722
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Keep in mind it's versus a grounded opponent, so an ideal combo is something simple like: j.K, j.P, land, 5P or close 5S into whatever Or maybe against tall characters you can shoot for that combo that's like: j.K j.P j.K djc j.P j.P j.P j.P j.2S land 2D? Are you close enough for anything else after this? The thing I don't like about that combo is the first j.K has to be so early. j.P is the better air-to-air move because of its shorter recovery time. It's off topic really, but you could still get a combo after two-hit 6K behind Roger Rush in #R as well -- the jump-in j.2S followups to a grounded Rush hit honestly confuse me, but I won't knock it until (if) I've tried it in training mode. One thing you're forgetting about #R 6K is it was obscenely fast (seventeen frames) and had the built in "am I going to RC the first hit or the second" mixup. I don't know that move was really totally bad ass in so many ways. I miss it quite a bit. feri: j.K j.P works in #R as well.
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Millia's 6K is throw-vulnerable, but don't try if the Millia player is any good because you aren't in range. 6K being a one-hit move at least makes comboing into Roger Rush afterward easier, although I don't think you're very likely to actually hit anyone with that. The situation blitz is describing is completely safe from anti-airs because the opponent is in blockstun. I agree that it's probably the hardest MAMKM mixup to block, although low airdash/land low is not particularly easy either and has the advantage of both options setting up in-close pressure if Bridget guessed wrong. I think it's a matter of preference. About jumping, Bridget's j.K actually is by far his best jump-in and it's not bad at all to look for it as a whiff punisher -- i.e, you jumped at the same time they did whatever move, and now by the time they recover they don't have the time to anti-air it. Consistently comboing after it is sort of tricky, but it makes you a whole hell of a lot scarier if you're good at it. hax.
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I'm actually really going to miss Bridget's throw in Accent-Core, I don't think it's that bad in Slash. Although I guess there's no disputing the superiority of risk-free okizeme in AC :P After a throw I generally: Hold 4 throughout the entire throw's duration. No reason not to backwalk as soon as possible. When halfway outside of throw range, 5P FDC. Now from just outside of throw range, either 2K or walk forward throw. Bridget has more throw range than average I think, but at any rate let's say they reversal throw you; probably not too dangerous since you now have 5P glitch. I know it doesn't sound good, but it works -- it's just it's kind of easy for you to make a minor mistake when timing or distancing the 2K and you'll get hit by any of the nonsense that people tend to mash on after Bridget's throw. Also, if your timing is accurate, the opponent doesn't get a free throw for 4set so you can do stuff like 4set Starship and you're fine (well, assuming you had meter to FRC). I know "and then you have 5P glitch so even if you guess wrong you might be OK" is stupid for obvious reasons and everything but eh I mean it's Bridget's throw so take what you can get.
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Did you mean 3? But yeah I wait to hit 6 until I know I'm going for the FRC too. I don't know exact numbers but it has to have less startup than Bridget's jump, or else dash splitting wouldn't help any for the IAD loop combos. I think it can be FDCed from frame one, and if not I feel kind of stupid as I'll do reversal roll to get out of situations where I know the other guy wants to go low and isn't likely to get a frame-perfect meaty. I wish. Backdash (careful that you're doing this so that you avoid the j.H altogether; if you're too close and/or do this too early, you'll just get hit out of the air and potentially give him a free combo), starship or just block. 90% of it is staying out of a position where he can set up j.H on you, but I'm sure you already know that. No comment here but I don't think it actually beats many of Bridget's pokes? You may be reflexing too slowly or trying to move when he's already got frame advantage. I haven't played a Slayer who pokes with 6H lately so I don't really have any good advice, sorry :/ Ouch.
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No offense to whoever that player is but that makes so much more sense. Chojin runs around like a spaz more, is completely invulnerable to mixups and 90% of his offense is stuff I never see other Ky players do.
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Are there any more vids of Chojin :3
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My opinion: it depends on how well the opponent can threaten you from their position (if they need meter to do so do they have it, do they have something they can use to attack from all ranges or only from some, are they shooting themselves in the foot if they run away from you). Setting the yo-yo out is always a risk, and so is doing any yo-yo special move. Bridget is extremely effective from a distance and following the conventional GG gameplan of "got my pressure started, now stay on his ass" can create unnecessary opportunities for the opponent to turn the tide. You don't necessarily need to convert all blocked strings into mixups when so many characters have to do a lot of guesswork to get close to Bridget in the first place. For example, I was having a lot of trouble with Sol because if he takes risks spazzing on 2D and looking for VV when he's close, the risk/reward is ridiculously in his favor; if you beat 2D with a poke you're going to do around 10%, if he hits a poke with 2D he's going to do 50%. The same applies to baiting VV RC. But this was just me playing the matchup incorrectly and doing all of the risky stuff (setting the yo-yo, starting Roger Rush, whatever) when Sol was too close, and playing less greedy and doing short nubletty pressure strings like 2P x 3, far S, 4set, GTFO is more appropriate for the matchup. Similarly if you're playing against I-no and she has no meter, you just want to push her out of 6P distance before you pull shenanigans on her. Also, remember that Bridget's offense against a cornered opponent is orders of magnitude scarier than anything he's capable of midscreen. Any time someone blocks Roger Rush or is blocking Bridget with the yo-yo at their back, keep in mind that you may just want to push them to the corner. Something not mentioned about Razor Roger that's actually extremely important is that once it's out, it stays onscreen even if Bridget is hit. Your location says you're from Ohio, have you been to any of the Columbus tournaments? You might have seen me play, I'm the big dude with the long hair who screams when he gets hit/gets a burst blocked. I wasn't at the most recent tournament though. edit: And if you're looking for less touchy-feely BS and more concrete "these are good B&B pressure string" options: 5K and 5S are ideal followups to the frame advantage on Bridget's 2P and the second hit of his close 5S. So you can do something like: 4set, dash in, 2K 2P, end gatling, 5K 2S, if you hit 2D, if they blocked either 2K/jump/Roger Whatever Other than that I don't see anything Zugi didn't mention.
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Bridget can buffer 5D into special moves as well.
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That j.K j.P j.S j.K string I do is great because I just parroted it out of a combo vid assuming there was some reason to use it... but it's inconsistent, and there isn't. It was just for show. Oops. The 2D can also be spaced so that it's burst-safe -- the burst whiffs -- although it's really picky and probably not as practical as your FRC idea. It's generally going to be the same range where you can do the immediate FRC. Some stuff to know about jabby-jab-jab sweep combos: 5P can gatling into 2K, 5K, 2P and 6P even on whiff. This might not sound like a bad thing, but if you're doing 5P as the third hit of your combo and they burst there you risk having the fourth hit come out by accident and the burst counterhits you. It's true that you'll get the 5P glitch from this, but since bursts are the least advantageous knockdown in the game it's not a huge help and it's definitely not as good as getting the combo. Essentially, 2K 2P 2K 2P 2D and 2K 2P 2P 2P 2D have less room for human error, which if you have stupid hands like me is a good thing. 5P causes the standing, reeling hitstun state, which is pretty useful against Anji specifically (and maybe other characters that I'm not aware of). The 2K 2P 2K 2P 2D combo is slightly more finnicky to time against Anji, but 2K 2P 2P 5P 2D works because when he's in reeling hitstun he pulls his feet back a little bit, making the instant 2D FRC way easier to set up. There's no FD involved, you roll and immediately j.S j.2S (fast enough that you see no sparklies). In all honesty I don't do roll-extended air combos except for this one: j.S j.2S, double jump, j.S j.2S, 214K j.S 214K j.S It's not that the better fancier combos are actually hard to execute but the extra damage isn't what it was back in older games and I never find myself close enough that I'm confident the whole thing will connect. I could do this, but the framerate is god awful when I record vids and fluidity would be really important to get the concept across. I wish I could do dash splitting in matches ;-; also :psyduck: :psyduck:
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Is that how it works? These might be the same circumstances that cause Bridget and Robo-Ky to be unable to delay their wakeup and cause Bridget to lose 5P glitch sometimes. I wonder, then, does the Chipp glitch occasionally cause ABA to bypass the wakeup meter loss? I play against Chipp all the time and the glitch will just randomly disable Bridget's delayed wakeup and 5P glitch sometimes. I hate the Chipp glitch, it's such bullshit.
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With the yo-yo directly on top of them (most easily set up using Roger Hug): Jump forward over their head and delay Yoyo Return, then: Release and then airdash back j.D (crosses up) into combo Airdash back j.D and then release (should not cross up), more difficult to combo after this. And of course there's always the hilarious "run at them while they're blocking the super, then jump forward as soon as they leave blockstun." Bridget doesn't have a ton of dope crossup stuff in my opinion. Also jumping normals will cancel the roll in the same way that Faultless Defense does. This means if you don't have meter or don't want to waste it on FDCing the roll, you can roll into j.P for the same effect as a roll FDC (not an effective replacement for the late floaty roll FDC, but for the early one that acts as a double-jump it's fine).
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The 2set, roll FDC, airthrow setup is really only worth it if you're doing the SJI version of the air combo. The additional height you get from the SJI guarantees that the yo-yo will be high enough for the second hit of Roger Rush to connect, so you get an unblockable on their wakeup. If you're just doing the normal-jump combo, the best way to set up an airthrow is the noobish-looking 8set or 7set, roll, airthrow. Both of these allow you to cover an incorrect guess and get away; if you do the 2set, roll FDC setup, your options are much more limited. The other thing worth keeping in mind is if they forward tech and airdash over your head immediately after the air combo, some characters (maybe all? I haven't tested it) will be outside of airthrow range after 2set FDC -- the other options mentioned will cover that.
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No I feel you, but that's what I was getting at, it's almost academic because so many of the common air combos break the rules anyway. Now that I think about it though this helps find stuff like jump-in attack into grounded combo on airborne (i.e. BR RC j.H land 2H) etc, so I guess there's that. Do you know if there's any data on precisely how the combometer effects untechability time, incidentally? And, uhhh, Bridget's Roger Hug has "Lovely" written on it, but when thrown from the 1P side it's backwards. I guess that's not that obscure.
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I didn't even realize there were hard-and-fast rules for untechability in the first place, it seems like there are a ton of exceptions. For example I think Millia's Silent Force is only around level 3, but it's untechable for like a billion frames even on normal hit... not to mention if these numbers are accurate how are combos like Baiken's dust loop possible? I don't think the data is particularly useful for anti-air hits because every other move, and a huge number of the important moves, are exceptions to whatever rules there might be.
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You guys I'm a dumbass. The 5K 5S(2 hits), 236K, K followup, RC, j.D, land, 6S, j.S j.2S double jump j.S j.2S combo is not nearly as difficult or finnicky as I thought. The trick is really simple: don't hold 6 during the skates to speed it up. That's it. It works on at least some lightweights just fine too, I was getting it against another Bridget which I didn't even realize was possible before. Seriously, this was a total slap-on-the-forehead moment.
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I don't block it 100% of the time. Blue bursts execute in 22 frames I think, Bridget's jump has to have at least three frames of startup... you have to react quickly. Something I'm trying to learn is IB every burst I can and punish with dashing 5K->6S into air combo. Much better damage than 5P 6S and waaay more reliable, but it's not easy. With the new pushback I'm missing old-school easy-mode burst punishers and going for weak shit like 5P 6S, oh shit he's too far out, jump and set the yo-yo and fly around like a moron I don't know when I have the time but I have a good idea of what I want to put up to replace the first post of this thread... hopefully I'm not too busy over Thanksgiving break.
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The thing is, if we're going to ignore what the established top players of other regions accomplished because we never had a true national tournament, why even bother discussing character rankings at all? For any GG ever for that matter, since you're never going to have a tournament where seriously everybody shows up? By that logic is there any reason I can't just turn around and point at any tournament Eddie won and say it doesn't count because random guy X didn't show up? I'm not really arguing that Eddie wasn't the best character but again, whenever people talk about Eddie being completely gamebreaking they talk about Ogawa, and Eddie was the best character before Ogawa ruled over #R. Chibita pulls 99%-win-ratio crap like Ogawa with Lion and Lion is not, from what I understand, the best VF character. This kind of crap makes me roll my eyes because I really feel like it held a lot of people back during #R. There really were answers to Eddie that went undiscussed on here, on romancancel and on SRK because threads about him always turned into people throwing out baseless, unhelpful "lol jumpign kick" bullcrap, and we don't see as much of that with Ky in this game -- thanks to the old "worst in the game" hype in my opinion -- but I don't think the community is over it. I don't mean to put words in your mouth because I realize you didn't say any of that, but the whole "#R was not worth playing because of Eddie" thing always makes me roll my eyes because it sounds like the community making excuses for Marn and Ruin.
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Am I the only one who actually misses Sol's dust loop? That shit looked awesome. People can talk all they want about #R Eddie, he was the best character in the game for the majority of its lifespan (all but like the first month or two?) but we had basically a single tournament where Eddie ruined everybody's shit and it happened to be a tournament with several Japanese players where Eddie didn't even end up winning it. Ogawa is an extremely inventive player and I think he would have been unbeatable with any number of #R characters, fact of the matter is the Slash top and second tier is much simpler than #R and doesn't play into what he does best. Kani just went apeshit at SBO to almost the same degree as Ogawa last year, is Slash Jam unbeatable now? And in this country for #R didn't we have AKA go on like a six-tourney streak with Millia in the Midwest, Alex G was killing people with Dizzy, I think Flash won a major with May? My favorite GG is X because the voice acting (except for May) and backgrounds are best
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Personally I don't find the FDC trick to be very useful. From what I understand landing from a jump and completely recovering from any attack will cause the autotaunt to trigger. The exception is if you land from a crossup normal jump. Since gatlings bypass recovery time, you have the glitch until the entire combo ends, which is good for nullifying bursts and Dead Angles. The coolest thing to do with the 5P glitch is cancel it on whiff into special moves... do something blatantly punishable and hope their moron ass goes for a knockdown into okizeme instead of a big combo Don't take my advice I've mentioned the first post in this thread has some misleading information, I don't know when I'll have the time to rewrite it but something I want to cover: random 6S is not really a bad idea at all, especially combined with the delayed yo-yo return. Very punishable, but so is Testament 6H and look how often you see that move whored out.
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Most of Johnny's moves will lose to Bridget's far 5S -- try to stay at the 5S' maximum range so that even if Johnny's move comes out faster, it's not in range. His slash, 5K and 6K all lose to Bridget's 6P. I think Bridget can duck under Johnny's far 5S, which causes it to whiff. 6S is a very useful poke against Johnny because it counterhits most of his pokes and hits him out of his dash/jump startup, but it's risky -- from far away, he can beat it with 6H and 6K, which both dodge it. You do want him to try that, though; he has to guess when the 6S is coming, and if he's wrong you can punish him. If you expect Johnny to dash after mist cancelling one of his pokes, do far standing slash. Johnny is at a lot of frame advantage here, but it's not so much that he has enough time to poke you again after dashing. This is something a lot of Johnny players seem to do, so I assume other characters aren't as good at stopping that sort of pressure. If he's just throwing coins and dashing behind those, you pretty much have to block. Zappa in Raoh mode... that's tough. You can waste a lot of his time if you manage to run away, but you have to be careful not to get hit by 214S on your way up or down from a jump. Something like this: high jump back, 8set, 214K, call yo-yo back, catch yo-yo, 6set, 214K, wait until you pass the yo-yo, airdash, 421H, FD as you land works okay, but he has answers to it. If you manage to do standard runaway patterns like this just once, though, Raoh is almost half gone. The best thing is not to let him get Raoh, but you know that. The yo-yo set wakeup has many uses. Any player who simply puts a meaty attack over you on wakeup can be punished by delayed wakeup and then some way to punish the whiff (throw, sweep, whatever). Against Eddie, it's actually more useful than you might think. If Eddie knocks you down and knows what he's doing, you do have to block, regardless of whether he expects you to delay wakeup, wake up normally or reversal Starship. However, having a yo-yo onscreen when he's rushing you down is better than not. You can create minute gaps in his blockstun by FDing a couple of particular strings: Running jump j.K into double jump j.K j.H or land 2D/2K behind buzzsaw 5K, 5S, Eddie bite 2P, 2K, Eddie bite To continue pressure here, he has to do one of two things: 1) Attack from further away, which is the safest but has little in the way of mixup rewards. 2) Dash a short distance after Eddie bite. The trick here is to input Rolling Idou like this: 214[1]K And try to time it so that if he lets you out of blockstun, you immediately roll out, but if he doesn't, you block low. Most of the time you do Rolling Idou, you will get hit -- but very close to the ground, and the Eddie player may not realize that he hit you out of the air. In fact, if he hits you out of the air with 2K, I don't know of a combo he can do off of that that will allow him to do Shadow Gallery combo/loop while still giving him good pressure options on block (note: I'm sure this exists, but it's obscure). Obviously this is a risk, but remember that sitting there and blocking against Eddie can also be risky. ...Um, yeah. So that's why you want to delay wakeup against Eddie. As far as dealing with corner pressure, that changes depending on what character you are playing against. As a general rule, you want to FD to create distance, IB 2P or IB Starship (depending on whether you'll need the invincibility or not) to beat frame traps, Dead Angle when you know it will work (which with Bridget is almost never), etc. Bridget is better at escaping pressure than most characters if you aren't backdashing too much.
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Thanks a lot. Wow, that video is crazy. Did you guys catch that guy's match vids? Watching the video I was thinking "surely he doesn't actually play like this" but he totally does. I didn't read the guy's web site with a kanji dictionary in hand or anything, but it looks like he might not go to arcades, and just plays with his friends? And still his execution is so good? That reminds me of another Bridget player, I forget what his site was called or what the URL was but I think his name was Juuji and he played primarily against a Ky player named Waa. He was a console player, and back in #R he would do stuff like throw the yo-yo down/back (you know, the old down/back set), high jump, airdash over the other guy's head and go for close S, 214K j.P j.2S stuff. I used to wonder if that guy was the inspiration for Slash Bridget... MatthewGaw: You should definitely do whatever mixups and setups work for you, but personally I think the Frenzya mixups cost too much tension (to make them really scary, you need to spend 50% tension to RC KSMH K and then 25% to FRC 2D...) and aren't safe enough from bursts for the damage they do (which is sometimes half life, and sometimes only about 10%). Since you need to combo into close S to combo into KSMH anyway, you might try the 2D FRC unblockable setup mentioned above or simply do a combo that will push your opponent to the corner. But don't get me wrong, if you're winning using the Frenzya setups you should keep doing them -- that stuff does look very hard to block. Also, unless it's changed in Slash, I think the K followup to KSMH whiffs on crouching Venom in combos (maybe only in the corner?). I had this crazy KSMH K RC combo in #R that did like 320 damage or something like that, but the only time I hit it in a tournament was against a Venom player who was crouching... and boom, whiff. I was so disappointed. By the way, I think the midscreen unblockable in the Happy Ending video only works because it's against ABA. ABA wakes up from knockdowns very slowly, maybe slower than even Chipp and Faust but I don't have the mook in front of me to check. Other characters will wake up quickly enough to escape.
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I haven't seen that video, I don't keep up on the video discussion stuff lately. It wasn't on Youtube, where can I find it? Was it in the video posting thread somewhere? Like most of Bridget's non-corner mixups the 2146K~H stuff is escapable. Are you doing the setup off of a throw, like in Will? I think it's possible to time it well enough that the opponent can't jab out of it, but you still have to worry about special-case moves like DPs, supers and certain 6P attacks (Johnny 2H is obviously extremely fast and has an enormous hitbox, but it also causes Johnny to retreat back slightly -- it could be "dodging" the jumping kick, but I can't test it). I use some of the mixups from Will but if they're expected they can be beaten -- it's just usually by doing something that's a huge risk. I don't think Bridget players (or anyone, really, but for some characters it isn't quite as important) should repeat the same mixup situation more than a few times if it's possible to switch to something else. As far as Roger Get unblockables, I can't say I saw a lot of those when Ruu played at Evo (and this is saying something, because "fake" unblockables and mixups like this with an obscure countermeasure are much more likely to work on American players who don't know the game as well). The one setup I saw him do a whole bunch and forgot to mention was this: 2K, 5S(2), 2S, 2D FRC (just like the air combo mentioned above, the FRC is immediate), 9set, 421H, running jump, j.K just as Roger hits I haven't gotten to mess with it myself, unfortunately, and since almost everybody would immediately burst if this hit them I don't really know if there's anything weird you have to do to combo off of it. I've got some more to write, but I have to leave work now... I'll post again tonight or tomorrow.
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It's a method of input for cancelling a normal into Rolling Idou, then FDCing the move and airdashing as fast as possible. There's a thread about this on the Bridget board, but the subject line is pretty vague -- "#R bridget question" or something. Shazay: Yeah I really don't know. If you saw, I posted a thread about this in the General section but no one really replied: http://www.dustloop.com/forums/showthread.php?t=1682 I don't have too much trouble with 929 after 6S, personally, but it's not something I trust myself to go for under pressure.
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OK, finally I had some time to mess around with the game. I don't want to add this to the sticky dead away, but I think the following combos are absolutely essential: close S, 236K, K RC j.D, land, 6S, air combo Or versus lightweights, if you don't feel like one-move SJI off of 6S (don't blame you): close S, 236K, K RC j.D, land, jump forward j.P j.2S double jump j.S j.2S At first I thought the j.D was difficult to time, but if I mash it three times in rapid succession I get it every time. No idea what that's about. 2K_5K, close S(2), 2S_5S, 2D FRC (hit on the tenth frame so that the FRC is immediate), dash, 5K 6S, air combo This is actually much easier than it seems. The two things you need to keep in mind: 1) Far 5S and 2S are both delay cancelable. 2) There are two kinds of hitstun in Guilty Gear, reeling hitstun (generally caused by standing attacks) and double-over hitstun (generally caused by crouching attacks). Against most characters, 2S after both hits of close 5S sets up immediate 2D FRC because their feet pull back as a part of their double-over hitstun. Bridget actually has a few more combos where this is important (comboing into 6S for dash splitting, and comboing into Yoyo Hikimodoshi in the corner or in trick-shot situations against certain characters who will lean "outside" of the yo-yo's hitbox if hit a certain way). I think in #R, it was always worth it to end combos in knockdown and go for okizeme unless the air combo would kill or was one of those crazy air combo + roger rush situations that did a trillion damage because his okizeme was just too strong. In Slash, with the weakened forward yo-yo set, improved 4 and 7 sets and Roger Get, there's not really anything wrong with going for the big damage payoff to avoid playing repetetive and doing the same setups all the time since his zoning is so much stronger. These combos in particular are optimal in terms of damage, reliability, and the practicality of the opening hit. I've got some other stuff I want to cover, like overlooked applications of the 5P glitch and some new pressure options, which is why I haven't updated the sticky just yet.
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Wow, no, I don't know what I was doing wrong before but 2146K~H works every single time. Thanks a lot, that's a huge help. Bridget is so cool in this game...