722
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Everything posted by 722
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I don't know if it was just how I was playing last time but I had a lot of trouble reliably beating I-no's Stroke with 5K last time I played. It may be too timing-intensive to be practical.
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6321466K_S.
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I think this happens against: Axl Slayer Jam Venom Millia
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Regarding the ABA strats, be really careful with moving after 2K. It's +1, but it has almost no pushback and it's actually extremely hard to space the 2K, 2K poke string to be throw-safe. Unless it's changed since Slash, Bridget can buffer the first hit of j.D into Starship, which whiffs completely on ABA. The first hit of j.D knocks down. This is good to know if you manage to get an opportunity to do crossup j.D on her wakeup in moroha mode. Some info on I-no, it's disorganized but I can put it into the standardized format you have here if you don't want to go through the trouble: At the start of the round: Any connected 6P on I-no's part can be canceled into 2H (whiff) and she has enough time to do meaty note. Her 6P and Stroke (S version) beat Bridget's far S. Her Stroke (S version) beats Bridget's 2S. 6P can either beat or clash with 2S, depending on her timing. Chemical Love will beat or trade with 2S. All notes for I-no's 5K listed below seem to apply at the start of the round. Footsie (moves are assumed to be done at the same time, within range, unless noted otherwise): I-no's 6P beats all grounded punch attacks, beats 5S(f) even if done pretty late, has completely distance-dependent success against 2S (I-no wins close, far away they clash, further still I-no loses), loses to all grounded kicks and 2D. I-no's 5K from far away trades with far S, beats 2S with very lenient timing unless a little over two character-lengths away, trades with 2P, trades with 5K, is crouched under by 2K, seems to generally beat 2D, loses to 5P. These are all for distances where the 5K whiffs if Bridget does nothing. 5K beats Stroke and crouches under Chemical Love. 5P is probably the best normal to stuff the beginning of a dash attempt, since it's safe from Stroke. Even extremely early 5K usually loses to j.K and j.S if she's dashing from about her 2H range (which is common re-dash spacing). 6S can counterhit Chemical Love and TK note from really far away. Grounded note can be counterhit by 6S from the maximum range of Bridget's far 5S. This can be done on reaction, but the note will still come out if you delay it. If you're too slow, the note will hit you during the 6S' hitstop. Sometimes you can jump cancel and block first. Character specifics: I-no cannot duck Bridget's 5P.
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It's pretty awesome :3
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For those who can't parse moonspeak, the Bridget player in the vids from the second site on the July 30th update is named Mero.
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I've been using this variation of combo 2 on Ky: 2P -> 2K -> 2D RC 5H -> iad.j.2K, j.K -> Land -> 2S -> j.K-2K -> j.K -> dj.K-2K -> dj.D-2K -> dj.D 189 damage on him. I haven't tested it against all of the other characters you listed but it works against Axl as well and does 192. Is this a good option, or is there a reason to go for IAD j.K instead?
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OK, remember how I said you could still be reversal-safe if you dashed before the 6set after 2D? That's true, but it's extremely hard to do in a match IMO. Just a warning.
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Did you mean to agree with me, or with Chojin? Look at the post you quoted... Anyway, I do happen to think 5K is the best option now; I don't get low poked out of 6P, but I think going to the close S in the combo is kind of a compromise if they FDed and there are people who will stand up when they expect a throw -- 6P doesn't punish that at all. Sytha: It should be difficult to counterthrow out of 6P if you're using it as a throw bait, unless you aren't pushing them outside of their throw range and then mixing up between sit back and attack or walk forward and throw. I'm surprised you didn't experience some of the same difficulties with 2S.
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This is a little more dangerous than something as fast as 5K, but I've been doing: 2P/2K, recover, 6P 5S On CH, you can get stuff like: 6P 5S 2H, j.S j.H, VT, LJ, land, 2P 5S 2H, VT, LJ Seems like 6P 6H is really common as well judging by match vids.
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6H after CSE is a good enough idea I guess if you don't want your blockstrings to be repetitive, but as a combo on hit it has some problems. Compare the damage and tension spent for this combo: Example 2: CSE (hits) 6H, Greed Sever, Sacred Edge 50% tension, 142 damage on Sol To this: CSE (hits), dash 5S, 2D, 236D~214D, 5S, 2H, j.S djc j.S j.H VT, LJ 25% tension, 189 damage on Sol The reason the first combo does so little damage is because all of the starter hits eat away at the guard gauge by quite a bit on hit.
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Hahaha, that's cool. If I recall, doesn't the yo-yo have to be really far away for the Hug to go out before the yo-yo returns to Bridget? I guess that disappointed me when I was messing with Hug because usually I think of Hug as a way to attack from fullscreen and either force someone to jump away or provoke some sort of rash reaction, but I would probably be a lot harder to get in on if I used strats like HSR->Hug more often.
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Back on topic, I want to play devil's advocate for a second here: This glitch sucks and basically has only three useful applications: far S, yo-yo return, far S, yo-yo return, far S 6S, etc for damage With the yo-yo behind them and already held, 5S 236D (easy-mode!) for unjumpable Roger Rush mixup While airborne, yo-yo hold, 421H for space control and sometimes unblockables At first when this game came out I was disappointed that the rebuffer glitch was all we were talking about, but it's also pretty much the only difference between AC Bridget and Slash Bridget so I guess it stands to reason. Am I missing anything? I think the close S yo-yo return infinite is pretty stank because it starts off of an improbable hit (close S, most of the time you hit this it's after a jump-in or a yo-yo return, in the first situation it's unlikely that you'll already have the yo-yo held and in the second it's literally impossible), close S is burst-unsafe and on block they can dead angle after the yo-yo return hits them. None of their options end the round for you exactly but when there are other ways to pressure and do mixups on their wakeup that are safer and don't require them to lose their brain for a second and get hit by close S, why bother with it? Anyone agree/disagree?
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this feri: Meaty 2K is more of a tactic you do against Ky's DP because Bridget crouches so low that the VT misses. Other than that, it's difficult to time 2K just right so that it can't be backdashed and it's especially difficult to space it so that you're not in throw range. Other strings that bait reversals: 2D knockdown, 6set (small dash may be necessary), 2P~5S Input the 2P 5S with the speed of a 3S kara cancel or something. If they attempt to reverse here, the 2P will whiff and so will their reversal. You'll know you're getting this right by trying it in training mode, if the 2P is hitting later than it should you're gold, that means it's hitting as a true meaty. If you dash before the 6set that won't happen and the odds that you'll miss the meaty and some stupid shit like reversal jump/reversal something that shouldn't work will work and bite you in the ass increase. Obviously from there you've got the yo-yo behind them so do your standard whatever afterwards. This works situationally: 2D, 6set (small dash may be necessary), yo-yo callback It's kind of deceptive when this will fail you, as far as I know the yo-yo callback actually increases the size of Bridget's hitbox and you'll get pegged by Volcanic Viper and Johnny super from like ten miles away, and sometimes I-no's ground super. This is still good to go for against anything that'll get counterhit on the ground by the yo-yo move (Axl's DPs) but now that the yo-yo doesn't build the guard gauge on block anymore because god hates me it might not be all that good anymore. In corner after 236K, P or 2D FRC: IAD, 3set, j.2S on the way down The mixups this sets up are honestly really good but you almost never see it in match videos, if I had to guess why: 1) It's actually really annoying to make this safe from IB->throw after the j.2S without compromising big-time and doing 5P as your ground move when you land (pretty sure close 5S can be throw-safe too, but more often than not you'll get chucked) 2) It's actually really hard to time this so that it's safe from reversals 3) Any situation where you can actually hit with this, if you have tension off of 236K you can go into the unblockable and if you hit with 2D there are other safe wakeup options you can set up that don't cost meter and set up at least some sort of mixup But it's there, I won't use it against like top players because I'm so tired of getting IB thrown or reversaled out of something that's supposed to bait reversals but if it's against people with mid-tier defense I'll go for it. Also, this is like so useful against Order-Sol's Storm Viper, which according to the mook has seven million frames of startup time. Anyway, I mean this leaves them with the yo-yo behind them and offscreen and on the floor, so you have a ton of options; roll after the first j.2S, yo-yo hold then 6K or 2D then release, roll j.P j.2S, standard yo-yo return or Roger Rush pressure, etc. The only thing is it doesn't take the yo-yo long to return to the screen from this position I think. edit: By the way: I agree.
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How did you guys come up with that "third frame" figure by the way, did you use a programmable controller? I can get the rebuffers to hit pretty easily and I feel like I'm hitting the buttons really late into the hitstop. Am I deluding myself here? I've only canceled into a single empty rebuffer since I've gotten the game, the rest have all hit. Maybe doing it super-late helps too?? I kinda don't like the close S into rebuffer x n trap, but obviously I'm gonna try to learn it... my favorite application of the rebuffer glitch is a tie between 236D (which is so easy) and Roger Get. Still hard to motivate myself to practice this character when everyone else I play got all kinds of fancy crazy crap. Bridget is just kinda boring :/ edit: To answer my own question, my max is four... so hard ;-;
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How many reps of close S into recall are you guys getting? This is so hard.
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I'll go ahead and ask a dumbass question first because my copy is still on the UPS truck somewheres: Is there a reliable way to clean hit GV after Bandit Bringer? Does it have the same problems 2D-GV has?
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My new thing is 6S95 29. Spaced out to indicate where the pause is.
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Oh, this thread still exists! I hope I'm not restating something already stated on the first post which I'm too lazy to read, but the most consistent midscreen unblockable off of 2D FRC (like I was blathering about before) is 9set, 421H, running j.K (UB), 5K 6S jc j.S j.2S dj j.S j.2S.
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Thanks for cleaning up. Yeah, that's actually one of the best ways to deal with it. Another thing, though, canceling into the forward yo-yo set for any reason is kinda pushing it because it's a lot slower than the backwards yo-yo set; I'm not saying you should never cancel into the forward yo-yo set but it's not something you want to do very often and poking again after you do it is also very risky. Also, you might want to randomly cancel your blockstrings into KSMH-P every once in a while so that just the tip of the P followup hits when you think the other guy's going to do something... or you might not, since doing this too much is easily my worst habit. :P We're getting into opinion country here so hopefully some of the other experienced Bridget players can answer too (but I think Jais said once he never really jumps in with Bridget, which is perfectly acceptable strategy, and I don't know if blitz does either...) but here's how I look at it: since your jump-in string is two jabs (j.K, wait, j.P) you don't really have enough blockstun to work with and the only safe option is boring old reliable, 2K 2P or 2K 5S©. But this is actually one of the situations where people are kinda going to have predictable responses you can work with. A lot of players are spazzes, see such a strange-looking low-blockstun jump-in as probably a mistake and are going to try to reversal throw when you land. So if you 2K and it hits them, they're going to think "oh I was wrong I guess I'd better do the safe thing and block" and you have options to work with here that aren't just gatling into 2P and look for sweep every time. I think 4set after a 2K that you know is going to hit someone out of whatever they were thinking and get them back into down/back is pretty good, but obviously it isn't safe; setting the yo-yo right in someone's face like that never is. So you've also got options like 2K then walk forward throw or 2K, let it recover, then 5P against characters who can't duck it... but this is where we get into mushy metaphysical territory and it's really hard to actually discuss this sort of strategy in concrete terms. The effect the yo-yo has on all of this depends completely on the position of the yo-yo in the first place. If it's behind them (and if it is, jumping in without using the yo-yo to protect yourself and set up the shenaniganny "land at your feet and go low" mixup probably isn't the best idea anyway), you can do some sort of roll-in string -- maybe not after the j.P if the character has a really fast hardslash, but then I always assume people are mashing on throw when I play so maybe that's just me -- or do something like 5S©(1) HSB, 5K 6K|2D, HSR, combo or pressure accordingly. If it's behind you, the best thing is probably to do a long blockstring, push the other guy out and get the yo-yo back. I don't feel like that was really all that useful an answer... so if you have questions about any of it, please feel free.
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Sorry, my mind just recovered from being completely blown and I can answer this now since no one else did. Yes, this gives you more frame advantage than KSMH P.
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About Millia's haircar, if you want to punish it directly she's in counterhit state while the move is active so you can punish it with 3P or all sorts of jumping moves depending on the situation. But if a Millia player is poking with that, you might as well just jump over it and airdash after her. Bam, she's cornered herself. Go to town.
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My mistake, I should have been a little clearer; even in the #R scenario of Roger Rush doing a bazillion hits, it's not until the third hit that the mixup actually has the chance to hit. So I guess you're talking about a situation where the yo-yo is already pretty far behind them and none of the hits are being wasted on blockstun (which is hard as hell to set up midscreen anyway), in which case I still don't agree that repeated crossup j.2Ses are the ideal followup -- at least, not all of the time, and especially now that Slash and soon AC is the game, because you only get three hits to do them. That's what I was "confused" about. The concept itself is not too difficult to follow. Debating #R tactics is pretty pointless since the game is practically two years obsolete but this applies to all versions of Bridget: any time you get Roger Rush to hit, that's an opportunity to do a ground combo with running momentum into two-hit KSMH. From most distances this leads to a corner knockdown, but even if it doesn't the frame advantage and positioning you get off of it is probably the best Bridget can get. This isn't always the followup you want to go for necessarily, but particularly when you're talking about finishing with Loop the Loop or 2D FRC or something, consider that you've already done a ton of damage, you've also already done damage to the guard gauge and you're trading tension and a setup for the best wakeup situation you've got for that extra damage. If you're going to spend half tension anyway, why not do meaty killing machine?
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Actually I meant to imply that I thought the combo sucked too, and it's definitely not "my" combo -- the first time I saw it was Yukinose's old #R combo video which had all the dash splitting IAD loops. You used to see it in match vids every once in a while so I figured I might as well include it. The only real thing I see is it's burst-safe and would be a guaranteed punisher for Axl 623P triggering an ascending j.P, and might push further toward the corner than landing and doing a burst-safe ground combo. In #R I believe a high j.K counterhit Testament's anti-airs and was generally pretty annoying for him to deal with -- no idea if that's different with Slash 6K as my gameplan versus Testament is much different in this game, but since some dipshit had the idea to give him an anti-air 6P like everybody else it'll be done in Accent Core anyway. By the way, jump-ins hit for reasons that are much more complicated than the high/low factor and in fact I'd guess the vast majority of jump-ins that actually hit are punishing anti-air reflex in a situation where it doesn't work. That is precisely why I went on my little rant about using j.K as a whiff punisher in the first place.