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Everything posted by Alex073088
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thats not to bad, not being able to resummon a pumpkin while one is out already because of the fact that the pumpkin goes away so fast versus the last version. i think they did this to allow players a chance to escape pressure when she had 4 bars of winds and frog on them with pumpkin and block string re-summmon pumpkin pressure to place yet another frog down and keep the opponent there till they could escape, guard break, or just die......but they made to where its kinda unreliable to really play well with this character and much easier to win with the others plus its hard keeping certain characters out effectively like litchi(pole return,uppercut,pole spin), bang(nails loli teleport), jin blades of ice,
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got dam this is what the fuck im talkin bout, from the looks of it no the wind doesnt charge as fast but, when it does charge it charges much much faster then the normal charge speed of blazblue ct, in addiction having the pumpkin not go as far kinda keeps it close to u so u wont have to resummon as much. and atleast there is no pumpkin resummon time like ti was in the loketest.
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why no mapping for tekken? and u can easy special blazblue?
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if the loli bounces nirvanna zap him the second he moves in front of it, the loli bounces in front of carl and nirvanna so its more so zoning rather then mindless zapping. i think taokaka is gonna be a 7:2 honestly and seriously. rachel cannot doing anything at all what so ever to defeat her. Her against litchi is looking 7:2 also.
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um although i dont think the eddie wasnt to skilled... and the bridget was a bit rushdown crazy... check out this video for some stratredy's on youtube....http://www.youtube.com/watch?v=NLPOYca1PL4 (svampen vs eddie) Jais for sol's running 2d, 3p also beats it, a sol player at my casuals try's 2d after some of his special move block strings to duck under all pokes.I use 3p to counter this method occasionally.
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ALright just watched the vids again, wrote down a couple things to make your already really solid bridget game improve. * Your instant air dashing alot at many times where it can be punished, only instant air dash if your opponent whiffs, is forced to block, or u snagg them with a a call back(or other yo- tricks making them block),or to escape way above your opponent. empty instant air dashing can get u in trouble and the i-no punished it a few times, but there where times where u instant air dashed air to ground comboed very well. *whenever u see i-no retreat in anyway like by back dashing or back air dashing....rush her ass down if she instant back dashes 6s her and if she back dashes to a note 6s her as well,i-no has a very tall hit box becuz of the hat so 6s hits her alot. The only way i-no can counter this is by frc-ing note...but as long as your mid screen she cant really get full advantage off this anyway. if she's full screen and your full screen 6set into roger drill to prevent note from going anywhere or to also limit i-no's pressure attempt. if yo is almost full screen with i-no force break drillif u know it will hit. *when u roger rush(and they block) use these options to mix-up, i didnt think they worked when i read bout them on this forum but they actually do work very well. -Run toward the opponent blocking hop up then straight down and do 2k infront of them this works i dont know why but it does, most people will block high expecting and air attack but instead u do nuthing land and do 2k while roger rush has them blocking(making that blocking noise sound while your in the air) - do the same thing as before but instead u low air dash into an air attack string, instead of landing and doing a low. - run jump over there and do a cross-up j.d while roger has them blocking - and finally jump behind them land and do 2k(2d), i like this one it catches people and roger rush will travel toward u to make sure they cant try and anything. i also saw that u 5d once during roger rush and that also a pretty good option but if your opponent knows what your dust looks like they might just block high and you will be at negative frames afterward. When doing ground blockstrings to rolling j attack mix-up the best possible place to have the yo is behind them on the ground. the i-no player was back dashing and punishing u for attempting this on reaction, when the yo-yo is behind your opponent on the ground your rolling j attack will catch there backdash, its hard to react to and also u get the mix-up of empty rolling into 2k once your opponent gets use to the mix-up. finally dont u dont really have to chase i-no. play around with runaway and rushing her when she try's to note.
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try one frame jumping and fd'ing to push him back far enough to force him far enough back that his double dash wont reach us o easlyly, u are f'ding his f.s,coin cancel block string.
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i tried that but its not working for me im gonna post a link to a vid where i seen bridgets doing that as sonn as i get on a computer that allows me to see youtube.Is rolling plus fd, is it s bit timing execution difficult? http://www.youtube.com/watch?v=gaKZAvDEfhg at 8:09 ruu can do it no matter where the yo-yo is. But...in other positive news....i just figured out how to make the flames show up on the bear now =D so u do these notations back to back to back? ANd sometimes i seen bridget do an air combo bread and butter and then placed then did j.3set fd rolled up and air grab the opponent trying to escape the corner...how does that work when i try to roll it doesnt give me any height at all. i dont think i tried it that way but i will and see if it works like that.
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i was wondering....about the yo-yo rolling fd shennanagins thing i see jais, ruu, mugen do i cant seem to get it right does the yo-yo have to be set a ccertain way like 4hs then do i want to be able to do it like the pros...i tried 214k then immediatley fd'ing but i dont go no where near as high as those guy go at all in fact it would be better to just throw is and roll toward it and then throw it again versus the height that go from me trying it the way i mentioned earlier.
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i just revised what i posted like 3 times some notations were wrong...but tis completely correct now. And im glad to hear that =)..i myself just kinda learning the whole meaty thing...like i said in some instances 5k ,when u throw 4hs for oki, can be 1framed jump...u have to react to that by air throwing, or 6p'ing. If its not 1f jumped 5k will catch there jump period(i seen it at our ac gathering) and u can 5k>6s>possible bnb but i havent done it sucessfully so i wont say for sure 5k hits them pretty dam close if its not one framed jumped. And yes f.s>6s is a much better hit confirm method.Im bout to watch your youtube videos =D
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dam i just re-read my previous post from yesterday, i had left out the 5hs part my damn self. Im real sorry bout that i corrected it. Also, in a now corner situation u can always normally do after a 2d knockdown, 4hs>run>meaty5k>5c.s1+2>f.s>2d....razor bear on wake-up..or repeat the process. ......If its blocked 5k>5c.s1+2>f.s>roger rush>....as long as there not fding...roger first punch will hit the opponent before they can do anything...u can instant air dash over there head to get roger to run into them blocking or, run and pressure again because roger rush leaves bridget at frame advantage(i think its plus 84).
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Np man i kinda figured u might have forgetten the kick meaty because i-no will super 2p everytime for big damage knockdown and oki pressure on your wakeup...5k meaty is so reliable that it will be extremely tough for the player your facing to input a reversal fast enough(even sols dp) when they are getting off the ground and being greeted with 2k, or much more consistent 5k...im not sure if i-no's super ignores commands or not so its best to predict (like u been doing) a super and punish with a callback combo like i love doing. for that blockstring always add 5s at the end of 2px3 to atleast push the opponent back far enough to throw the 6hs out and bait your opponents option to get out of pressure.....when fighting i-no or jam just hold hs sometimes and 2d/ksmh-p(kills stroke) to punish there wish to attack 6hs recovery period. Release the yo the second u see them do anything but block.And during the block string u can do f.s>hs(call-back) right away and then there back in blockstun(bridget is at 21+ frame advantage on a call back.)run tick throw, do another block string to get the yo-yo behind the opponent or block string into a dust launch combo(if dust is block cancel into a 5 set or 4 set or 7set).If the opponent has bad options like dizzy/may/johnny/anji/axl/millia(somewhat)/ i would do 2k>2px3>5s>6hs>5s>roger rush(canceled from 5s poke) if the opponent, which most of them do decide to instant air dash roger rush 6p,6s, or air throw them for tech trap options.If u punish the player enough they will normally just sit there. Oh and i dooooo not recommend ever 6s during a blockstring because every character in the game can just block low and make it whiff, and punish your recovery.... i only normally use 6s to punish back air-dashes from roger set-ups, on testament and johnny... and of course on hit for the taller characters like i-no/ordersol/sol, and b-n-b comboing.
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jais, im not sure if your posting all vids of bridget but svampen is a very very good bridget player and he uses the 2d>frc>unblockable set-up better then any bridget player i have seen so far hes on youtube under that name.
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what if the opponent blocks it all? 2d without frcing will somewhat net you back at sqaure one again without any advantage.And 2p is only good on opponents who are always willing to block on the wakeup, i think 5k, and 2k are the best meatys bridget has. 2p is way too risky and it doenst have the long active frames like 5k does to ensure the opponent doesnt reversal super or dp u. when u want to run in with the first oki u listed(also works on 4hs which is much better of a set for this oki strategy) i would start with 2k first then do 2px3, end with either the following... a)on block.... f.s(5s at a distance) > roger rush cancel> run forward jump up mixup options with either a low airdash j.s>j.k>j.s or a jump to the ground and do 2k>5c.S1>6p>5c.S>ksmh-p oki of your choice preferably 6 set roger razor run pressure...... .........if 2k is blocked hopefully roger will be gone by then(he should be) do close 2k>2p>slight walk and throw....the opponent will have to jump this to avoid the throw because your are at +3 frame adv. And if they do jump pressure with 6p or an air throw.This works really good in the corner, and after u throw u can do 2k>4hs>run and meaty(5k or 2k) again on there wakeup.If there not in the corner after the throw i would do 2k>2px3>5s>6hs>yo-yo whatever to keep pressure going in your favor.
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Another question, my friend who plays millia says that you(meaning jais) were throwing your delayed wake-up at times were u completely dogde millias oki set-up. Is it possible to increase the delayed wakeup wven longer then normal? im just now finding out that u had to hold hs i thought u just pressed the hs button as u got up from the ground
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For attacks like potekmens butt bum can u jump block land and thrown them once they land as well. And this also goes for jump hs. spamming whores like may, sol, robo-ky, aba,.....espically may oh god. And when i say jump block i mean, jump right underneath the move,low to the ground, land before them and then when they land right next to you throw them on there landing recovery.
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I love your avatar, i also fight someone who mains i-no but i win all the time only because i pay very close attention to the block string pattern and punish when theres an opening, like some i-no's like to dash, hit, then air dash hit you. This set-up can be overdrived,by the explosion one...i think it might be called tradegy, or a nicely timed air throw. farslash(6s) works really good if the i-no is either a.)trying to fire a note full screen by back dashing to try and make it unpunishable, or b.)just trying to rush you down and say fuck the note. A nicely timed 6p works pretty good as well, and backdash air to ground mix-ups. Its not to hard and bridget does have the tools to punish its just you have to be patient and punish when you know for sure where i-no will attack next. Bridget also has ksmh, and 2d to punish i-no if they want tryin to keep the pressure going with stroke. After im free i run away and roget get, yo-yo call backs, razors and zone the bitch all day. On other characters i dont see how she can be much a threat either sols dp, kills her shit..and other characters with no dp have better pressure tools then note. like millia double air dashing +pin, and dizzy's barrage of tools.
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http://kayin.pyoko.org/GuiltyGear/actiers.html looking at this, is the tier listing different now saying that bridget is generally a better character then anji, and i-no?
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so u can kinda 2p, bait starship in a sense or better yet zappas dp and see if hes doing it on wakeup?when u notice your 2p whiffs u can block then punish? or maybe there is a faster move then 2p.lol i think its better to bait, but starship sucks way more now then ever before and it has a shit load of unactive frames after u do it. the sky version is active a little bit longer im sure
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here some oki stuff that i use, lets say u do 5k>5s1+2>5s>2d options afterward... 6hs>call back> throw 6hs>Roger rush frc>bait opponents wake up> if they block or jump react accordingly/if the attack they will be punished by roger rush> combo+k'd 4hs>run, meet them with 5k on there wake-up>s1+2>5s>2d-this isnt a perfect meaty the opponent can jump back,and the have a milla second to dp u but i have caught many skilled players attempts to attack this set-up on wakeup and were hit instead with 5k...and i have tried this even on the most reversal happy player that i know and this setup still got them hit.When the opponent jumps u can f.s them, or in the corner run and airthrow them. (5s long version distance) 6hs>5s(be sure its not a sol or zappa dp opponent or character with a move like i-no stroke the big tree)>blocked>roger rush> run mixup/pressure/tick throw(2p>throw)(2k>2p>short run throw)(j.p>j.k>land throw risky on dp or throw happy opponents but very good on block happy ones) in the corner, leading from whatever ksmh-p, i always 4hs run meaty 2k>2px3>hs>run>2p>2d>4hs. This setup can be jumped,but its very hard to time anything when u meet them with 2k, i have tested it on a very reversal happy opponent and they got i-no hit everytime.i have also tried it on very skilled tournament level opponents and its very reliable for corner wakeup pressure.If the opponent blocks it mix in rolling+j.s>call back(hs)>run>combo if u can if not run 2d>
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I also had a question for those that know, does bridget have start-up frames on starship to become active, or is it instant like sol dp?
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i was wondering, where i could find match-up information(like 4-6 5-5 etc if there was like a website, maybe a japanese website) for every character. When facing robo-ky, and venom. i do not feel like the match is no where near in bridgets favor. both characters keep-away are far better then yours, in fact its mindless versus what bridget has to do.Bridget has to find a way to bring the offense and then keep the offense going because...not only is venom and robo-ky's keep away far better then bridgets, there fucking rush down is far better then his as well. You do not want to get fuckin knockdown on venom, and u do not want to be forced into a much block situation versus robo. The match goes to straight hell from there midscreen or corner it doesnt matter.The only way i have won against either is by tricking them into trying to rushdown bridget without a guranteed set-up that has me blocking.But then after losing the players re-called the good advantage venom, and robo-ky had by just simply firing homing missles(robo) and shooting multiple pin balls(venom).
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i have and love this game!
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im really not liking the sprites for this game, eternal sanata and tales of vespira sprites shit all over tvc's