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LH621

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Everything posted by LH621

  1. LH621

    South Carolina?

    i dont play that character. he free for everyone
  2. LH621

    South Carolina?

    Why is this thread filled with chat from 2 people? and why are yall so freeeeeeeee....especially that one guy who used to go by deadly tuna...and who is this godlike person named Lord Byron? i swear that mofo be on top of everything...even if it is the list for shittiest shit talker...he's STILL on top...i mean by gawd...i wanna be like him some day discuss
  3. LH621

    Bridget Q & A

    ignore that video. That's the old glitchy japanese version of AC that had the invincible FB Roger rush attack. In the American version, Roger retains the same defensive properties as normal Roger Rush (in other words, if u get hit, or if roger gets hit, it disapears)
  4. LH621

    Bridget Basics

    <------
  5. LH621

    Bridget Basics

    well even if u 2D up close or far away, u can always get it, its just a matter of how good your execution is. Up close, u do the FRC and then immediately do 5k, 6S...it'll feel sorta like a piano motion, if u understand what that means Far away, u FRC 66 5k...or if u cant get that work, u can do 66 f.s 6s and it'll connect but u may miss some of the hits near the end of the combo (its character specific based on the size of their hitbox)...the deeper you can get in with the dash (buffering the dash within the FRC input yields the best results), the more likely you are to connect the entire combo.
  6. LH621

    Bridget Q & A

    Its "ok", but you'll find yourself using MAMKH moreso than LtL. As for the 3rd special (Maintenance-chuu no Higeki), if your in a bad situation, sometimes it's a good move to throw out there but for 50% tension, you may be better off doing something else (MAMKH if the yo-yo is out, or doing Starship FRC for less tension and the same result)...different move choice(s) for different scenarios. In general, the only special you'll probably end up using alot is MAMKH (if any specials). LtL is good for 1 hit confirms only when the opponent is near dead, and Maintenance is more defensive oriented and is not there for AA purposes (i guess if it works, thats nice..but not really worth it in the long run).
  7. LH621

    Bridget Q & A

    well its main purpose is in breaking a person's guard who's constantly blocking low. its best used in the middle of a block string (most people are trained to block low and then try to react to an overhead if/when necessary), during MAMKH, or during some roger/yo-yo buffered attack. As a stand alone move, it serves 0-little purpose imo (it leaves you at -5 if blocked unless FRC'd) and your better off doing some rolling yo yo block string as an overhead replacement instead. The only time it'd be an ok move by itself is if it kills the opponent What exactly is your opponent doing that isnt making it work?
  8. LH621

    Bridget Q & A

    For the first question Starship does more damage compared to j.D (18x3 vs 16x3 respectively). I would imagine that starship enders would allow u to use j.2S prior to ending, which tacks on more damage than w/e move allows j.D to beat (i dont actually do anything into j.D , so i cant remember what the gatlings are for it). 2nd question 6P should only be used in 2 situations 1) anti air (when someone IAD towards u mostly)...alternative between 6P and 6S depending on the situation 2) within a combo 3rd question j.P is an ok option.....KSMH, not so much. All KSMH options leave u in negative frames. Try buffering a yo yo or using roger instead and get in when roger/yo yo has the opponent in block stun
  9. LH621

    Bridget Q & A

    General advantage 1) Mobility 2) Proper usage of all his tools can make getting in his "space" a task (This is the case early on...as people understand Bridget better, Bridget's "space" changes drastically and...probably..not in your favor [read: people will RTSD on you]...so you kinda lose this as time goes on...but not really) 3) umm...he beats Potemkin? ...sorry, i dont really have a better response for that question since i look more at the bad aspects of Bridget's game and work to get rid of them rather than assess what good thing(s) Bridget has
  10. Warrant doesnt trigger till frame 4 (according to the frame data) , so no, it wouldnt be a viable option against a well timed note
  11. LH621

    Bridget Basics

    The combo's between slash and AC havent changed, its just that certain properties have been altered on some moves (to account for new mechanics implemented in AC).
  12. LH621

    Bridget Unblocks

    Id like to hear some input from someone else about this particular part b/c i havent ever had f.s (whether close or far) be a reliable meaty attack for stuffing DP's ever. I recall back when i was trying to figure out a means of using a glitch loop on oki but this particular option went out the window when DP's were CH'ing me. Aside from that, starting the bug loop from f.s ALWAYS gives the opponent time to jump out (you have to run back in to get close enough for c.s + the yo yo doesnt do that much guard stun) . Any time f.s comes out, either roll back j.k glitch and hope they dont jump, or gatling into 2.S FB Roger Rush and be prepared to shoot out a 6S or air throw their escape attempt.
  13. LH621

    Bridget Unblocks

    Loop? Do u mean...for instance...doing 2D, Maintenance, 7set Roger get, IAD 2S (unblock), Maintenance, 7set Roger get, IAD 2S, air combo? Cause if so, ive never seen anyone do this in any of the videos ive watched, and seeing how you need 100% for this, that lowers the practicality of it a good bit (tension is way too important to just not use and expect to land this setup....and u dont even get it (tension) that fast to boot) Here's my analysis on doing it just once: it depends on which character your going up against, but i suppose it has its moments...i dont personally use it very often but it does give some Ok damange (in terms of bridget damage) if it connects...its just that certain characters wont even get affected by the unblock portion due to some mechanic that works in their favor (Maintenance knocks the floaties to high so they can tech before they hit the ground [doesnt happen all the time, but it does occasionally], Baiken alpha countering before the unblock portion hits, Sol can DP thru allll of that shit if he felt like it....not to mention that its distance dependent, etc.) Ive seen it used by Ruu once or twice back in the day when AC was still relatively new (as well as in the AC unblock setups video i believe) but that was about it...fast forward to now, and i almost never see it (Maintenance) used except to get outta pressure (Mugen), and even then, its a very low occurrence.
  14. LH621

    Bridget Basics

    maybe, but for IAD j.H, im pretty sure 6P beats it every time...at least it was for me this past Saturday
  15. No, Baiken's Guts rating is a 5 according to http://www.dustloop.com/data/ac/system.html
  16. f.S is pretty good from my experience, but its not something u wanna rely on at your keep away poke. At max distance however..i wanna say that u can avoid 2HS and CH him, but im not 100% sure How often do u use 2S? it may be a better zoning move on the ground (w/ yo yo stuff) for this matchup imo. There's always 3P too if your getting hit by CH 2HS
  17. actually executing it once u get it started isnt as difficult as most make it out to be...yes, it is very technical and strict on the timing....but it just takes practice before it becomes 2nd nature If anything, the hardest part is actually getting it to land as a hit...there are some reliable setups for it though
  18. Im not sure i agree with this statement. I see what your saying can happen...but if your using strat #1, it wouldnt work unless you had the yo yo buffered beforehand (perhaps explain better where that "ideal spot" is in order to have a better understanding?) Yo yo callback has 8f to go thru before it becomes active. If you roll FDC and try to call the yo yo back too fast, you'll get a TK razor roger (so baiken wins)..if the yo yo is too close to you, it would just come back to u without hitting her (either you might be able to block and your both neutral, or baiken wins if you were still going thru some active animation frames) , and if u do the call back too late, thats a CH for baiken on you (baiken wins) Now obviously you can wait long enough so that you dont accidently do a TK razor and hope for the best...but i dont think it's worth the risk, given the speed ouren has (in essence, baiken get's a headstart moving away from the yo-yo so that you dont screw up the input). if your anticipating a ouren while your in the air, your better off just throwing a j.p/j.s/rising 2S as a better alternative (i havent actually tried to meet her in the air with these moves so i dunno how reliable they are)
  19. its probably about time to correct some things here and add other things...now that its been almost a year that i wrote the 1st writeup, and ive had the honor ( ) of still dealing with this matchup the most, i can fix stuff...but rather than just correct things in the above quote, ill just say whatever is on my mind here and just reference the old material if necessary note - [RIC] is gonna be my shorthand for rolling idou cancel whenever i need it 1st off...the 1st objective of this matchup is to get a yo yo out (obviously)...usually the go-to goal is to have it behind the opponent, but for this matchup, it really doesnt matter, u just want it out because your gonna have to get in the habit of roll canceling EVERYTHING you do against this ho. until u get that yo-yo out, i dont recommend attacking her at all cause all your range pokes have enough neg frames behind it to get hit with a counter for free (specifically Aohurn)... ** important note #1 - special canceling something like f.S ~ Starship will NOT save you from Aohurn....ive tried this strat, and i eat a CH everytime...thats right, CH, not trade, not clash...CH ** important note #2 - f.S ~ HSS_ can be punished by Aohurn as well every single time (except in the corner) unless the baiken player didnt time it right..its this reason why i recommend doing just a empty yo-yo set and going from there So now, the yo yo is out, and your both at neutral, what now? #1 (this is my personal strat but it may not work for others) - this is the time where u wanna get the yo yo to an ideal spot...personally, so long as the yo yo is on the ground (via 4set or air 1/2/3set, or even 7 set..personally i use 4 or 7), it doesnt matter where it is...u can constantly do something like f.S [RIC] f.S [RIC] to at least annoy the player into doing something stupid....if they are smart, then using this same strat will allow you to react the fastest way possible to whatever maneuvers the baiken player chooses (u roll straight into the ground and recover instantly...this is why this strat is good to keep in mind) #2 you wanna get in - I would actually recommend staying away from this...this strat will get you killed really fast...but sadly...you have to resort to this at some point. Your options are to pretty much just stick to doing j.c moves and rolling offense (*note* when you roll...dont forget to FD)....attack as SAFELY as possible...an obvious, yet still important fact to remember. Throws are also really good..just understand that baiken's 5HS is dumb in the sense that it comes out relatively fast, and if u mis-tick throw and accidently do a yo-yo set/callback.....well...just dont. #3 you stay away - probably THE BEST option, and the most used...when your at a distance, you essentially cut off half of the counter options baiken can do and narrow it down to Aohurn or the K counter...or a baku if they choose to do that (yea, it'll hit). you may have more range than baiken, but dont aimless throw stuff out, your hitbox during the active frames of your pokes will allow baiken's pokes to still land when they shouldnt...Kabari will also outrange anything you do, so watch for that too. Tatami's will actually CH your pokes if your yo yo makes contact with that door.... ). Roger calls are ok here..use your judgment. RFDC all over the place if u want..but understand that u cant beat baiken in the air...u just cant..... So now, there's the misc information type stuff - In the past, i said that the best way to counter Aohurn was with 6P...i actually wanna take that back now..the best counter is to air throw the bitch or just block. if your [RIC] stuff, your actually high enough to where u can just hit HS and air throw her....however u gotta time it right, or thats a CH. - there's not really a damn thing u can do to stop IAD tatami's unless u anticipated it. 5p might work, but if your gonna resort to that, u may as well just IB the move and go from there. - Baiken's pressure can "seem" intimidating"..but it isnt. the only reason it poses such a problem is b/c when it lands, it does enough dmg on Bridget + KD...her pokes will also crank your guard bar up relatively fast....u also cant react to Yoza, doesnt matter how good u are....so if your in a force 50/50 decision, you just have to defend against the option that would do the most dmg and wish for the best...problem here is Yoza RC combo will do about 55-60% on bridget and the typical 2D tatami FRC mess does about 45-50%....so yea... - Wakeup starship gets beat out by so much of her shit....dont use it unless u got the tension...or u know it'll land. - Baiken's j.S is one of those moves that she can throw out for days and there isnt really much u can do cept hit her before she shoots it out...if u cant accomplish that, just block. 6P does NOT work very well against it - Unblocks are ok to go for..but good luck actually landing it...your better off using the unblock attempt as a fake out maneuver instead and be ready to bait some counter I'll add more as i get around to it.
  20. LH621

    Bridget Q & A

    I started thinking about this recently..and it sorta makes me wonder why i didnt think about it before (or at least ask about it)...but i suppose thats not important right this minute Can a rolling idou be used as a replacement to a 1f jump or is there something prevents it from acting as such? (i.e startup or something along those lines) To set up a scenario in order to better phrase the question....we all know about Potemkin's slidehead~heat~aegis loop...the way to get outta that is to 1f jump it (or burst, DAA, SB, blah blah blah)...can Bridget's roll work here too? In the past, ive used it here and had it work, but i dunno if that was due to a bad aegis on potemkin's part or b/c it actually works....and i havent seen a vid where i see a 1f jump but also hear "that sound" when Bridget rolls
  21. LH621

    Bridget Q & A

    Yes and yes
  22. Only reason i think its juicy is b/c i dont remember Titanium ever playing against that Potemkin player, but then again, im not TB, so i dont fully know =/. There's that plus i remember standing at the tv watching that match...perhaps it wasnt that specific match, but i know i watched juicy play against that Pot player and lost. There's also the choice of colors as WUT pointed out.
  23. I believe that HoS is Juicy
  24. hmm good point i guess what i was meaning to say was "when to FD within a pressure string" or "what move should be IB'd to get the 1f jump off", but even so, that would still be pretty repetitive =/
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