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blitz

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Everything posted by blitz

  1. despite being such a big target, you really have to play safe against potemkin... you might think that you can just lock him down since he's not going anywhere, but the match is actually won in the context of priority. Remember to actually punish him if he does something like hammerfall or flick recklessly. Zone him persistently and consistently. This matchup is actually easier to see than explain, so here's some matches you should watch over and over: http://www.youtube.com/watch?v=cdSnXuoBMFc http://www.youtube.com/watch?v=2_xsyYmuAak http://www.youtube.com/watch?v=pzrNOGSr7d8 and strangely enough, this vid right here illustrates what i said about secret garden as well pot in one fell swoop (nakamura is A-OK!): http://www.youtube.com/watch?v=bzBLNHE67GE
  2. and the third part (contains the millia mirror matches)
  3. HEY RYU!1 DID YOU SEE MAH DWAGON INSTAL PUNISHIGN IK ON WAFFLEZ!? LOL IT'S LIEK, OEN PAGE BAKC MANG!111!! anyway... I come bearing gifts =D bridget, millia, etc... and at the very end, millia mirror matches with psylocke =D (SHENANIGANS!!!)
  4. only just saw this but OMG HILARIOUS it was a good combo vid XD
  5. HEY RTL IM MOVING LIEK, A BLOCK AWAY FROM YOU IN A WEEK SO GAME ON BRO!! psyche.
  6. oh, her FRCs are very useful. Badmoon FRC allows insane pressure and mixup that takes some monumental execution. It's actually BETTER in this game than it was in previous games. But as it goes, by itself it is a great overhead (2369P, TK badmoon). And if you set it up right, it'll lead to a combo. Millia's FRC's really are to let her combo off of weird situations. like, at midscreen, you can stuff like 2369P -> FRC, j.K, land, j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.H -> ad.D on some characters, and other combos will work for other characters. But all the characters have good combos against them off of that FRC, and the same goes 214P -> FRC (midscreen as well). And then 236H -> FRC lets you do ridiculous things too. If people like to DP you, a late 236H -> FRC, backdash is a good bait, and has follow ups whether it worked or not. If they start jumping out, late 236H -> FRC, 2K (in some cases, 2H, cuz it's so meaty and allows holy hell damage afterwards on CH) is good for stopping that. Once you got them scared of the disc, you can get away with some heinous cross ups, like, late 236H as they are waking up, FRC, 2K -> 214K really fast is a really quick cross up. And remember that you do the first airdash over late if you do the airdash cross up after disc if you aren't FRCing the disc. That way, they don't have time to react to you airdashing over, they'll be hit the moment you cross them (and then you airdash back over immediately with a falling ad.S/H, land, 5P. In reload, you could do falling ad.S-H, land, relaunch, but meh, pushes you too far out against most characters in Slash and AC). And I could see her new winger super FRC being useful in that "whoops, didn't mean to super, and don't want to die from it" way, and maybe as a tool for beating out stuff without committing to a bunch of recovery frames. You can do regular air combos off that FRC as well with a falling j.D/H into madness. Incase you are wondering what the badmoon pressure is that I'm talking about, here are some possible ways to use it: 236H -> FRC, 2369P, land (disc hits), run after and aircombo 236H, 2369P -> FRC, 214S, ad.S -> 236P -> FRC, falling j.S -> ad.S... etc. Oh, and when you use the secret garden, always have a plan for how it will interact with the opponent. It's a good tool for anticipation and a way to lock them down for a mixup if you know how they are going to respond (since it literally goes through everything in the damn game, it's like, operating on a different plane of existence than everything else in the game LOL). You could even use yourself as bait by having it go down and through you and behind you. After 6H knockdown in the corner, some simple and effective patterns are: 2828, 1646, 3816, 2927, 2646, 2672, 2924, etc(as bait, you hide the orb behind the edge of the screen, so they don't know where it's coming from). There's a LOT of possible patterns to choose from. Another thing is that, if you know your 6H got them too low to the ground to make secret garden safe, you can still do stuff like 1444 and be ready to combo them when they get hit out of their combo =) Of course, do something like back dash or some move so that they don't just throw you through the orb. Though some characters have a very short throw animation, and might be caught afterwards if you setup the orb right. When following up a fullscreen orb, cover the areas they might try to use to get away from it with something like j.D or pin or anything with good priority really =) Just note, fullscreen orb setups are really only viable against certain characters. Pot will slidehead, chipp will just dash in and hit you before the orb can materialize, jam will do 236S~H for massive damage, slayer might be close enough to hit you with any number of things like 236K, dead on time super, etc, but if you are literally in seperate corners, he can't touch you in time... ky will fast stun edge you, axl and may are the same story as slayer... bridget will turbo KSMH you for free, Testament will laugh and then EXE beast you for free, and millia will just orb you back (aka, SHENANIGANS!! XD) Anji, Johnny, ABA, Robo-ky, Sol, Eddie, Order Sol, Zappa, Venom, and Baiken really have no B&B way to stop you from getting the orb out if done from far enough away. Be careful though, since characters like eddie, venom, zappa, etc. might have things on the screen that make it very possible to stop you, so be weary.
  7. well, it stops pressure... But it does put you in a good position to zone. meh.
  8. well if stormlocke and purrin still played #R online... =)
  9. someone should make another =D
  10. LOL @ mandraku I'm sitting here counting the number of grave diggers... you have like, twice the number ignatius had o.O;;
  11. It's not THAT hard... =P really, with most any normal you could do into a 236S -> FRC, you will have enough time to get the FRC. Straight up (while pointless) is still possible, you just need to do it 236S -> PKH
  12. Thanks <3 (try it on sol first). I was thinking, lots of this sort of stuff is possible BECAUSE of 236S bouncing so high, so there some bonuses (however obscure or situational) to the new float properties of 236S, and that dust combo is one of them. I actually have a better version now, I'll post it a bit later. As far as corner looping with tension... I think the question is more "i have 25% to spare, how can I use it to maximize damage in this combo and still get knockdown?" In this case, the answer is to use it to knockdown as part of a 2nd relaunch after using up the pin or when you have no pin, or... probably as soon in the combo as possible. Like ky off the ground, you'd go 2H to TK air fb disc, and then do a follow up to knockdown. And he usually gets pushed to the corner by the disc, so a garanteed pin rep to knockdown afterwards is possible.
  13. well, depends on the character =) but generally, you can delay the actual cancel. Meaning, you just have to mess with the combo until it works by changing the timing on certain things. Like the gap between a 2H and the jump, between the jump and the j.D/H/K, between that and the airdash, between the airdash and the next hit, etc.
  14. messin around... found a tensionless double relaunch against sol that works from anywhere on the screen that does exactly 200 damage: S(f)-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (knockdown) and a corner dust combo: 5D -> dj.H(ID), land, 236S, 6H -> 236S, j.K-D -> ad.K-D -> ad.D (147 damage) as far as throw followups are concerned... Yes, the point of the running j.K after throw is MOMENTUM. Even from fullscreen, you can go for SG after getting most characters to the corner. and some characters just don't like being comboed with S(f)-2H as much as some other variations. Take johnny for example...
  15. yay~ random stony match vs. waffle =D IK for the finish =D
  16. ...no there is another...
  17. blitz

    Bridget Basics

    how to bait bursts vs. jam =) GGXX#R online file. yes it's #R, but it's still applicable.
  18. purrin stick... mmmmm.. *caresses purrins stick* sexy may and bridget artwork... and sexy sanwa parts with octagonal gate ^g^
  19. im going up to the bay area in a few days ... and staying there =)
  20. ^ yeah, it's fun isn't it? I like the one on Ky =D fullscreen: S©-2H -> 236(9)D, land, dash 2H -> 236(9)D, land, dash 2H -> 236(9)D, land... =D
  21. already workin on it ^_^
  22. you want to know what else is tough? throw, dash j.K =O
  23. meh, just experiment, that's what I did.. I'd go through the combo and delay it one way till i was certain it didn't work that way then delay it another way and so on.. till i either found the timing that worked, or decided that variation wouldn't work. pauses CAN occur in the following places: -between the throw and the dash -between the dash and the hit -between the 2H and the jump cancel -between the jump cancel and the hit -between that hit and the airdash -between the airdash and the next hit etc.
  24. blitz

    Bridget Q & A

    leaves you open for heat. and so does IB -> backdash. But they are options. Also be aware if they do it just out of range and simply potbuster you before it reaches you.
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