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Alex073088

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Everything posted by Alex073088

  1. dont be suprised, those same character who have to rc to get dont need wind more rc'ing to do damage and stay in. Listen to how that sounds, the only time i can recharge when nu dead angle's, bursts, or the wind is used up during pressure or blocked mix-ups is by sitting there and allowing her to do what she does because im am powerless to stop it her now.....it's FREE for nu to always get to pressure rachel and that pressure may just cost you the match, at this point her heat gauge is steady charging while she spams on you for free.Ordinarly, when i use to wind to catch my opponent it comes with a pumpkin and frog there to help prolong pressure and regen wind...you dont get that in this match. And i know how to get in, staying in is more crucial in this match-up then ever...and nu's 3c has godly range and she can forward dash off it. Also, to no suprise nu doesnt neccesarily have to play keep away from rachel, her attacks swing out at a faster rate then rachels, and her normals all have more range then rachels do..after shes done shooting normalls on your block she full screen again because of good mobilty on ground and air...its whatever though...i would complain bout arakune but had no idea u could place a frog on a homing cloud and take it out xD lol i was beating him the old fashion way, i just dont get why they would give a character teleportation like that with little start-up and no recovery on reappearance.
  2. okay, so if the opponent is on the ground a little bit to long go for the pumpkin you sure they ont be able to punish that? And when the opponent is in the corner and your forced to do a close 3 to reset the frog, and they behind you and u catch them with 3c, what do u next? there already away from the corner.

  3. what do you do if an opponent neutral tech but is using the invincble period of the tech to get out of a 3c frog oki/reset?

  4. no i understand, but when it comes to the be patient part all of her swords reset into the same situation with u standing in the same spot and her across the screen...i beat a nu player today who was pretty decent bout 15 times, its all bouit taking chance and just getting in any damage as possible,then trying to get back in later if u have limited resources. And rachel is not in control of the arakune match-up either that teleporation with him is broken!, he runs the whole time as sonn as u zone he summons teleports behind u and then try's to get u hit by the cloud on block and hes able to attack u when he teleports.wtf retarded rachel is not that broken, if she was then these two would not take away the momentum that rachel is known for having so easyly with there cheap ways, neither of them are as helpless as rachel is when it comes to pressure either. u can just barrier them to far back throw a sword and dash away, lol arakune can teleport across the stage.
  5. Good nu player's will never let a pumpkin be a thing to worry about, until its a situation where they cant do anything about like the corner or after a 3c>knockdown>pumpkin>rush on wake-up situation. I gotten my pumpkin out and used it to wind forward taking out a sword with it but they just back dash and j.d a sword in your face after u use a second wind while winding forward. its near impossible to get nu blocking the frog, to second that, if she blocking when u get in..which takes one wind, she can barrier guard u two far away so that she can runaway some more, or even 3c which has an absurd amounts of range(and is incredibly good on whiff). If nu dead angles, or burst you at the right moment, you are forced to endure all of her shot for free because u no longer have the wind resources to attempt anything even if u land a hit. And yes due to lag the dash cancel thing is a real pain, now i know how to get in its just that we are limited by a meter.. In this match, having rachel godly mix-up(needing wind inorder to be effective) is where it isnt broken for rachel to have them, if she didnt then u would do all this chasing and your pressure is limited by wind meter, and u cant land a hit or knockdown because u dont have good mix-up allowing the fleeing character to just spam things on you for free because your normals are horrid without meter usage where as the fleeing character normals are uneffective by any circumstance and can continue to do as they wish whenever they want. Now im am no stranger to running away characters in blazblue, taokaka, bang, arakune, carl, nu, jin, rachel mirriors,(leaving ragna hakumen tager characters who stay back only to avoid being hit by something they dont want )(noel and litchi dash and out your face but they do eventually want to fight) all these characters run away ALOT and only come in your face when u stop and zone them or when they know its good to do so...however u eventually catch and destroy everyone..execpt for when nu bursts me..i have such a hard time getting back on my feet because she can threathen u from full screen with barrages of swords dashing back to back to back. and when u get your back against the wall its stupid... You have to wait for your wind to charge and sit there and take bullshit:sweatdrop: the only reason this match is 45-50 nu according to the match up charts, is because of rachels high damage, good lockdown, on decent mix-ups, you take this away from a rachel u end with cs rachel, a pathetic low tier
  6. Okay when locking down with rachel u will need your pumpkin. the easiest way to lock down with rachel is to jump wind pumpkin and put down frog and wind the pumpkin near the opponent if they block do blockstrings then the frog will come and zap hem u get ur pumpkin out and mix-them to the corner. if the opponent is running away time ur pumpkin to meet them as the land from the jump away

  7. dude point blank nu is broken as f*ck, i played a nu today..i was fu*kin her up, got her down to where all i had to do was possible throw her and she would die, and she bursted me, after that all my resources where used in my corner pressure and i was going to regen wind because i landed a mix-up. and once i was bursted i couldnt get back in, and my back was against the wall, u need to use way to much wind to even attempt to catch nu and we need that to also damage her. she shoots the sword out so fast, and she has way too good mobility. and also does way to much damage. Once rachel is bursted or dead angled by nu using her wind to put in work its incredibly tough getting back in. you are force to let nu have her way with you until u get it back
  8. 2k does, but its such a risky move to against it because it isnt active very long, 2d, and ksmh_p beat stroke the big tree, and there active alot longer.
  9. just type it, and then send it to him on dustloop for him to proofread, u need his approval so he can attach it to i-no's thread and baiken's. also to make sure everythjing adds up to his experinces also, because he is the most well known bridget player in all the u.s and also the most tournament experinced.

  10. the way noel was fu*kin rachel up in the corner that last round even further saddened me to the release of cs. She got beat so bad, first i thought is that really matsu getting wipped like that? i thought it was someone else, the combo and damage did on rachel versus her tk, combo just.... my hopes even more sorry, dont mean to cry and complain.Though i did go online and corner rape, and rush the f*ck down jin, litchi, arakune, adn ragna. it made me feel good inside.
  11. watching that was depressing, im going to now go online and rape with rachel to cheer myself up =). thankls for posting!
  12. im glad u like the guide =)....but yea all the missing blanks on the bridget match-up guide it be really kool if we could help jais out with them, if u make one for i-no an baiken just run it through jais first so he can proofread and then give u the okay, the baiken one i really would be interested in reading.im going to make a millia rage one, next =/ although i rarel win fighting the guy that play millia in my community.

  13. *If your mix-ups are being blocked, and u are running low on wind or find yourself pushed to far back the pressure ends, most players will just dead angle out. which is fine, use your 50 heat, it makes rushing u again even more easy to do.without having to bait a super, while zoning or rushing. *against tager, after a mix-up in 5cc+wind knockdown> frog>pumpkin>dash and fork> he can sledge the lobelia, you and the frog> so u have to fork him when he gets up.You can fork lobelia or fork then fork again> frog has them blocking>pumpkin lobelia>

  14. After bout a two frog reps, the opponents barrier, and/or guard is running low, u should have enough to super, i personally, throw a lobelia, and super them on block u set down another frog>5b>5b>pumpkin...if it hits or breaks there guard, u place a frog down, backdash>pumpkin>throw a lobelia. * if at any point the opponent gets hit by the frog u 3c reset frog 3c/5b again.blocked frog get pumpkin out * if the pumpkin ends up in a weird spot, work with it, your objective is to keep them blocking a pumpkin frog lobelia, while using one or two winds, and by setting up a frog u recharge one wind in the process. *5b>8jump>2wind>2b>5b>5cc+wind>frog>pumpkin lobelia. all things listed with with 5cc are meant for mix-ups that hit. *4b>5b>5cc+wind>frog>pumpkin> lobelia.

  15. Rachel's corne pressure while they are blocking, They finally realizaed if they dont wanna get supered at his point to just fuckin block! lol, and let u have your way with them. now, ur objective is to get another frog and pumpkin on them inorder to keep there and work on guard/mix-ups while using the least wind as possible.. * 5b>5b>frog>then wind pumpkin down bout a sec after toward the opponent>5b>5b>pumpkin>frog is zapping.. one wind has recharged. * If there barriering and u get pushed back to far for 5b to reach them u can fork lobelia or, use the pumpkin a second time to make sure george gets there, then throw a lobelia and summon a pumpkin from bout two characters away. * 5B>3C(BLOCKED>FROG>WIND>pumpkin down>5b>5b>pumpkin>frog is zapping. * 5b>u+f j.2c+d+f wind>2b>5b>5cc+6wind>frog>pumpkin>lobelia.

  16. understanding rachel's corner rape... You want to go for guard break, frog and pumpkin reset, and tossing a lobelia without enabling your opponent to escape, while using the least wind possible inorder to do all of these. * so u got them into the corner after a combo that ended with 5cc, u want to be bout two character spaces apart, u place the frog down, summon a pumpkin throw a lobelia. in that order. If your opponent techs forward at that distance, the frog will automatically zap them and they cant do anything about this. At this point 2 of your winds just regen'ed, when the frog has zapped them about 7 times, u 3c, set frog, u can meaty 5b, or use the pumpkin to meaty them into blocking, if they touch something they will get hit, and u reset the frog 5b>5b>pumpkin>3c>george> pumpkin meaty, or 5b meaty or 3c meaty(if really close to them in the corner)

  17. If the frog has them and its zapping them, do either an air combo, or 3c after the last hit of frog and wip out another frog, if they tech immediately, 5b meaty them>5b>fork>Pumpkin>3c>frog> repeat> If the opponent techs away from the frog double dash wind toward...you want to at this point get the previously set frog back on them with blockstrings..using no more wind, or if they got hit combo them further into the corner...or end 5b>5b>3C>pumpkin>frogs there>look for there tech. * remember when your opponent is block u want to find away to keep momentum using the least amount of wind possible because u will need it once u get to the corner. Thats why, if i have 50 heat i will go and super on block because, during the super u can set a another frog down 5b>5b>pumpkin>frog is zapping..which gives u back bout 1 1/2 wind almost two.

  18. * Know your blockstrings, when u have your opponent blocking, goes for blockstrings that use your wind ina wise way, u do lot of 3c plus wind back to back, and thats not helping you gain wind at all, When u get to ur opponent when there blocking the frog u want to have your pumpklin dont always go for mix-ups, because u waste wind when there blocked. Your basic string is(6a)/(2b)> 5b>5b>tiny lobelia> and you next move u will based off if u have your pumpkin at and where it is on screen to see if u can wind it forward to set a frog down, or just have them block it and run-up for more rushing.tinylobelia is unsafe when blocked up close, so make sure u only shoot it out when ur farther back because of your strings, u can activate the rod and see if ur opponent moves forward, and combo. if they block this retreat and pumpkin then react using it.

  19. OKay things u need to do that you arent, *Using your wind better, there were time when u landed a hit on me and u hand no wind to finish your combo.You also run-away alot while air born, u are ot regenerating any wind this way, while im grounded chasing you my wind that i may have used to lock you down is steadly recharging. * you chair well, but dont do it as offend as you do it, if you block the pumpkin up close, and rachel chases after it and does 2b/5b...u will get hit before it comes out because of its start-up *corner pressure ill help with that

  20. Okay always remember... * you want to get them into the corner blocking a frog, while getting your pumpkin out. * to conserve as much wind as possible, while thinking of how u want to get it back later. * once in the corner, you want to either reset pumpkin and frog via a mix-up, sneaking a another frog on them using the pumpkin, or go for guard break which rachel does very well. remembering to conserve as much wind as possible.(more on this later) *AT the start of the match u always either want to get out a pumpkin, either frog(which u really want) or a lobelia. to help get your frog or more lobelia's out

  21. http://www.youtube.com/watch?v=FqwZPkWLC3o& this is an excellent video describing alot of the things mentioned in the guide.. as well.
  22. i need to proofread my posting just a little bit more, yea though what was being posted in the kof13 was not unreasonable, and it be nice for players to be able to communciate what they want and like for the game in all cateogoryies..including story, included characters, and such. When you sya archive do u mean video media?

  23. esco's jin and ragna gets in my ass sometimes when playing him, and even sorry to admit this but his hakumen also, u gotta be careful of rushing these characters down, and zoning them due to them all having dp's and hakumens counter....and also there ability to get through zoning with there special attacks, and hakumens air dash jump c. its not free fighitng ragna or jin. but hakumen is a bit free just watch for the counter...and you need room to do anything against hakumen, if you dont have space he sticks it to you hard.
  24. Dog The easiest summon to deal with due to bridgets movement options. The dog limits the space you have on the ground to zone, the dog is only killable once he is activated to attack(like carl from blazblue and nirvanna) *Do not jump in on Zappa w/ dog. He will essentially AA alpha counter you with blocking and backflip dog. *razor bear over the dog forces a stalemate ending in Snooze, yay or death of the dog. It's really good. * Zappa's block LOTS w/ dog to let dog attack when Zappa is blocking. Throwing Zappa when dog is out is crucial. * 2p spam on top the dog, will make it impossible for zappa to use the dog as a rush in tactic… * the dog itself has an unblockable attack, where he opens his mouth up wide and bites. It takes a while for it to actually come out, but if you get it by It you take damage, get knockdown, and give zappa three more orbs for summon roah. * a dizzy reset loop that naturally combos consisting of his 2hs big head move, and the dog being used to reset it. * watch out for zappa rushing behind the dog allowing you to kill, and attack your recovery period for free..if you were hit a few times and then zappa used the dog as a shield and hit you with 2hs the big head, you may die.Again Zappa's instant kill is unblockable. *pressure, theres a bit of corner reset pressure while your trap against the wall however rolling fd gets you far away from it when theres an opening.. Roah * the god is here, at this point in the match you are at and extreme disadvantage but all hope is not lost. Remember to never jump when roah is close. Your setting yourself up for his all mighty dp which almost reaches the top of the screen…and it takes almost 50% Tension to fd this successfully in the air. Also he can throw an orb toward the area above if your against the corner forcing you to be suspended in air for him to run up and dp you. * If zappa summons roah far away he is easy to zone with a yo-yo back set or 6 set….at this point they will either rush in dp, rc if blocked or…create an energy orb to [/b]cover space to get in easier…if he does a naked energy orb it is 6s punishable on reaction before the orb comes out…he can also fake orb throw but at a far distance he gets nuthin really for it. * when blocking roah, he will either do a low into orb(orb does so much on chip on block) frame trap in your face…or a low into his dust…for his dust you will know he’s doing it because his frame stands straight up before the actually attack hits…he can then cancel it only into his special moves. Which is unsafe due to dust pushback on block. * if roah has tension, his overdrive takes off a huge chunk of life on block, almost forcing you to fd and use up the rest of your tension to keep your small amount of health. * roah is out for 16 secs. I have out beaten roah a few times so is it possible. * Zappa can get roah automatically, through by land a low into a combo that grants him all his orbs at once….ending with you being dp’ed against the wall. Though at the end he needs 8 orbs, and the state to become naked again to summon him out
  25. Sword summon Things you should know…. *The sword is one big fat gimmick, do not fear it. * Bridget’s pokes, (f.s,2s,2p.2d) will beat out any sword swipe zappa does except for his dp, 236+s a move where zappa thrusts forward toward you on the ground while zappa himself is gliding with his body attached away from the tip. This move beats everything, jump outs and your attacks, its active the whole slide through so expect zappa do use it if he ever covers the distance to use this. *Sword dick or 236+s then hs, after this move everything is a gimmick, and lucky for you…you have the range to punish any action afterward…so the gimmick is after sword dick(nick-named by jais) there’s a frame trap follow-up where he snags the sword right back toward himself…if you tried to jump or attack or anything this move will hit you giving him 3 orbs and a knockdown. However, if this is block it’s so insanely unsafe, and u get a free 6s standing right where you blocked it at. Into a knockdown, and sometimes a 6s>hs>f.s>6s>bnb combo depending on the situation. Lucky us ^.^ there’s a few characters who do not have the range or speed to punish this move like we do…example may, *Sword 236+S into anything else, you can interrupt his other attacks with 2s for a counter combo each time. ^.^ * Sword while blocking(mix-ups), there’s a few mix-ups to watch for zappa has an overhead where its overhead, then low…you can tell zappa is ready to do this by paying close to zappa himself, when he stands straight up..go to block high..he standing straight up before the attack actually comes out..so you have enough time to react to it after blocking any part of the sword you free to go pretty much. U could stop his next move with f.s if you choose. * Want not to do, Don’t not for any reason jump naked(without your buddy roger) at zappa when he has the sword even when he has the life lead, the sword has incredibly good anti-air’s that all hurt. * zappa approaching you when your running away, zappa has a jump mid-air sword spinning move that clears the whole screen, its horribly unsafe on block however, its made safe when rc’ing of course. It will rip right through any attack you try to do while he’s performing the move on his way over to you, if your running all around its an easy way for him to lock you down. Razor bear will prevent him from reaching you if you put it in front of you. Ghost I would say the most problematic summon to deal with before roah, ghost limits your movement through the air and things. * the ghost do very little damage, once fired and whiffed they take a good while for them to come back to zappa, theres an overhead hitting you the number based on the amount of ghost he has and zappa stands straight up to do this, * Zappa full screen will want to land a ghost on you, when a ghost is on you, you are considered cursed. When curse things like bannanas and marbles will make you trip while moving around and stun you. * Ghost toss = free CH 6S>HSS_4,f.S>6S * in order to curse you, making it easier for zappa to approach you. He will shoot a toss either upward(p toss) or forward (k toss), once hit by either you give him one orb and you are cursed. However, lucky for us (bridget players)…a naked p toss is punishable by 6s on reaction, here’s something to remember whenever zappa extends his body straight up he is grounds to be punished by 6s, this enables most characters to instant air combo him…but this allows us to 6s punish into a combo/knockdown or combo. P toss however is frc able. * zappas will be scared to fire a k toss(ghost directly infront of you due to your movement capabilities,)m him fire a k toss and whiffing entirely leaves him vunerable.the lagg from a forward toss is too great for him to be able to air throw your fd rolling unless he frc’s it. * if ever hit by a ghost into a knockdown, there is a meaty ghost jump cross mix-up on your wake-up that you cannot interupt each time your hit you get knockdown in the same spot you got up from allowing him to do it over and over. However, you can throw off the timing with you delayed wake-up. * really annoying thing about zappa ghost, execpt for how hard it can be to get to zappa, is if you are pressured in the corner his blockstrings seem to go on and on forever. The pressure reset’s and its very hard to get out. Once the guard gauge is cranked up watch for a mix-up ^.^ like his sneaky dust.
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