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blitz

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  1. blitz

    Bridget Q & A

    um... here's what I use the most: (corner) knockdown with 236K~P, then iad.set3, falling j.2S (DP safe if done perfectly; in ac, depends on the opponents wakeup time and DP speed, but it still works on most). from there, I do a few things: falling j.2S... -land, 2K-S© (low) -(land)214K -> j.(P-)2S (high) -land, throw -HSB, land, 2K or throw from HSB, land, 2K... -214K -> j.P-K -> HSB glitch, land, dash S© into yoyo glitch combo. -delayed 2D, release yoyo, dash 6S -> aircombo --HSB glitch, gatling with 2P (burst safe) until far enough away, them max distance S(f) -> HSB glitch(hits opponent on way back) -> 236D (comes out right in from) after the above, dash jump into either low airdash mixup, or fuzzy guard mixup. more later...
  2. The reason it's boring now is that bridget has become a pussy on both offense and defense, and all they gave him in exchange is a pile of interesting tricks to distract him from the pain. Bridget in reload was a rushdown character with bizarre zoning. Now he's just a zoning freakshow with nothing much else to support it.
  3. Wait, are you talking about secret garden(214H)? If that's the case, there are specific patterns you use in specific situations. 2828 is one of them, but so is 3464, and 1646, to name the most commonly used ones. Most common situation is when you get them into an air combo and end it with pin, land, 6H. 6H into 214H, 2828. If you do 214H while the opponent is NOT knocked down, certain characters can punish you for free (testament, for example). If you DO get one off before getting touched, for the most part, the opponent will be on you, so a better pattern is one that backtracks in case you got caught (so a pattern like 1494, or 2448).
  4. 6K -> 236S, continue unconditionally with 5P into aircombo. if you are really too far, airthrow them, or jump back and j.D -> pin, airdash in for more pressure into mixup (they can jump after the j.D to avoid the pin, but that just means you can position yourself to AA them or mix them up). Or, you can iad backwards into 236D for shenanigans.
  5. hmmmm well, depends on who you are doing this combo against, but i'd say the follow up is probably (after that 2H)... j.D -> 214S, ad.D -> ad.D OR ...j.D -> ad.S-H -> ad.D -> 214S, land, 6H. If you want to end with something interesting, 2H -> 2141236H -> FRC, falling j.H, land, 2H -> j.D -> 214S, j.D -> ad.H/D -> (ad.H/D ->) 214S, land, 6H I'll be editing the first post soon to be more uniform, with less varied jargon and a more structured listing =)
  6. 236S -> FRC, 5D is actually pretty good =) the FRC hides the first few frames of the dust animation. Just as well, the same can be said of 236S -> FRC, 6K or 2369P. One good way to use it is after someone blocks your initial 236H oki attempt, dash in deep with 5H(-2D) and 236S -> FRC, 2369P or 214P (not that you can't do 214P from 5H, but the point here is to NOT clue them in to what could come next, and it becomes much more powerful as a mixup when you hide it like that). Another interesting gimmick is to do 5H -> 236S -> FRC, 214K, throw =D
  7. I use 236S -> FRC to tick throw now, cuz I'm badass like that. ;(
  8. actually, since johnny is a topic, I went ahead and ran him through the gauntlet and figured some combos out: (corner)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S© -> j.P-K-S-H -> ad.D -> ad.D (187 damage; no pin) (corner)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (193 damage) (midscreen)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D, land, K-S© -> j.P-K-S-H -> ad.D -> ad.D (181 damage; no pin) (midscreen)S©-2H -> iad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D, land, K-S©-2H -> j.D -> 214S, ad.D -> ad.D (187 damage) and some fun slash-esque variations =D (and useful if you have trouble hitting the iad.S-H on johnny consistently) (corner)S©-2H -> j.214S, falling j.H, land, 2H -> j.214S, falling j.H, land, 2H -> j.D -> ad.K-D -> ad.D -> 214S, land, 6H (189 damage) (midscreen!!!)S©-2H -> j.214S, falling j.H -> ad.H, land, 2H -> j.214S, falling j.H -> ad.H, land, 2H -> j.D -> 214S, ad.D -> ad.D (187 damage) just to note, when you do the pin, you jump forward and then execute the pin. On the midscreen versions, you jump forward and delay the pin a LOT. Also, the trick to getting iad.S-H to work on johnny is that you can't iad too low, you have to slow down your dash input to give her enough height for the hardslash to connect. The rest of the timing issues become obvious once you try the combo out, then just keep adjusting until you get it.
  9. on johnny, and some other "weird hitbox" characters, you can do 2H -> j.K-D -> ad.H/D -> ad.S-H to start it off. After, you can do something like land, j.(P-)K-S-H -> ad.D -> ad.D to get a knockdown (maybe adding 214S, land, 6H if he's still too high). The 2H -> j.K, you must jump immediately, and then wait a bit before hitting the jump kick.
  10. ^ that makes me sad ;_; ...sucks that I don't have a capture device or something I could use to record video off a tv =(
  11. order sol? S©-2H -> iad.H -> ad.H, land, S©-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (187 damage) 6K -> 236S, P -> j.K-D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (133 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.P-K-S-H -> ad.D -> ad.D (100 damage... i think. I forget. Useful combo though, full screen no tension no pin etc.)
  12. millia no anti air? What are you smoking?! somewhat in order of how often you'll use it, the first being most often: 5P - doesn't have invincibility, but it's quickness and good recovery make it very effective. 6P - GODLY, but can be baited cuz of its long recovery time. 5K - sorta good recovery, useful when your opponent is really low in the air next to you. S© - bad recovery, but useful when your opponent thinks they can get in for free by coming straight in on top of you. 2H - bad recovery, and slow to start, but this beats out things that 6P loses to when anticipated far enough in advanced. have people jumping out after hair car? FRC, 2H. The CH from this move ends rounds due to the damage output it generates.
  13. nah, if yer gonna do that, you might as well make it 50% and do 236S -> FRC, 2369K -> FRC, land, throw LOLOL!!11!
  14. a silly use of standalone 236S -> FRC: camouflage that TK badmoon/HAIR CAR! =D very fancy and unnecessary, but fun!
  15. yes, double relaunch after 2H -> super does around 260 on sol for 50% TK badmoon -> FRC, ad.S into either land 2K or ad.S is pretty bangin. remember, you can also do TK badmoon -> 214KPS(FRC) if they start IB'ing your badmoons and airthrowing (which despite the frc, is still punishable... unless you do the pin trick, which also gives you more time to decide on a ADC or a land into throw/2K by watching their stance.) Also note, badmoon FRC into an air FB disc is a dirty dirty trick to bait DAA and burst (though in some situations, it's not safe)... you can also use it if you land in the corner with the opponent knocked down next to you (away from the corner), and do tk badmoon(whiff cross up) FRC 236D or non-whiff into ad.236D for a crossup.
  16. tgs: i use winger in such a way =D also, the most damaging combos millia has in ac are off the winger super (i shit you not), but they are much more situational. Tension is usually spent ground FB disc for oki, longinus for when a ground slash disc won't hit or can't come out because of other discs on the screen, and air FB disc for combos, cross-ups, and frame-traps (this move is beautiful). I use tension for badmoon FRC and HAIR CAR FRC j.K mixup as well. I rarely use 236S -> FRC unless they block my mixup or to bait DAA and BURST while still getting a mixup afterwards should neither of those 2 things happen.
  17. random: against characters with wakeup supers/specials, 214P -> FRC will bait them and allow a high low mixup (corner air combo knockdown or badmoon knockdown into 236H, 214P -> FRC(before hit), j.K or 236H, 214P -> FRC(after hit)) The only Reversals this isn't effective against are robo-ky DP, and slayer DoT. The other way to do DP safe oki is to use secret garden setups. You'd be surprised how well SG will work against people who think they can get out. And there's also just the j.S jump in, which is fine since you can go into TK badmoon or 2S on landing.
  18. random: against characters with wakeup supers/specials, 214P -> FRC will bait them and allow a high low mixup (corner air combo knockdown or badmoon knockdown into 236H, 214P -> FRC(before hit), j.K or 236H, 214P -> FRC(after hit)) The only Reversals this isn't effective against are robo-ky DP, and slayer DoT. The other way to do DP safe oki is to use secret garden setups. You'd be surprised how well SG will work against people who think they can get out. And there's also just the j.S jump in, which is fine since you can go into TK badmoon or 2S on landing.
  19. it's also about being burst safe (though 5K is really iffy as far as baiting bursts goes, dash 2P-5P is best or dash 5Px2) i'm interested in that oki with the turbofall -> FRC, pin. I remember the first combo i saw that USED that (it was in reload, an ex character combo), so it's funny to see it used as A crossup/high-low setup)
  20. blitz

    Bridget Q & A

    depends, are you using stick? If so, ring finger on hardslash, first finger on slash... while holding hardslash with your ring finger, hit slash for the close slash with your first finger, then slide your ring finger off (more likes scrape it quickly away from) the hardslash while simultaneously pressing hardslash with your middle finger. That's how I do it.
  21. Almost anything works before a relaunch =P Yes, j.D brings the opponent down. I have a guide coming that'll explain all that.
  22. if people like to come down straight on top of you, the best answer is actually S©. Hits twice so you can combo off of it easily too (j.K-D). this beats potemkin j.D, may vert dolphins, etc.
  23. ^ haha, venom IK glitch is always funny..
  24. NOTHING WINS THE JUSTICE
  25. im making it as we speak...
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