get the feeling I might become over reliant on it.... That is completely up to your play style. I have seen it used effectively on both extremes. Rarely (zoning/movement) - Ruu, Jais Abundantly (zoning/movement/offense) - Mugen, Byron My playstyle is to always take guaranteed damage and KD. So aside from zoning, when I use the bug it requires 1)KD 2)HSS 3)HSB. In my case it is really only applicable to ABA and Robo as they have late wake-ups. Usually to incorporate the bug into offense the player must give up guaranteed damage for a reset or give up guaranteed KD for a HSB trap. Which is a completely valid play style. Think "American resets", Mugen used to wreck shit with it. I prefer the other play style as it is a bit more...methodical and less free form. It's too much to dynamically think about, for me, too go for resets that I have to guess if they are going to block or escapes or swing while I am in frame disadvantage but only momentum advantage. Here is the trade off. HSB reset: +Bridget can react quicker to an opponents options at a safer distance(via HSR) +Huge damage capability with bug option -Frame disadvantage or neutral -Less guaranteed damage KD HSS Oki: +Frame advantage +More guaranteed damage -Less threatening oki
Makoto Posted March 7, 2010 Posted March 7, 2010 I don't know if this has been asked, but what FRCs should I practice just for general purposes?
Jais Posted March 7, 2010 Author Posted March 7, 2010 I don't know if this has been asked, but what FRCs should I practice just for general purposes? Starship and 2D, most definitely. Here is the thing about practicing 2D. You can gatlin to 2S before the 2D and delay gatling cancel the hell out of 2D, as to acquire the proper spacing for a reliable position for the FRC. I found Bridget's 2D FRC the hardest FRC to reliably execute.
Alex073088 Posted March 7, 2010 Posted March 7, 2010 I dont know why they made his(bridget's) 2d so hard by changing the time u can do when u trip But anyway, im still a bit rusty with bridget( and i have to buy another accent core)..i played two friends out of my community one used jam and the other used ky, I been watching alot of video of bridget that i haven seen before to get a feel for how to pressure with him. I noticed on some vids that they get the opponent between him and the yo-yo thru 7 and 4 sets.....but the question is, against both jam and ky how do u even get to implement any kinda of pressure any way. the one jam player would super jump way above my head and my air to air versus jam, bridgets jump attacks were getting beat out and on counter and jam gets a nie little air combo for it.So with ky, stun edge(when frc gives him automatic pressure on block) altough i 2k'd under them, still doesnt net me close enough to punish or even pressure him, and some of ky's pokes like 6.hs i think it is(the one the stuns u on hit) and another one that was a frame trap in slash..where he did a long forward thrust and then canceled it into stun edge and would repeat keeps me at bay, a few of jams normals, beat alot of bridgets shit. So, my basic question is how do i get my opponent pressured when they are doing the above tactics and i do set the yo-yo behind them in a spot to be able to do rolling while midscreen.To top that off, when i did get the yo behind them they both blocked my rolling p on reaction. In the corner though i did get them both with the rolling mix-ups, one guy i he blocked standing, and i roll all the way to the ground and did 2k and caught him, and the other he got caught with the rolling j.s but i was prepared to to another rolling once i landed again to catch him. And 2p fails on both of them they just mash 2p, if i tried to pressure with a throw or another 2p or 2k and was hit or even k'd by there 2d, i even tried to starship but after doing 2p and running forward to catch them 2p spamming it was at a distance where they fell to much outside of the combo, and ky can 2p,6p if u decide to try and air dash or jump at him, while trying to pressure of 2p
feri Posted March 7, 2010 Posted March 7, 2010 how do i get my opponent pressured You have so many options after a blocked 2p but here is a few that will kill people the fastest though. 2s CH, 3p CH, Stagger 2p. If they are mashing every fucking time like its SF4 then why are you bothering to do standard high low okizeme at all? Do away with fancy mixups and exclusively frametrap your way to victory everytime! Other frametraps you'll find usefull. f.s blocked > ksmh p (skid only, do it fast) 2s blocked > 2k whiff > f.s starship frc blocked > running starship 3p blocked > delayed ksmh If they are really digusting and wont even block on wakeup then do some meaty 3p to show them your on to their shit. And as always do some fat combo that will remind them to actually block the next time.
Mahouko Posted March 7, 2010 Posted March 7, 2010 If you ever get a duster on someone, Do you guys recommend Impossible dust for her? Or should you just do a standard duster combo..
Jais Posted March 7, 2010 Author Posted March 7, 2010 If you ever get a duster on someone, Do you guys recommend Impossible dust for her? Or should you just do a standard duster combo.. Most damage 5D>hj.S>8~sj.S,land 2S>6S>jc.S>j.2S>jc.S>j.2S
Alex073088 Posted March 7, 2010 Posted March 7, 2010 how do i get my opponent pressured at neutral game, My question is against characters with a puff ball and stun edge as well as a move that goes under pokes, and also a fireball, behind the yo-yo to go for midscreen rolling when u dont have the pressure or tools neccesary to force or make them block any other way.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now