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722

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Everything posted by 722

  1. Awesome, thanks. I just searched for them on Youtube and it sounds like the rest of their stuff is just as good :3
  2. About Axl: Not that he's likely to take to the air that frequently, but his jump arc combined with his annoying combo-proof hitbox means that if you do two j.Ps on the way up as air-to-air, he'll float too high for a third jumping move to connect. If he himself is ascending and not descending there's a good chance even the second j.P will whiff. Thank you Arc Systems. Also, some Robo-Ky notes: Anticipatory 3P beats level 3 horsie, allowing you to combo afterward His responses to pokes buffered into the forward set are pretty bad until he has tension for level 3/H FRC. Rushing him down at the beginning of the round is much safer than later, but you have to look out for his 6P thrown out in anticipation of a ranged poke (unsafe, but you don't have tension yet either so you can't hurt him all that bad -- the best thing is if you see it whiff that far out, space KSMH->P so that you'll hit him even if he mashes out more hits). He can use 2H in the same way, which is much more dangerous -- especially as he builds meter -- so don't go on autopilot. This is probably the best part of the match though, you have him making hopeless balls-out guesses on when you're going to mash out your pokes that pretty much shut all of his down... it's hard for him to get them right, but if he does, god help you. I forgot to test it, but I'm pretty sure you get 2P 2D for free if you instant block 2S->mat; maybe even if you normal block it. Actually, I think you might be able to mash 2S of all things in this situation -- when I tried this in matches it was hitting the mat (maybe he was trying to move?) and clashing with 5H. Because he falls so quickly from 2D, you can't do the same 2P safe meaty setup to bait his reversals that you can against many characters. Any kind of safe meaty against RK is generally difficult with all characters anyway because of his super-fast DP and he can just as well reset the situation by delaying wakeup. Just like Bridget, his delayed wakeup can't be done after OTGs and sometimes can't be done at random after dead angles (I never understood how this glitch worked). Unlike Bridget, his delayed wakeup is butt-ass slow. That's generally a bad thing for him because you can do stuff like set the yo-yo forward, react to the fact that he did it and do super or Roger Rush, but if you autopilot Roger Rush out he can waste tons of the hits and mess with your positioning by delaying wakeup. Also unlike Bridget, he can reversal after delayed wakeup. His backdash has above average stats but he does have a pretty big hitbox when he does it (maybe it just feels that way because my most frequent competition plays I-no) so after some knockdowns you can get 6set, Roger Rush, running air combo against reversal backdash a-okay. I don't know what stuff 2K escapes. He has lots of ways to deal with Starship both as a reversal and as a pressure interrupter, none of which are extremely painful (in my experience... he doesn't have an oh-shit move like May 6P) but generally reset the situation in a best-case scenario. Worst-case scenario is kooky shit like 5D trades hits with it, Robo OTGs with giggly tension move. From further away, don't bother. It won't get you out of standard pressure strats like 6H FRC, bazooka etc. This matchup feels pretty even.
  3. Can anyone identify the dork metal in the EX Testament video War Emblem http://www.youtube.com/watch?v=0lSgmIkXh_Y I think I like this band but I have no idea who they are
  4. 722

    Bridget Q & A

    Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?
  5. Yeah I was going to translate the Bridget one but it's pretty straightforward and uninformative so don't wait on me, I decided not to do it :P
  6. So let's review: Guard gauge doesn't have any effect on high-level play, except in all those situations where it does. Which can be written off because gold bursts are cheap. With that out of the way... Has anyone translated Bridget yet? I haven't seen it, but I don't want to go through the work if someone else already did.
  7. 722

    Bridget Q & A

    lol, oh shit, I'm getting called out I had some old, old vids of me but they died when my last computer did. I haven't been playing very much for the past month but if I get back into it I'll try to get some stuff that's not my finger-quotes Ky end-finger-quotes up on the Internet. I can't really promise anything though.
  8. Well, I could even deal with that if they'd given Bridget a legitimately new tactic in this game. The basic problem to me is to do any kind of truly threatening offense, you pretty much have to have the yo-yo behind the opponent and they haven't added anything that isn't just a redundant return on that since XX. I agreed with this in Slash because it was in keeping with what seemed to be the design philosophy, but now the other characters who are around as capable of irritating zoning and runaway -- like Dizzy and Venom -- can also set up situations where they have death mixups that either punish FD (pay close attention to how little tension the opponent loses for FDing an entire FB Roger Rush... you're basically wasting 25% tension hoping your opponent is shitty enough not to know to do this unless you're comboing into FB Roger) or set up additional mixups on block, sometimes counterintuitive mixups that are unique to that specific situation. Bridget's basically got: high/low behind delayed yo-yo return high/low behind Roger Rush roll nonsense mixup between frame trap and yo-yo placement -- much weaker ever since #R since the forward yo-yo set is a giant risk And except for the fourth (where it doesn't apply), the unjumpable setups for this are complete trick shots where you somehow get a knockdown with the yo-yo behind the guy, so you're constantly keeping track of that and trying to punish them for trying. I'm completely fine with this because not every character in GG should be fighting for these opportunities to set up autopilot mixups where the opponent doesn't have a way out, but this game is just way too over-the-top for a character who does so little damage to have to put in all this risky guesswork just to set up a mixup that's inferior to what even some of the other low-tier characters (Johnny, I-no) are capable of. Which is why Bridget's so boring. To compete on any kind of even level (and it's not even, even if it's not all that bad) with even the other shitty characters, you either have to play in this super-conservative style that allows no opportunities for them to guess force break, guess IAD, guess DP, etc -- so you're basically a more mobile Faust who's around seven times less damaging -- or you have to consistently outguess your opponent -- which is not really possible and you don't see aggressive Bridgets really getting away with it in this game.
  9. 722

    Bridget Q & A

    You use 7set more than even air 6set? The true key to zoning with Bridget, much like the true key to anything with Bridget, is to lose repeatedly and do the complain about your character/complain about the other guy's character 50/50. It's a mixup, they can't see it coming. I do this dust combo most of the time: 5D, j.P, djc, j.S, land, 6S, air combo But only because I do 2147K~P after dust, regardless of whether the dust hit. I can't hit-confirm it. Otherwise uhhh I think if the yo-yo isn't out I just do something basic like... 2S 2S S K S K djc S K S 2S I don't even know, I tried to do it on an imaginary joystick in front of me and it's not even in my muscle memory apparently. But I know it has a lot of S and K in it!
  10. 722

    Bridget Q & A

    Are you on a joystick? I do it by positioning my ring finger on the H button with the middle finger close by, then sliding the ring finger off and tapping with the middle finger immediately. For cases when you need to do it repeatedly (like close S infinite), I don't switch fingers the way most people are probably thinking (and doing successfully); I'll keep the button held down and switch to the ring finger without releasing it, so that each actual rep of the glitch is going from the ring finger to the middle finger and there's no alternation. I can't do it by alternating fingers. Don't worry if you can't get it, it's a peripheral tactic.
  11. 722

    is dizzy alive?

    Fuck yeah he is IMO there are/were lots of good US Dizzies but they don't all play anymore, DrgnEclair comes to mind right away, poon used to play her as main, I never played Destin back in the day but he's like the old-school Dizzy... I mean shit, Alex G is one of the best of the best and he plays Dizzy, so yes she's very alive :P
  12. lol does it ever. I got bored of sidewinders and actually went into training mode with Bridget today Random stuff: Slashback attempt on the last hit of I-no's ground super seems completely safe to attempt, or if she can exploit the slashback guard penalty it's by doing 2S->Chemical, which does dick and doesn't knock down. I-no's recovery seems to be so fast that all you get is 2D if you succeed, not sure though. If you have tension, you can super her after the flash -- unconditionally if the yo-yo is out (killing machine), situationally if not (Loop the Loop from over a character length away... looks pretty pimp, but maybe not worth the tension). So basically you can like always punish I-no for trying to reversal super you, sometimes for ass tons of damage. Slayer's Dead on Time can be punished by IAD j.D into 6S into air combo... which does less damage than 5S©(1)->6P->5S©(2)->236K, P. Barnacles.
  13. If I recall, the guard gauge doesn't have to be too high (maybe not even blinking) for this to kill: 5K 5S 6P CLGV, Fafnir (whiff) Charge Drive, jump back j.S CLSW, jump forward j.S CLSW, then... something. Those Charge Drive combos really hurt with the guard gauge up.
  14. 722

    Ky Beginner Guide

    Hey, since the guide seems to be written with players new to GG but not other fighting games in mind (which is a great idea), you might want to explain why it's bad for moves to deplete the guard gauge on hit (you mentioned it a few times) or link to an explanation. Also, you might specify that May's 3K and Robo's 2K are sliding moves, since it's not guaranteed that a new player is going to know right away. Great work though.
  15. 722

    Bridget Q & A

    There's waaay more missing from the guide than that. I'm guessing you're not asking because you need to know, but rather to help with the strategy dicsussion? I'm working on a beginners' guide to Bridget right now that's currently about twelve pages handwritten and has writeups for every single move more or less... it will be up before long. Also, some of the information you're looking for is in the basics guide, it's just in weird places, like the miscellaneous section has an entire writeup on how unsafe 5D is and everything you can do with it, and there are meterless combos off of 6K listed.
  16. 722

    Bridget Q & A

    You can also do 2S, 2K cancel, 6S, the rest, but it's awkward.
  17. lol shit stormlocke's robot is cool Also is Eiji new or something because I hadn't heard of him before
  18. 722

    Bridget Basics

    I got a few pages of a rewrite of this FAQ done during my classes today (boring!). I'm bad about starting stuff and not finishing it, but I do intend to get this done pretty soon. Any input, let me know.
  19. Been there :P I wish I could comment insightfully but I don't have any May experience in AC (I use her, but I've never played against her). I have noticed though that this is a matchup where good Bridgets seem to fuck around with a lot of the different yo-yo sets and I'm seeing mostly a couple (j.3set all over the place!). I have the same difficulty that you do with pixie characters, especially if they're playing defensively rather than balls-out aggro, and generally I've found it's helpful to not actually use the yo-yo as much as against someone like I dunno Johnny. That is to say, since fast characters are likely to escape poke strings into yo-yo special moves into poke strings etc, it's more beneficial to set the yo-yo out and just kinda let it chill there. The problem is that they're so fast that they have too many options for which zones to occupy at any given point, and they'll be able to change that faster than you can react to at times. The idle yo-yo increases the range of your whiff punishment and makes their options much more obvious because everything is so much more dangerous. I feel like I'm not explaining myself very well, but the concept is simple I guess. So when you play Kyle, pay attention to how little time you give the yo-yo before you turn it into something else. Also notice how he's making and covering distance. Backwards IADs, dashing pokes, anticipatory whiffs... which is only in his favor if you don't have some way to punish it on reaction, even if only by forcing him to block. But in this specific case I mean May is like so retarded and Kyle is good so I don't know how much help I can be :P
  20. I don't think I agree with that. It's a guess situation and you can't really fault someone for trying. Defense is much more complicated than "block low." I mean if it happens too much it happens too much but Jais can block, it's been seen before :P I don't really play the Baiken matchup anything like that at all, but the way I approach it might be outdated. I'm sure you can guess I just run away from her 24/7 and hope it works out :P
  21. 722

    Bridget Q & A

    I don't know what causes it either, but I know it happens to me after delayed wakeup every time. I only have one guy to play and he only plays I-no, so if it's character-specific I wouldn't notice.
  22. Real quick before I run to class (sigh): blitz basically covered all of the "philosophy" advice, but some specifics that haven't been mentioned yet: I see no use of the delayed yo-yo return. Remember that even if you can't do the glitch this is extremely useful, especially as much as you like KSMH. Don't try for specific setups with it at first, just use it as cover and do it at random sometimes to fuck with people. In general your repertoire needs some expansion. I'm not saying to just do moves at random, you should have a plan and reason for everything you do, but especially when neither character has any sort of advantage (in this matchup, that's when you are outside of Bandit Bringer range more or less) you can afford to experiment a little. Work with the grounded 4set more as well. The problem is Sol is so fast that he can change the dynamic of the match based on a single read. He knew you were going to do a yo-yo set? He's closer now and your options are different. It's good practice but -- especially when you've got fifty cents on the line every game -- it can hurt you, because you don't have enough room to experiment. I have class like right the fuck now but try to think of it like this: only perform one action at a time. That is, you're thinking: [jump back 1set, roger get], [land, run forward or KSMH] When it should be like: [jump back 1set] [roger get] [land] Break up this kind of autopilot thinking as soon as you can, because it'll make it much easier to develop a set of options you can choose from randomly (or ideally as called for by the situation) and make you much harder to predict.
  23. I think you might have understated just how dangerous 2H is for Bridget, it beats a ton of Bridget's conventional poking (read: far 5S, 2S from two or three character-lengths away) and can completely turn the tide of the match if it connects even once. 3P can beat 2H, but it's dangerous because it loses to so many of Testament's other moves. You can stuff it with a late 2P, so doing running 5P~2P as a poke is useful in semi-neutral situations (i.e, Testament has just recently been let out of blockstun and no one has necessarily established advantage yet). I don't want to write much about Testament though because I haven't played against him enough and that retarded forward XE beast changes absolutely everything.
  24. STL is St. Louis, yeah. Chojin from UIUC has an awesome Robo-Ky, but he doesn't travel to tournaments much so a lucky MWC is your best bet.
  25. Yeah, I know, it's just that it scales damage like fucking crazy. I want a better counter to Stroke, I'm greedy.
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