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I can't believe I'm coming out of, like, a 6-year break from the online GG community over something so petty, but whatever. Have you completely lost sight of the target audience for these videos? They're for people who are completely new to the game and need guidance. Don't pretend you've never seen a new player mistake stomp crossups and Fuujin followups for Anji's B&B mixups while completely missing the butterfly wakeups, or get themselves killed trying to throw out his awkward-ass normals like he's Faust or something. Sure, there are ways for Anji to pressure the fuck out of people after Fuujin, there are times he can use his normals to control space really effectively, and there are times he can't rely on lather-rinse-repeat wakeups to win. That all requires a sophisticated understanding of matchups and obscure move properties. In other words, it's completely outside the scope of a video that's designed to give guidance to people who are diving into GG sight unseen. And then all of this bickering over whether to call his wakeups "powerful" or just "good?" Are you kidding me? Since GG came out, the biggest barrier to the growth of the American scene has been the lack of easy-to-understand resources for new players. Someone is finally putting in hours of thankless work to solve this problem and you're nitpicking over an inconsequential word choice?
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More Eddie, because I'm bored. The most rewarding option he has to stop you from opening the match with far S, at least that I know of, is 2K->H Invite Hell. Combos on counterhit, knocks you down, ruins your day. I would in all honesty just not far S him at the beginning of the round (nor would I far S most characters) if I had a brain, since it's really obvious and more or less pointless, but since I'm a dumbass I still go for it every once in a while. At any rate, he's going to be aware of this because going balls-out and poking the shit out of him right from the start of the match is something he's going to be expecting and 2K->H Invite Hell is such a common counter to that kind of nonsense in all of his matchups. One thing you can do is just let it whiff and sweep him, which is always embarrassing. If the Eddie's scared enough of you not to open the match with 2S->H Invite, another idea is 4set right out the gate. One problem here is if he does shadow uppercut (your only real incentive for opening with far S, although even then 2D at the same beat-2K staggered timing to hit the shadow itself is probably better), it'll hit you in the last frames of the yo-yo set's recovery; since it's a normal hit too far out for him to combo and not a counterhit, that's not so bad. In any case, this deals with his most common and theoretically safest openings; any kind of defensive movement, and 2K. If he runs away, you can backdash or jump back to control the positioning of his end of the screen. If he does 2K, you don't have enough time to directly punish the whiff but it essentially resets the match-opening guess, this time with the added threat of the 4set backing you up. If he does do 2S->Invite or something like that... well, he guessed right. Not much to say, except you're not in counterhit state so you can still block the invite. Not fantastic positioning for him, but you didn't get the yo-yo out there either. I'm a big fan of jumping back at the start of the match because I'm a big fan of jumping back at all times because I'm an idiot, but more and more it feels like a losing guess against Eddie to me.
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I mean if it's working, it's working. I can tell you from experience that shadow uppercut (my personal pick for "best non-forward-XE-Beast move in the game") can straight up stuff 2D or trade hits with it, counterhitting (which allows Eddie to do shadowless air combo in the case of a trade... not as bad as shadowy air combo, but not something you want to hand to him if you can avoid it), so I personally wouldn't advise that as the go-to tactic. Excelence is also correct that if you're attacking the shadow with grounded normals, the body can just Invite Hell for knockdown or counterhit you with one of his own normals, so it's always really risky. If he's doing Break The Law + shadow, on the other hand, it's not as bad an idea... but I think mashing 2P is still a little bit safer, and even that has the risk of he beats it (I think shadow P does this at a certain timing, I don't know if I've ever had shadow uppercut blow through 2P though), hits you, kills you... The big risk with attacking the shadow with yo-yo moves is that he'll counterhit you with shadow uppercut, but if you're playing properly at fullscreen he doesn't have a ton of opportunities to do this. In general, Eddie has to get lucky to start his game on Bridget from a neutral situation. The problem is, Bridget's safest gameplans don't really allow you to maximize damage against Eddie more often than not; jumping away from pressure is much better with Eddie than with other characters and he has his ultra-prioritized counterpoke 2P to deal with greedy Bridget 2P into running attack kind of pressure, so most of the fight is going to be at midrange. If Eddie is alternating between jumping out and throwing out hail-mary guesses with big fat moves that end the round on counterhit, like shadow uppercut for no reason, force break drill, 6H (primary use IMO is clipping Bridget as he ascends for a jump with j.P, this essentially rules out j.P as an anticipatory jump catch) and 2H, he's going to take 10% damage or under any time he guesses wrong and do monstrous damage into knockdown into who knows what else any time he guesses right. I make it sound worse than it is, I think it's in Eddie's favor but not by a huge margin. I think in other games (or maybe just #R and Slash) Millia wasn't that bad a matchup, but I'm having a lot of trouble with it again in AC.
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About Eddie, although I realize it's a really outdated writeup: Common sense, but if you let him get within a shadow P's distance of a 4set yo-yo, Razor Roger is really risky; he can evade (he crosses it up, essentially) the RR and counterhit you during the summon's recovery time (worst-case scenario) or force you to block shadow uppercut. This is just about your worst-case yo-yo scenario because you're stuck in blockstun waiting for it to come out. If that distance comes up, I'd just call the yo-yo back. I think you get the best results zoning Eddie midscreen with Roger Get, from TK yo-yo set height and normal jump apex height. RG has the fastest summon animation of anything but yo-yo recall, you can space it to deal with drills and it's got retarded payoff on hit (knockdown or combo)... even the blockstun is really valuable against Eddie, since he's not fantastic at dealing with Bridget's pressure even from improv, semi-neutral situations like blocking RG or blocking yo-yo return. Granted, he'll probably eventually fly out, but that's better than filling up the screen with his wang and killing you. May is Jais' department, lol.
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Thanks. To clarify, I was talking about like if the Bridget player is low in the air, then Dizzy does a projectile, is it a good idea to descend or airdash. Since j.K stuffs late 6Ps, in some matchups this can be a good way in. Not against Dizzy from the sound of it.
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Wow ever accidentally highlight an entire post and then click on the psyduck emoticon That sure is an embarrassing way to lose a post So anyway, since it sounds like you play against Dizzy a lot, do you know how good she is at anti-airing Bridget? I'm talking about stuff like using her whiffs/recovery time on projectiles as an opportunity to get in on her when you already happened to be in the air (either by descending with K or low airdashing with something from far away), some characters completely piss away their chance to anti-air in situations like this. Can she 2S even from big giant disadvantage, do you know?
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Hey, I never thought of that. I'm used to Slash and #R where the best idea was to knock her down and try to do some sort of mixup to kill her, but trying to swat her to death with this is probably a lot safer and easier. I always get hit on the ground during the 6S' hitstop Yeah I don't think this is really one of Bridget's worse matchups personally.
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I'm bored, I can't sleep and I got to play a good Dizzy last night, so my thoughts. This is kind of an awkward matchup for both sides. As long as he's not completely fullscreen away, Bridget can react to Dizzy's fish summons (and all of her projectiles) either with KSMH->P or by running forward and swatting her with far S (or something else if you're closer). If you do this early enough, the fish won't come out at all; if you're too late (this is the more likely scenario if you're playing reactionary, especially if you have , it seems to be safe to make a last-ditch effort and 236K->P to try to force her to block (or hopefully knock her down); it'll be worth it even though you'll probably get hit by the fish after the sparks come out. Dizzy is a huge threat if you allow her to do a big setup on you, so it's imperative that you don't give this to her -- if she doesn't have to earn her opportunities fighting tooth and nail, she'll win for free. I'm sure in a situation like I'm describing, she can lead her setup with the K fish and you may not always have time to KSMH. That's fine. She's recovering from hitstun from far away, she won't be able to combo after it. She might be best off actually doing her scythe projectiles here because past the 28th frame they stay out even if she's hit. That sounds really slow, but most people just barely block dusts that are only around seven frames slower and far S takes ten frames to hit if you're really far away, so by the time you react it'll probably be too late. It's kind of Dizzy 101, but you can deal with her 421S by moving forward as soon as it zooms at you... the problem is, since she can delay it, she can stagger the release in such a way that it gives her breathing room to summon something else. If you're put into a position where you can't react to this (like you're already blocking a scythe or a bubble), this can be a big chance for her. It's not hard to maintain a distance where she can't commit to anything big on the ground for fear of your whiff punishment; she doesn't have anything fast to attack you at your own max range except icespike, which is much slower than far S. She's not helpless here, though, because any hit you land on her is probably only going to be a disadvantageous poke with the option to cancel into KSMH or a yo-yo set, both of which are also disadvantageous. She can take the initiative here, and you'll probably be fine if you're patient (especially if you have the yo-yo out; most of Dizzy's good pressure is option-selected against jumps, but roll FDC is a little different because of the quick startup and your ability to control your height to a greater degree than with a normal jump) but you don't completely control the flow of the match here. You'll notice all of these strategies depend on staying on the ground. I think this is key against Dizzy, and any time I lose really bad it's because I have so much stupid air runaway built in to my muscle memory. From the air, you lose your ability to attack at zero notice, so she really has no reason not to start throwing out projectile after projectile, and you don't have a great choice to make here; the longer you stay up, the more shit she can do, and as soon as you land you're going to have to deal with her pressure. She has a decent amount of options to get away from you if she wants to; bubble pop at TK height, be it at the end of an IAD or from an actual TK, will counterhit your pokes or KSMH (I guess this should be obvious, but my hands never want to learn), so it's essentially free reign for her to airdash back and land, with the bubble keeping you out for a split second. If you can see the bubble set animation in time, go ahead and 6S her. Other than that, she has the standard Guilty Gear runaway options, with the added option of a second airdash. Something else that's really important about this matchup is actually her IAD j.2S. For most characters, IADing at Bridget borders on the worst idea they could have, but this is deceptively good; j.2S has an incredibly small counterhit window, so if you react and 6P she'll get normal hit nine times out of ten, and she can tech. Teching right in front of Bridget isn't exactly an amazing place to be either, don't get me wrong, but the fact that she can threaten to do this at all times is pretty big; it's your ass if she predicts something big, and if you're trying to maintain midrange you're going to be in this move's threat zone. She's kind of playing percentages when she does this; if she gets it wrong, she eats one 6P into nothing else (she's too high and her hitbox is too small for 6S or close 5S) and if she gets it right she does about 30% and then a mixup that gives her the opportunity to do much much more. The range and speed is such that you can't j.P or airthrow it on reaction, either; if you're doing either of these, which are much more rewarding options than 6P, she has you jumping randomly which is probably not going to work out in your favor in the long run. Blah blah blah I talk too much, good night.
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Bridget is actually one of the easiest characters to airthrow with (it's not a range thing, I think his airthrow range is standard, it's just his jump arc) but good luck airthrowing Chipp. It's a matchup thing. He wasn't meant to be anti-aired. And feri basically summed up the Millia matchup :P She's Bridget's worst matchup again in this game IMO.
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Who wrote that, does anyone know? Is it just some random dude on a forum, or is it someone notable? Orekiru btw is killing machine. Nothing particularly insightful or discussion worthy IMO. The only thing I really disagree with is this idea that Potemkin is some kind of effortless rape match, although it is one of the easier ones. And obviously it is possible to combo into FB, if the planets are aligned correctly and you're playing some kind of mouth-breather.
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I really don't have awesome advice for Jam by any means, but some stuff: Not that it's risk-free by any means, but she does have to go out of her way to deal with KSMH. You've probably seen Japanese Bridgets just blatantly KSMHing at her, which seems suicidal since she can IAD whateverit'scalled over it and ruin your shit (I'm sure other stuff she has beats it as well), but ideally you're starting this from a distance where IAD flopkick whiffs. Lots of stuff she might be doing from far away, like blatant burst rush, will lose to it. I'd still say this is something to do once a match at maximum, but there's nothing like knocking her down dead away. I'm pretty sure she can do her dash super through all of the following: far S, 4set_7set_6set (not sure about 5set) far S, 236K far S, 2S (I don't remember if it's possible for her to hit the hitbox of this move from really far out and whiff the super's autocombo, but I can picture it) You used to see Japanese Bridgets do random far 5S RC on Jam and I never understood why, but I think this is it. Nowadays I think there are better options both for Bridget and for Jam, but in the interest of documenting every stupid obscure tactic... I agree completely that SJ set versus Jam is a borderline foregone conclusion. I think better space control options against her might be IAD set from about max distance of 5S, (especially since she'll be tempted to fish for random burst rush which you might be able to KSMH, granted if she ever gets it you're boned-o'clock) canceling max ranged pokes into yo-yo set and then doing absolutely nothing but reacting to her response and well... not backdashing at random. My least favorite thing is my muscle memory will tell me to 623H at fullscreen some times because it's a jerk and she can just react and burst rush. Weak. Now that Bridget has yo-yo buffer, I don't have as much trouble with her as I used to, but there are tons of question marks in my own strategy so...
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I don't really disagree. Chipp isn't good enough at punishing that. It shouldn't be possible to see his throw every time, though. If you can, I think that probably means you're just much better than the Chipp you're fighting. That's something top players will use on each other and it works pretty reliably.
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Basically it's like this: Chipp's sushi is only -1 on block, and since everything he has is so quick that means he might as well be at frame advantage. Something like blocked sushi, 2S->sushi or something is most likely going to require some specific tactic to interrupt, like IB the sushi then far S, so he can work around baiting whatever option you have to get out. I guess it's not a "mixup" in that it's not a safe forced decision for the defender, but if he's just doing stuff like stuffing your pokes after sushi, delaying the sukiyaki followup, K teleporting behind you, short dash throw etc, you'll have so much to worry about that unless you have super fast reflexes he can probably try to sneak in banzai at least once in a while and because you were thinking about how to deal with one of his other tactics you probably won't be ready to 6P it. Don't get me wrong, banzai still sucks. It's still easy to see, unsafe on block, etc. But I wouldn't write it off completely.
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It depends on why he's doing it. If he notices you're getting antsy and trying to counterpoke with IB out of rekka pressure, it's a free combo for him. On top of that I think if the Chipp uses all of his mixup options it's hard to 6P the banzai on reaction. But yeah, all kinds of punishment on block... LH621 is totally correct about the matchup IMO. I don't even think this is advantageous for Chipp, although it's a pain in the ass because Bridget is out of his element and Chipp is just running his standard gameplan more or less.
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That shouldn't be possible, S disc is completely safe. Even though it's -1, I'm pretty sure most characters can't even interrupt 5K after blocked S disc because of the distancing.