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LH621

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Everything posted by LH621

  1. can i recommend we create a section in this guide that discusses how to get out of pressure for each character? im noticing that against those who know Bridget all too well, this becomes a really big problem. Something along the lines of Jais' most recent May posting like so (Post 184, number 12 on that list for reference) 12) Her pressure of 5K(far)~f.S~Special move that gives her an advantage. you are gonna want to FD that to push her away father. Nothing any more complicated than that (unless whoever is posting wants to go into more detail with it)
  2. yes thats it
  3. 3P and starship f.S does indeed have feet invul frames to it too, albeit only like 1-2 frames total. Edit: i was reading the frame data and apparently KSMH has feet invul from frames 3-4 as well so...in that respect, i suppose that move can be added to the list.
  4. LH621

    Bridget Q & A

    Unless the yo yo is already out and where you need it to be...technically no unless the person doesnt know a thing about Bridget and his oki. But there are 2 exceptions...maybe: 1) 2D FRC , 5 set, FB Roger Rush....the only problem with this one is that if its midscreen, the person gets pushed away after the 1st or 2nd hit, so you have to compensate for that 2) (some combo) into KSMH P, 5 set, FB Roger Rush...and this is in the corner....and im not even 100% sure about that one outside of that...nope.
  5. LH621

    Bridget Basics

    Just to make sure your both on the same page, Jais is basically saying this: anytime the yo yo isnt just sitting there or already on you waiting to be thrown out, you can mash HS without any consequences cept getting a throw out. To read it a different way: during any roger animation, yo yo call back, and MAMKH, you can mash HS since the yo yo is being used for said attack..keep in mind this excludes roger hug once it actually lands
  6. LH621

    Bridget Basics

    It depends on where you are in relation to the opponent. Sometimes, its alot more easier to follow up a combo if the yo yo was already out, other times, throwing out the yo yo at the end of the combo to delay your fall could help. For instance, its alot more practical to to do a combo in the corner, end it in a yo yo set, RFDC and air throw an opponent than it is in the middle of the screen, but at the middle of the screen, ending a combo with 5set Roger Get becomes more useful. If you already had the yo yo out prior to finishing up your combo and your opponent tech towards the location of where you have the yo yo, then razor roger has its uses As for other suggestions, use the ones you mentioned + some more in order to keep things different and keep your opponent guessing.
  7. if i recall correctly, he can just run up and 2D you...and if your spamming f.S, he can simply do the Gamma blade into whatever....which sounds like whats happening if he can "IAD j.HS on reaction" your f.S on whiff with ABA, so be weary of that
  8. Not quite sure i agree with the Anti Air aspect of bridget's game..id rank it like a C+ or B- 6P...yeah it has range, but u cant instinctively AA someone on reaction with it...you have to anticipate it, and the invul frames not being at the initial start is at fault for that. Its priority isnt as great as other 6P's as well imo, and random moves will beat it out Not quite sure what other anti air options they could be talking about really....5P is there, but thats a very situational anti air move. There's also 6S, but its also situational. I also see some slight errors with what was said... 1) you can link FB's into your combo's..you just have to glitch it. 2) the statement on pokes....i dont see how you could be confused with whats going on as your yo-yo is retracting...that being a reason why pokes arent high seems 100% invalid...it also seems like some pokes got de-prioritized slightly, but maybe thats just me 3) I think bridget's mixup game is much higher than a C....like a B or even B+.....honestly, id probably rank this the highest out of everything...Although several of those options are extremely unsafe by itself, if you have the yo yo buffered, your practically safe regardless of what attack you choose to shoot out. The only person this wouldnt apply to is baiken obviously. 4) breaking out of pressure id derank to B since starship got nerfed....its there and its useful, but its not the "get out of jail free card" it used to be. thats my take
  9. Buffer the yo yo more...thats the only real tip i can give you right now...ill add more later
  10. Do we want to try and put in 1-2 links per matchup in the game for those who want some sort of video represntation of how to deal with matchups (both the do's and donts?). If so, ill take some time this weekend to look-relook at some vids and pick out good representations for each matchup All that's left to do writeup wise is... 1) Dizzy 2) Venom 3) Zappa 4) May 5) Millia 6) Add more to Jam (optional, although it wouldnt hurt) Out of that list, i could touch on some Jam stuff...and attempt to touch May, although personally, id rather not and let someone else do it (Jais ). If i were to do a write-up for any other character, it'd be based off of vids and personal tactics/common sense stuff....Dizzy would be a big problem trying to explain though, as she's the character i know the least about out of the 6....so with that said, in order to see the Matchup FAQ get completed, I could sit down sometime later this week (probably the weekend) and hammer out some stuff, post up, and get corrected/additions/etc. Ive played against chipp here and there (plus the out of state chipp i played at the last NC tourney and had some success against...Matt , do u recall his name? its not novalance, but the other Chipp player), but that writeup I did was mostly observations and what i essentially know to do for the match, so if i tackled anyone else, it'd look pretty similiar to that writeup. What does everyone else think?
  11. LH621

    Bridget Q & A

    yes, you can buffer the yo yo and do a roll at the same time. There is 1 of 2 choices you can do 1) 2145 K or 2) 21456K
  12. Chipp (i have some experience with this matchup, but after FRXI, ill hopefully have a better idea and can edit what i may say here) Openers- Their usual opening moves and how to counter & win by first move. your best opener is to block or jump/roll etc to see what he's gonna do. 3P as an opening move is a horrible choice as he has many ways to punish this....simply sit and block or jump Punishes- Ways to punish their unsafe moves. - Any 22P and 22S can be punished with 2D. - 22D and 22HS can be punished with a Air throw if you predict it...if its FRC'd, just block the mixup, no need to get knockdown or CH cause you wanted to try and beat him out. - 623S can be punished like any ordinary DP - Rekka (i think thats the name...2-3 hit chain he can do from 236S) can only be truly punished after the overhead kick...you have some options you can do after you block it Counters- Ways to nail CHs. I cant add much to this cept punish the DP...your not really gonna get CH's in this matchup..if u do, the chipp player probably isnt playing right cause 1-2 CH = death Anti airing- PROPER anti-airing- 6P is not a catch all. 6P will NOT beat out J.HS unless you shoot the move out before his animation starts. in general, u cant AA him on the ground. You can try to match him in the air however...j.P and j.S from a distance will beat out a lot of his stuff. Zoning- What characters have a hard time dealing with. Chipp will not have a problem getting through your zoning...Teleports and Triple Jumps will easily get him where he needs to be to give you a pummeling. Things you can do to make it harder would be to do a bunch of Razor Rogers and Roger Hug and tons of yo yo callbacks. Place Razor Roger in a position where you cover either the ground or air and you have to cover the other end on your own....this strat is most effective with your back in the corner, since you dont have to worry about him TP'ing behind you. Their game plan- Enemy strats. He's gonna pretty much be on top of you from start to finish using a mixture of teleports, j.D, J.HS, Triple Jumps (to catch your RFDC), Frame traps, etc. Good defense will get you far in this matchup. Strategy-Your strats. D-E-F-E-N-S-E from start to finish. Just because you can kill him in 2 combos (or 1 if u wanna do a CV take on him) does NOT justify RTSD. You also need to pick your yo yo sets and yo yo calls wisely. You will rely a lot more on yo yo set / yo yo call back over roger calls simply b/c roger's speed cant keep up with him....that doesnt mean that roger is useless though...you just have to be more smart about when to call him, what you call, and where you call him at. This is also another one of those matches where doing starship during wakeup is dumb and will have you eating dmg you couldve prevented by blocking. Misc stuff - Chipp's gamma blade has to be FDC'd in the air....dont give him free dmg cause you didnt block it right. - His 6P is really really good....dont underestimate it - RFDC = roll faultless defense cancel...dont think ive seen this acronym used so i just used RFDC to shorthand
  13. LH621

    Bridget Basics

    Whether or not u use 2D FRC to do an air combo or UB setup is personal preference. if your aiming to do all the dmg u can at one time, learn the air combo (if u cant get the 5k to connect without it being an OTG combo, do 5S, 6S , yoyo set/IAD, etc). If u wanna try and go for more dmg off a setup, then just do the UB, but if u do this, you need to make sure it actually is UB (or close enough to it)...it is just a setup after all..sometimes to ensure that there's absolutely no way the opponent can get outta it, you'll end up spending 50% tension (25% 2D FRC, 25% FRC roger get) so you have to pay attention to that IAD j.D for the unblock is easier, but you normally cant get the follow up air combo for it unless 1) the opponent doesnt tech 2) you only get the final hit of j.D to hit (either you do it really low to the ground, or the 1st 2 hits of j.D hits before roger's low connects) You get more dmg off of 2D FRC, 7/9 set roger get (depends on where you are in relation to your opponent) , j.2S (unblock), 5k, 6S etc, but it is harder to setup 1st hit of roger get does not hit high.
  14. LH621

    Bridget Q & A

    i actually dont knockdown with ksmh P very often b/c i choose to do 2D FRC alot more..i cringe every time c.s(1) whiffs in their face just b/c i misjudged my distance by the slightly of millimeters so rather than have that happen, i just do f.S, 2d more often. When i do, its ksmh P, 6 set, FRC roger rush. or ksmh P, 6 set, 5S, HS (hold), roll and glitch something if i dont think they'll move...otherwise, its KSMH P, 6 set, 5S, roll + call back, IAD (some rushdown), land and tick throw/mid/low, etc etc etc. I started doing 4/7 set 2k/2p pressure a little more often, but not nearly as much as setting up some win/lose situation
  15. LH621

    Bridget Q & A

    4set and 7 set in neutral positions 4 set - moves faster than 7 set but cant always cover the distance necessary (ex. if your opponent is full screen, 4 set wont go behind them) - if you buffer and do some AA attack (i.e 6P, 6S) in an attempt to read some air attack and fail, the yo yo will cover your ass on the ground (sometimes) - good for rolling pressure (as stated by Jais) - f.S , roll (to negate the neg frames) will have you rolling towards the ground much faster 7 set - covers the distance that 4 set cant - slower in getting to that set mark - looking at the buffer aspect again, if you buffer the yo yo and do some ground attack (and fail), the yo yo could save your ass from an air attack. - perfect for unblock situations assuming its set properly (as stated by excelence) 4 set and 7 set oki umm not much i can personally say here since i prefer to use other methods. 7 set FRC roger get unblock is a simple go to maneuver (as already stated). if u do 4 set and want to get some hit in, u can buffer the yo yo at the earliest possible time, jump (cross up) , j.D (release yo-yo on block to make it completely safe....or on hit, u can release the yo yo at the latest possible moment j.D is done and 6S, j.c J.S air combo stuff)...this setup isnt so great against those that DP.
  16. From what ive seen...yeah =/ 6P just isnt as reliable as i used to think, but in order for it to be good, you have to pretty much anticipate an IAD or some jump in and hope that your guess was right.....which basically renders it more on the bad side of things. O and DAA losing to lows all day long isnt cool either.
  17. His 6 set got slowed down, and other moves just lost priority on it, but to my understanding, all moves are still the same speed wise. ...although if u dont FRC his roger calls, it does seem like he's slow as all hell (not to mention CH'able for the entire call amination). Edit: imma attempt to do another matchup if/when i get the time and do my research to make sure i get everything i say right. That and/or maybe an elaboration on the baiken matchup is in order....cause that match will now (and forever) suck.
  18. Im not against either thought! Is that team thing even going to still happen?
  19. Sorta . its kinda hard to explain what i was going for, although u did hit 1 of the points.
  20. You could. there was just a slight delay in how you buffer it vs the other calls, but it still worked (both FB roger rush, and non-FB)...i wanna say it was the same timing as it is on the US actually, with that slight delay before the input, i dunno. My JPN version stopped working a bit ago, which forced me to drop the $$ to buy the US version, so i cant go back and verify the timing difference if there's one
  21. LH621

    Bridget Q & A

    stop trying the air throw if your opponent is seeing it, and 6S/6P the moment u can to AA them instead. If that doesnt work..its time to find a new use for that 50% tension =/
  22. LH621

    Bridget Q & A

    it depends on how you make the setup work. if the opponent tries to jump back when some space is created, u can run up and grab him before MAMKH hits..in fact, you can throw the opponent straight into MAMKH, which is what you want to do....best way to ensure this would be to run on the ground vs IAD...to try and get even more success, wait a second before u start running so you give your opponent the space they want (b/c roger gets closer to u)..they jump...you run/jump after them and mash HS...just dont get clocked by 1 of their aerial attacks because they will try to stop u in your tracks if they possess the ability....and i cant think of 1 character that couldnt. As always, this is extremely situational...you just have to make it work somehow.
  23. LH621

    Bridget Q & A

    hypothetically speaking...isnt is possible to do a 9 set MAMKH rather than 6 set? if u block out the air space, they are stuck on the ground, or jumping and taking the hits, which u could try to AA or something. If they are midscreen, this then probably will have them IADing backwards, which could be reacted with a 6S and then going from there based on distance b/t each other, etc. If they stay on the ground and run at u...2D/f.S to keep them in their place or something, or counter with a reversal starship. you'd be safe regardless of what u did, albeit u might not gain anything for the trouble. Im thinking this strat cause i never see people use 9 set in conjuncture with MAMKH. For all i know, this could be an extremely horrible strat, but its just a thought.
  24. LH621

    Bridget Q & A

    im surprised you didnt mention the overused run, 6set, MAMKM, mixup shennagins . Heaven forbid you not see this happen midscreen..or even worse..in the corner...if the opportunity presents itself . even though i dont watch many vids where a gold burst occur, for those that i have, they ALWAYS do MAMKM Personally, i either: 1) 9 set, FRC roger get and go from there or 2) run, 6 set, roger rush FRC and go from there hypothetical situations ftw.
  25. LH621

    Bridget Q & A

    Technically speaking...no, there isnt any type of added dmg on roger's attack or guard bar increase (since no yo-yo/roger moves build guard gague anymore). The only benefit of glitching is: 1) Roger comes out in a different place in relation to where u are when you glitch it 2) it could put roger back in front of the opponent if the yo yo was originally behind them 3) when u actually do the glitch, there's 2 hits involved: a) the roger attack b) the actual yo yo prior to transforming into roger (continue reading for an explaination) B/t the time the yo yo is still to the moment of the glitch occuring (i.e yo yo goes into roger when being pulled back), the yo yo is considered "active", so it could hit the opponent. With that feature, if u hit the opponent during a glitch motion, the yo yo will hit followed by the 1st hit of whatever roger call u do comboing off of that. This is all dependent on: 1) the distance b/t the yo yo and your opponent 2) the type of roger call u do
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