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722

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Everything posted by 722

  1. 722

    Bridget Basics

    When I do it that way I still get 214H. It's just a personal thing, I think.
  2. 722

    Bridget Basics

    If you look closely, he doesn't jump and do delayed return; he does 214K and then delayed return. It's just really difficult to time, your momentum will change based on when you hit the H; to get enough upward momentum to get j.K before you land you need to do it pretty early. It looks almost immediate, I'm not quite sure how he does that without getting 214H. The dash combo 35 seconds in doesn't require FD, because Bridget occupies the same vertical space as the yo-yo when he does 214K -- he goes straight into normal jump mode. So the input is way easier, you can just do 2146K6.
  3. 722

    Bridget Unblocks

    Whoa, yeah, I did write that kind of funky. 2D FRC, 9set, 421H, running jump j.whatever. Sorry I don't have more than that, but it seemed to vary by situation and matchup quite a bit. The same goes for the 236K, K setup, which I only ever saw him do in the corner.
  4. 722

    Bridget Basics

    I actually don't have many vids to work from, which is sort of a problem. I won't feel qualified to put up a guide until after spending a lot of time in training mode and look at some vids... if anybody else wants to contribute be my guest. Incidentally, one thing I noticed: I don't think Ruu does 6S into dash split j.P combos when he's on the 2P side. I have never seen him do it in vids and never noticed it at Evo, although I played a ton of matches with MINT and he could have been doing it all day on the other TV while I was doing that. Any counter-evidence? I take this as an indicator that he uses the same input that I do, which is: 2146K4(release)6 which is extremely hard when on the 2P side, as if you don't hit precisely 646 with no slop diagonals you won't get an airdash. Shazay, Zach told me you can hit those combos easily; how do you do them? Not an extremely important thing to be discussing as I still think it's sort of a peripheral combo, but it's better than the nothing that's been going on on these forums since... well like forever.
  5. 722

    Bridget Basics

    So Ruu was at Evo as you guys know, for the people who couldn't make it he plays nothing like the strats in this guide. Obviously this is not really anything new and Ruu has played crazy-roll-around-and-go-nuts Bridget all along, but seeing it in person and playing against it confirms my suspicion that this is the strongest way to play Bridget now in Slash, and I didn't realize just how dated even the oki listed in this guide is. It probably needs to be completely rewritten.
  6. 722

    Bridget Unblocks

    Just reporting from Evo, Ruu seems to use FRC, 9set, Roger Get, jump forward j.K (I think) and 236K, K, RC, 7set etc exclusively; I don't remember him doing any other unblockable setups but I'm sure they were there somewhere in the billions of matches he played over the weekend.
  7. 722

    Bridget Basics

    I don't know of any standardized notation for Bridget's craziness. Personally I have no issue with how you have everything written; the stuff I have on the first post of the sticky (which needs a rewrite badly...) is deliberately verbose and Englishy so that it won't confuse new players. The rest of the board is more for discussion than tutorials, so if it starts to get esoteric it's no big deal; anyone dedicated enough to discuss such specific details of strategy is either going to decipher what people are talking about or (like blitz) just ask.
  8. 722

    Bridget Unblocks

    OK, thanks for the clarification. I'm curious to know, what Roger Get setups do you actually use... I only really use the CH 6S setup and the 236K->K RC 7set setup. Anything else just hasn't been "solid" enough for me. Do you still find that it's pretty useful? I do use the move a lot as a poke...
  9. 722

    Bridget Basics

    He also contributes much more to this forum than anybody else, so the notation really isn't a big deal. That's an interesting setup, I'd messed around with 214K~D into Tragedy before (I get bored...) but not 632146S. 214K~D is viable any time you can combo off of it. I don't find much use for it anymore, it's got a high chance of success and 130 damage from a safe overhead is not something you can write off but I'd rather apply safe pressure than constantly take chances on an overhead that does decent damage and has no real tech pursuit options since the yo-yo is out already. Your mileage may vary.
  10. 722

    Bridget Unblocks

    Just a question about that setup, how are you comboing into 5S? It's been my experience that in the corner, all setups involving Tragedy can be escaped by backdash -- if the yo-yo is spaced such that it hits perfect meaty, the second hit will whiff. If you space it out so that the second hit does happen, there's always a giant backdash window. Am I doing it wrong? This is off of both close 5S and 2D that I'm trying this.
  11. 722

    matchups

    The "infinites" are not new to Slash (although the vs. crouch one was so difficult to set up before that it might as well be). I think it had to have gotten somewhat better for Potemkin in this game as Bridget doesn't have retardo "throw out Roger Rush and I'm in control of the match for twenty seconds" anymore, but I don't play Bridget anymore so maybe I'm missing something.
  12. 722

    Bridget Basics

    I don't know if there's a hard and fast B&B option post-throw. There isn't anything wrong with your setup, but it doesn't hit perfect meaty and there are multiple ways around it.
  13. 722

    Bridget Basics

    Zappa can reversal throw a 4set after ground throw for free, I don't think anybody else can but I could be wrong. Most characters' forward option selects will counterhit this setup. There are workarounds of course, like blatant Starship in their face. You can backdash, but so many characters' 4H or 6H hit backdashes for big damage and it's a big risk IMO.
  14. 722

    Bridget Basics

    2D has been messed with in some undocumented fashion. It seems to hit sooner at point blank than before. Point blank 2D FRC seems to be after hitstop on all characters now. Just throwing that out there.
  15. 722

    Bridget Unblocks

    Is this corner-only? I remember seeing some midscreen followup in a vid and I can't find it. Also, I think there are a lot of ways out of that setup... most people are probably going to freeze and eat it though. Agreed, this was only ever a good idea in XX. Probably not even back then. edit: Also, the setup I'm playing around with: Behind Roger, low airdash j.K j.P j.K or jump land 2K, 2D 4123641236S, 9set, 421H, IAD, falling j.2S, land, air combo. It's really hard though to actually hit a decent combo off of it if they know how to deal with imperfect Roger Rush setups.
  16. 722

    Bridget Unblocks

    Yeah, I agree that it's finnicky. The only reason I use it so much is because my strongest competition in town plays Testament. It's the sort of thing I'd like to test against I-no TK note and things of that nature but I don't get the chance and have to do all of my training mode on gamepad right now.
  17. 722

    Bridget Unblocks

    I didn't notice that about Tragedy... wild. Here is the Roger Get setup I use the most, almost exclusively to punish IBed Testament 2D into 214S, blocked Zappa whirligig, etc. Knockdown with CH 6S on grounded opponent, jump forward, 6set, 421H, airdash j.S (hits at same time as Roger), land, 2S 6S j.P j.2S double jump j.S j.2S. I don't have a working stick to test it but I'm pretty sure it's around 130 or 140, decent options if they block too.
  18. 722

    Bridget Unblocks

    Hope you don't mind if I make this thread a sticky for now and open it up to more general Roger Get discussion. I have some of my own input on this but I have a crazy work week ahead of me, so it'll be a while.
  19. 722

    Bridget Basics

    Wait, are we discussing the same thing here? JetEnduro is saying the throw is free for the defender on block. I've found that this is only true in the case that the Bridget player did the j.D too deep. Setting up training mode to run up into the move's max distance, 7set, then 214K~D and hold up to jump, I cannot move into throw range even if I IB all three hits of the moves. If Bridget is right in your face, then the throw is free for the defender. Bridget seems to be at frame advantage on 214K~D even after 7set, as an interrupt attempt with Testament's close slash (five frames) consistently loses to Bridget's 5K (six frames), but the range where Testament's close slash is that fast is so short that I want to test more before I say for sure. When used in this manner j.D seems to have a consistent answer in the form of faultless defense. It's been my experience that j.D is an OK throw bait, but most characters have a forward option select that will beat it for enormous damage (Anji, Testament, Potemkin). Admittedly this assumes a lot of familiarity with the matchup on part of the defender, but it can be a big risk.
  20. 722

    Bridget Basics

    Just to be sure I will look into it. Just jumping and doing j.D is definitely a free throw. I had a friend test this with me for a long while and I think you have to IB to get a chance at the throw off of 214K~D. The location of the yo-yo does have a very slight effect on your trajectory, it could be one of the sets is not ideal for this.
  21. 722

    Bridget Basics

    Much appreciated. I will amend the original post some time this weekend.
  22. 722

    Bridget Basics

    Okay, this is it for now. If you guys could give this a once-over and let me know what you think I'm missing or ask me any questions, I'd appreciate it. I plan on rewriting the section on blocked flowcharts as it's sloppy and using Ky as an example just made things a little less clear.
  23. 722

    Bridget Basics

    Getting started Warming the oven before you stick your meat in. http://dustloop.com/ggac/index.html acronyms HSS_#for Yo-yo SET direction HSB for Yo-yo BUFFER HSR for Yo-yo RELEASE of buffer KSMH for Kick Start My Heart, 236+K KSMH~P KSMH~K Basic Strategy and Gameplan Normals What sets Bridget apart from the rest of the cast is, without a question, a set of some of the highest-priority normal pokes in the game. While this does not make Bridget a keepaway character exclusively by any means, it is a solid gameplan in most of the matchups to bide your time at the edge of Bridget's range -- meaning, typically, far outside the opponent's range -- and wait for mistakes. With this in mind I want to talk about the normals that I feel are most important: Far 5S f.s Bridget's equivalent to Axl's standing punch. One of the most aggravating pokes in the game. Can cancel into yo-yo set, 2S or 236K (and a few less important cancels). When you're first starting Bridget, make this your go-to poke. 2P This, however, is the true god-poke. Loses to more moves than far 5S on a one to one basis and has less range, but is exactly as fast to execute, very safe on whiff and at a ridiculous +3 frame advantage on guard. Also has the same three important cancels -- yo-yo set, 2S, 236K -- as well as 2P, 2K and 2D. After the opponent has blocked this move they cannot interrupt 5K, far 5S or 2D. 2S Very low priority -- by Bridget's standards at least -- but has excellent flowcharts on block as it can be cancelled into a whiffed 2K, 236K, a yo-yo set or a jump and it can follow after a far 5S or 2P. Careful not to use on its own too often. 2D No kidding. Some players expect Bridget to base his game around far 5S flowcharts and are willing to take a few risks to get close. One character-length inside its maximum range, 2D is exactly as fast as far 5S and 2P. While disadvantageous on block, it can be cancelled into 236K if you are desperate -- but, more importantly, has enough pushback that most characters cannot make use of your disadvantage. If this hits, go hog wild. Look at 2D as your way to keep people honest. j.P Use immediately as you ascend for a jump. This will beat many problematic moves in unexpected situations -- examples are Testament's 6H at its maximum range when Bridget is jumping forward, Slayer's 6H from most ranges when Bridget is high jumping backwards or straight up, etc. Very important in annoying roll FDC runaway. j.S Extremely long horizontal range. Can be used to cover an air backdash quite safely, as even if it gets counterhit (which is rare) you will typically be too far away for the opponent to capitalize. I would advise newer players to stay away from overusing 6S at random and to refrain from ever using 6P in blocked strings. The Basic Blocked Flowcharts A long time ago, American Bridget players pretty much all looked like this: [dash, far 5S, set the yo-yo, dash, far 5S, call the yo-yo back] x N Bridget has many more options when the yo-yo has been set and especially when the opponent is caught between Bridget and the yo-yo. The most obvious time this situation presents itself is on the opponent's wakeup; throw the yo-yo behind them and you're golden. Learning how to make it happen when the opponent hesitates makes Bridget's simple basic poking a serious threat and can cause people who are not familiar with the matchup to really fall apart. Optimal strings are dependent on the matchup. What you need to keep in mind is any time you set the yo-yo out, you are handing the opponent a big fat chunk of frame advantage. If they are expecting it, there is usually something they can do to turn the momentum around; some characters always have an answer at hand from all ranges and others simply need to be pushed to the optimal distance. This all got much trickier in Slash. The forward yo-yo set was slowed down by five frames between #R and Slash. Cancelling level 3 moves into the yo-yo set 5 or 6 was -8 in #R; in Slash, many characters can hit you for free if they know it is coming especially if their in your group you casual with, yo-yo set 5 and 6 pressure works a lot better against characters in a tourney especaiily some with less Defensive Bridget experience. It now lasts as long as many of the game's slowest standing dusts, making it fairly trivial for smart opponents to react to the yo-yo set and escape your pressure. The 4 and 7 yo-yo sets are the same speed as they were in #R, and are in general much more useful in this sort of situation, but not quite the immediate threat that the #R forward yo-yo set was. With that novel out of the way the blocked flowcharts are actually pretty straightforward; we'll use Ky as an example. If the opponent attempts to take the momentum with Stun Edge after a blocked far 5S, you can anticipate and 236K, then P at the maximum distance of the skid-stop followup. If the opponent expects this, he may try to Greed Sever over the KSMH for the counterhit. To deal with that, you can either set the yo-yo and block or gatling into 2S, either stuffing his attempt or putting him into blockstun. Always remember that 2S gatlings into 2K; this can set up a lot of counterhit far 5S if the opponent flinches on reaction to the animation, and is more advantageous than simply allowing the 2S to finish on its own. Miscellanies j.D will get you killed if you don't know how to use it. The ideal way is 214K, then j.D as soon as possible. Have fun accidentally bursting! This makes the move much more difficult to block, but more importantly it's completely safe on block. You can use this to waste time while you're waiting for the 4set to catch up to you, or as a throw bait, or as an overhead. Under normal circumstances, 5D is almost prohibitively unsafe. It's a whopping -19 on block, and many players are able to consistently block it on reaction. With the yo-yo behind the opponent, the story is a little different. 5D can be buffered into 214K, and the post-dust homing jump can be executed with any of the three upward directions. There is an option-select trick you can do off of this by buffering the 5D into 2147K. If the dust was blocked, you will cancel into the roll; otherwise, you will do the homing jump as normal, without using a roll. This sounds so stupid, but running Starship FRC as okizeme is a deceptive throw bait. Starship has an extremely long and completely invincible startup time of thirteen frames; this gives an antsy opponent enough rope with which to hang themselves, so to speak. In the event that you guessed wrong and they blocked, just FRC it. Rolling Idou FDC effectively allows Bridget to quadruple-jump when the yo-yo is out. If you are not actively poking at the opponent, you can try wasting time with this. The input is 214(K)~S. Careful to be precise with your inputs; if you accidentally tap 7, you will use up your double jump/airdash option and probably not even notice it. Possibly to make up for all the ways he can sneak in a tick throw, Bridget has possibly the worst throw in the game when the yo-yo is not onscreen. The damage is very low and it leaves you in the opponent's throw range. Throwing is still an important part of your mixups, but be very careful that what you're doing after the throw is safe. I personally simply walk backwards outside of throw range and go for pressure; a somewhat common mixup after a throw from Japanese videos is either throw bait (usually Starship FRC) or yo-yo set into blocked pressure, but it seems to get dealt with on reaction fairly consistently. B&B combos 2K 2P 2P 2P 2D Don't laugh. This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait. You need to land this just once to get a chance at something much more damaging. The 2D can be hit by bursts, but not on reaction to the hit. 2K>c.s(1) >6P> c.s(1)xx 236K~P More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe. Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents. 2K 5S©(1) 6P 5S©(2) 236K, P Connects only on crouching opponents. The following combos are typically for maximizing damage at the end of a string, and are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than #R: With the yo-yo behind a standing opponent, 5S(f), yo-yo return, IAD j.P j.P j.P j.2S, land 5P 2D There are several variations of the airdash string -- against most of the taller characters, I prefer IAD j.K j.S j.P j.K. With the yo-yo behind a crouching opponent, 5S(f), 236K (whiff) P Useful for cornering the opponent. Deep j.D, 6S, jump forward j.S j.2S double jump j.S j.2S 2D, FRC, 5K, 6S, jump forward j.S j.2S double jump j.S j.2S 2D, 236K, RC, 6S, jump forward j.S j.2S double jump j.S j.2S Against airdash, 6P 6S jump forward j.S j.2S double jump j.S j.2S Against other jumping attacks, 6P (CH), wait, 6S, jump forward j.S j.2S double jump j.S j.2S 623P, FRC, 6S, jump forward j.S j.2S double jump j.S j.2S 623P, FRC, jump forward j.P j.2S double jump j.S j.2S Blocked blue burst, Running 5K, 6S, jump forward j.S j.2S double jump j.S j.2S Mixups and Okizeme Delayed Yo-Yo Return Very simple 50/50 mixup. With the yo-yo behind the opponent, press and hold H. You now have two easy options: 6K, release H, dash, 5S©(1) 6P 5S©(2) 236K, P 2D, release H, optional short dash, 6S, jump forward j.S j.2S double jump j.S j.2S The followup combo listed for the 6K variant is the most damaging tensionless combo. Any ground combo will work; you can choose to simply use burst-bait strings. Roger Rush high/low mixup Oh, how the mighty have fallen. The most useful mixup off of this is in the corner: 236H, running jump, low airdash j.K j.P j.2S land 5P 2D 236H, running jump, land, 2K ground combo or 2D FRC combo While some of the old midscreen mixups involving this move are technically still possible, they are so subpar that I really don't feel like covering them here. There are almost always superior options. Roger Rush is a good option on okizeme off of 236K, P, but mostly for the blockstun and guard gauge manipulation. 2D Okizeme On the opponent's wakeup, you generally have enough time to set the yo-yo back, dash in and do a gatling combo long enough that the yo-yo finishes sliding behind the opponent. The easiest option is 2K and then both hits of close 5S, like this: 2K 2P 5P 2P 2D, dash, 4set, dash, 2K, 5S©(2) By the time the close 5S has completed, the yo-yo should be at its destination. From there you can follow with a blocked string, a roll, whatever. Your dirty little secret here: This is actually rarely a truly perfect meaty. The opponent will often have just enough time to backdash easily or one-frame jump. The best workaround is to try to work out a few strings that punish them if they want to get antsy and use those to set up the more optimal okizeme. A basic example: 2K 2P 5P 2P 2D, dash, forward set, 2S, yo-yo return In somewhat deep, this will snag most attempted backdashes out of the air and set up a running j.S j.2S double jump j.S j.2S. If your reflexes are very fast you can attempt to hold the hardslash button if they guard the 2S but release if you catch their backdash. In general Bridget has less in the way of straightforward, easy mixups off of a knockdown compared to #R, but is just as capable of short bursts of lockdown.
  24. Not that I don't mash 3K against Slayer but he can punish it on block with CH 6P, wallbounce, 6H PB from pretty surprising distance from the wall. You do 20 damage if you get it right, he does like 160 if you get it wrong. After playing a bunch of May vs. Robo-Ky all of the rest of her matchups feel like they're like 9 to 1 in her favor.
  25. Not that I don't mash 3K against Slayer but he can punish it on block with CH 6P, wallbounce, 6H PB from pretty surprising distance from the wall. You do 20 damage if you get it right, he does like 160 if you get it wrong. After playing a bunch of May vs. Robo-Ky all of the rest of her matchups feel like they're like 9 to 1 in her favor.
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