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blitz

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Everything posted by blitz

  1. ... her abare is actually worse in slash, not better. In reload, millia could get decent damage and a corner knockdown off of almost anything, and didn't have to hoard the pin. Her damage output was the same, but she had more opportunities to do damage in reload, and the way her aircombos in reload worked made them consistently knockdown roughly the same amount of frames, and it was a good amount of time and let her do perfectly what she wanted to get done. Slash millia's mechanics are sloppy in comparison, as she lost a LOT of synergy. In reload, she had abare rivaling jam, but in slash it's closer to i-no.
  2. well, I don't know what to say =\ As far as I know, this is a competitive forum for the discussion of relevent tactics and combos, so it's natural to assume you are talking in terms of competitive viability, not casual musings. And RCing millias normals do come into play in a competitive environment. For instance, after setting a secret garden... dash in 6K -> RC, j.K/2S is an effective high/low mixup that is highly synergistic with how it is used (abuses the fuzzy guard while the red rings mask your follow-up). As far as the 236H, 236236S... as a freeze frame trap, it's ineffective enough to disregard it (as I have mentioned). It's something you do to showboat, not something you do to win (as you have said). So I'm sorry to have mistaken what you said before. I'll post more stuff about millia later, since now I'm going to sleep. zzZZzzZzzzZZzz...
  3. ... Wow. Just wow. I'm not trying to be mean here, I'm trying to help you. If something like that works on your opponents, it isn't because it's actually useful, it's because of something else entirely *cough*youropponents*cough* I'm telling you right now, emerald rain as okiseme is simply sub-optimal. It wastes tension doing something that can be achieved by other more effective methods. For instance, knockdown from an air combo then 236H, 214P(whiff) -> FRC, falling j.K... if this is done right, it's safer (can't be DP'ed or reversal thrown), it uses only 25% tension(as opposed to 50%), and it picks up the pin. In a situation where secret garden is needed (either because of them being too high after the 6H, or knocked too far away after the 6H), you set the path, do a mixup for free, and pick up the pin either during the combo, or after the mixup. Mind you, in both cases the amount of frame advantage is astronomically higher than emerald rain. The point is: there isn't a single reason to use it outside of the "wtf" factor against moderate players. Better players will just see through it. As for the other issue, it is a good idea to notice these things and point them out, but to say they are a "style" is a competition taboo. You can't defend bad play, it doesn't help anyone. Learning that balance is a part of getting better at the game. The japanese, when in doubt, usually turtle, bait, or avoid risk (as a general rule). And likewise, american players tend to be aggressive in response to unknowns (as a general rule). In both cases, striving for the correct proportion in terms of matchups, life total, board position, and the habits of their opponents is always a goal. Those players who are considered the best will always exhibit the most control over this aspect of the game.
  4. oh, you are talking about the old Sdisc to emerald rain link. If you are connecting 6H, it's really not needed unless you are maximizing damage for a kill, and even then, there are usually better options unless you start it a very specific way. And if you miss the link, the opponent can actually get out and not have to block it, and even if they don't get out, dealing with their landing recovery against someone like sol is horrible. You could even eat a VV -> RC between 5K and S(c/f). Overall, I wouldn't trust that strat as anything more than a gimmick to catch a player unawares (these kinds of plays have their place, but they aren't staples. It's like throwing out too many dusts). as for what I said... yes it is a misnomer. You have created superficial categories to make apples and oranges of what should be 2 sides of the same coin. Between koichi, woshige, and aka, koichi is the most skilled. Is it any wonder, then, that his "categorization" seems more versatile? He is simply good at reading his opponent, and adapts his play to them. Overly-aggressive can get you in trouble. Overly-cautious can get you in trouble. Overly-aggressive play is usually considered predictability (as in, the balance of baiting vs. approaching is too disproportionate), and overly-cautious means you don't capitalize on your openings or your opponents' mistakes enough(whether it's spacing, abare, execution, gaps, their own hesitation, etc). These things can both cause you to lose a match you might have won, so there's no point wearing either category as if it were a badge of honor.
  5. sigh 5D -> homing jump, 8S/D-8S/D -> 236K, land, 2H -> loop... 5D -> homing jump, dj.S/H, land, 236S, 2H -> loop... 5D -> homing jump, 8S/D-8S/D -> iad.(falling)H, land, 2H -> loop... and plain old 5D -> homing jump, 8S/D-8S/D, j.S-P-(S-P-)K -> DJC, dj.S-H -> whatevers... but with millia, it's really easy to do an impossible dust, you can just stick to those... the whole "defensive vs. agressive" thing is a total misnomer. You play the way that the match requires you to. If you can't do that, people will exploit you... either for your hesitation, or for trying to goldfish them. 6H is a good knockdown, but comboing it into super is pointless since it already knocks down and the damage after the 6H isn't worth it if you already went even one iteration of a loop. Why give them free burst meter by drawing the combo out for 10 more damage? Oh yeah, 6H vs. pin as an ender: 6H is good at it's optimal bubble distances, and when it's an early ender close to the downed opponent. all other times, the pin, airdash/turbo fall ending usually gives you enough time and keeps you close enough to the opponent that a 236H, 214P(whiff) -> FRC, j.K mixup becomes a natural follow up (in addition to it's variants, like 236H, 214P -> late FRC(so it actually hits, and hits low), land, etc).
  6. heh Against the aba play, the millia didn't combo after the FB disc cuz he didn't feel secure enough in his ability to knockdown from an aircombo to throw away the garanteed knockdown. Looks like things like 2S-5P-6K and 2S-5P-2S are possible after FB disc in the corner, and maybe midscreen. Would be interesting to see TK turbo fall -> FRC, land, roll... for a really quick double crossup. Or FRC in j.K or stop short by buffering a 2nd turbo fall. Lots of extra cross up options and high low options seem available. Heck, maybe even weird stuff like FB disc, 6K(Whiff) -> FRC, dash to push them out of the disc and FD throw, or just go right into some other high/low/cross up (6K -> FRC, iad... heheheh).
  7. blitz

    Bridget Basics

    I tend to stay away from iad starship unless i have yoyo already held and in a position to protect me. I still do old style air sets into back airdash, yoyo hold, starship (if i see them get in), let go of H to protect my fall incase they blocked or dodged. And using it as a cross up is iffy, since most characters can duck it and punish you (or duck, and react to the cross up by standing blocking correctly, ALSO punishing you), so only in certain situations and only if you have the yoyo to back you up. I've also been doing a lot of stuff like "knockdown in corner, set6, yoyo hold, 2P-S(f)-2S -> KSMH~P, (release H)" and then more pressure/mixup/etc. Keeps a good distance, and can from any of those hits being chumped into pretty good damage. I've also been doing stuff like yoyo hold during a string while im just outside of throw range, and then quickly walking inside throw range and throwing them, letting the yoyo come back, and then airthrowing the tech. And I still do that "ruu" shit like set"whatever" yoyo hold, S(f)-2S-2K(whiff), 6S(release H), etc... Just some food for thought. ... now that I think about it, could we use that throw setup in accent core to do an aircombo off a throw for no tension. I mean, hold, throw, release, (5K-)6S?
  8. actually, all the characterizations in that pic are bewilderingly accurate...
  9. blitz

    Bridget Basics

    tricks during block strings? sure. S©(2hits) has a +3 frame advantage... so S©(2hits), 2P or 3P or whatver really, even run up throw is good sometimes. 2K is a quick move, so 2S-2K(whiff) is a pretty good option. Level 3 stuns for 13 frames on block, and a whiffed 2K has an execution of 5, with a recovery of 6. 2S-2K(whiff), S(f) is pretty common, but you can also do stuff like 2K-2P-2K(whiff), 2P and such. 2K has +1 FA. So sometimes you can get away with 2K, 2K/3P/etc. 2P is, like 722 said, good. +3 on block. remember that KSMH~P is -10 on block, so while in some matches, they really can't do anything to you, some characters get to punish you for free. starship FRC gives a slight FA, enough to not have a hole if you poke straight out of it with S(f). So it can also be used in pressure, if you want. Plus, the FRC conceals bridget well enough to take advantage of it. There's a small enough gap after a yoyo hold(holding H) that you can get away with poking after it. If they get wise, you can always block or do starship, letting go of the yoyo a few frames after the starship stops hitting or near the end of it's animation. You can actually do this with quite a few pokes, too, and the yoyo hold can punish them if they do something stupid (like johnny doing 2H or 6P). Meh, I'll say more later...
  10. theres about a million variations you can do on ky... 2H -> j.S -> 214S, ad.(falling)H, land, (pick up pin)2H 2H -> j.S-H -> 214S(or H sometimes), ad.(falling)H, land, (pick up pin)2H 2H -> j(7).S -> 214S, 236K, land, (pick up pin)2H 2H -> iad.S -> 214S, ad.(empty), land, (pick up pin)2H 2H -> 214(7)S, ad.(falling)H, land, (pick up pin)2H ... a more damaging combo from the ground against ky in the corner would be 2H -> iad.S-H, land, 6H -> 214P -> FRC, dash, 2H -> iad.S-H, land, 2H -> j.H -> 214S. Something like that... PS - invest in a stick if possible =)
  11. Hey guys! I'm back. Oh yeah, norcal says "hi"
  12. it's actually a fun little mixup for sol... run up to them, and either ground VV -> RC into 2K-6P for the combo... or run up, do a TK VV (6239H) -> RC into ad.S-D(or H) if you TK it just right, he'll leave the ground, but be close enough to the ground that the difference isn't easily recognizable. You can also do the TK version, and still fall to the ground after RCing it and just 2K-6P as well.
  13. ...it hits things in it's path. To use again, you have to go pick it up from where it landed...
  14. blitz

    Bridget Basics

    huh, i figured this was do'able, just never bothered =P thanks for the heads up though edit: i gotta question (since I can't test atm) what's the damage for that combo?
  15. the first thing I thought when watching zapper: "what the... zappa doing damage? hax"
  16. try just hitting 2 WITH the H instead of holding or pressing it before-hand.
  17. blitz

    Bridget Basics

    yeah, thats one thing about slash bridget... with a held yoyo, your less safe poking options become somewhat safer... which if you are already using them to some capacity, just become slightly more viable thanks to that.
  18. blitz

    Bridget Basics

    uuuhhhhhhh.... well, loop? um, not without holes, no. Except on tall characters. on tall characters, you can lets say, off a knockdown, 4set, dash in, K-S©-S(f) -> 2146K6(ad).K-P-P-SorK, land, 2K-S©-S(f) -> 2146K4P+K6(ad.)K-P-P-KorS ya know... something along those lines. or something with holes... like dash in 2P-K -> set4, 2P-S(f)-2S-2K, S(f) -> 214K -> yoyo return, low ad.K-P-P-K etc. Good places for baiting, and threatens to get real bridget corner pressure going, so people react "well" to it. Also, i find a lot of people fall for this trick, but don't abuse it: on knockdown with ksmh~P, set4, dash in, starship -> FRC, dash throw. Good way to get a nice post throw setup like 2146K -> [H], falling K -> DJC, dj.K-P(whiff)[release H], falling 2S or something like that. Good chances for baiting etc. You could even just 214K -> yoyo return, then either airdash into K-P-2S, or land into 2K-S© etc... calling the yoyo immediately can deal with people that try to jump out. If you have 50%, just super from that position, or do a string into super to help build the guard bar even more.
  19. one viable use of 2 FRC's for 1 mixup: low variation- knockdown -> run up 236H -> FRC, 214P -> FRC, falling j.K, land, 2K -> run after and follow up high variation- knockdown -> run up 236H -> FRC, 214P -> FRC, falling j.K, land, instant j.K -> 214S/H, ad.H, land, pick up pin and then continue the combo... not really needed, but good for confusion and is probably the quickest high/low mixup in the game. Also, it doesn't need a huge chunk of time like the version that doesn't FRC the disc so you can do it off of 2D knockdowns.
  20. just a thought, to expand on what broken dust said, it's also character specific. A good way to start a round against pot is either S(f) or backdash. He has no answers to either without huge risk for little reward.
  21. blitz

    Bridget Basics

    up, then down-up really really quick.
  22. grolin smells.
  23. it's possible, the needle gives more stun than in #R, so stuff like this is definitely workable. I <3 the taunt.
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