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Everything posted by Jais
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I like this guy ^ 'Fuck 360' is lol.
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Delete this and append 'Grounded' somewhere. :china: shtkn edit: Grounded means you must air barrier / air fd to block this attack in the air. On the ground, any block would work.
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May can out zone you. It's sucks. She can sit on a hoopset and 5K(low/throw invincible)>f.S you at a farther range than you can f.s her. Not to mention how wide j.HS is. -_- If you are gonna zone you must rely on HSS_4 and HSS_7 and more importantly HS call backs. May, Robo, Jam, HOS, Venom all gain significant advantage if you try and zone them. This forces Bridget to play RTSD and footsies w/ these characters when frankly her normals have low priority and her rush is poor w/out a KD/set-up first.
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Everybody but Baiken and May. On those chars the last j.2S will whiff unless you Super Jump Install or unless it is a CH starship.
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Muscle memory. Crouching max damage combo 66 2K>c.s(1)>6P>c.s(1)xxKSMH~P Standing max damage combo -IAD j.p>j.K>j.S>j.K, c.s(1)xxKSMH~P Pro-tip Distance is crucial before the HS. Use Gatlins like 2S>6S>HS to create huge pushback if you are too close and use gatlins like f.S>HS if you are too far out.
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That's definitely an engine question. And a good question, at that. It gets in to the questions of how many frames are inputs read in the game and how big is the buff/overlap. In 2145+K ,You would want the input buffer for the last 4 to 'runout' and then accept a 5 as the head of the current buffered collection of inputs. Specifically, I don't know but 2146+K avoids waiting for the overlap and forces a 6 as the head of the current buffered inputs and 6+ attack will not give you FD, even if the 4 is in the input buffer. For the HSB, rollFD 'pop' I use HSB, 21[4], neutral, [K]~ http://www.youtube.com/watch?v=UzHUBmZ7ZT4#t=2m45s Be amazed.
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I use roll and HSS_# to stall my air movement, whiffing projectiles, all the time. It is crucial in my 'reflexive' gameplay. While the HSB is out, I find it immensely harder/unbeneficial to rely on bug-razor to stall my movement, as a reflex. Instead, I rely on roll. Ending the input for roll in a neutral, '5', limits the time Bridget can start-up the roll because the user has to 'wait' for the neutral to be filled. I find: HSB, 2146+K to be the fastest way to initiate a roll. This is only for a roll while the HSB, not the roll>FD 'pop' air jump.
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2,5,8. And dicks.
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2D being the last hit of the previous combo. The meatys, in the examples above, are the bears.
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No. I have been punished using slow normals after a 3P that hits and I don't special/super cancel. 3P has descent low inv and is active a long time but after the hit the situation is more neutral than advantage. I'd reccomend a running starship>FRC over anything else after hit. I've been punished for a special canceling a 3P to KSMH, on hit, too far away and a dp beats the KSMH. -_-
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Mid-screen 2D>frc makes enough frame advanatage to reliable get Oki. 2D>FRC, HSS_6, Punchbear 2D>FRC, HSS_9, BellyFlop, j.S UB 2D>FRC, HSS_6, Hug The above set-up w/ HSS_6 and a Roger Get I don't see working on anybody that wasn't fidgity already. If someone is fidgity already a 2D, HSS_6,punch bear will hit their backdash anyways. w/ Yo yo behind. standing 1) roll 2S, c.S(1)>6P>HS, run c.s(1)>c.S(2)>KSMH~P crouching 1) roll 2S, c.S(1)>6P>HS, run c.s(1)>6P>c.S(1)>KSMH~P w/out yo yo 1) KSMH~P 2) Loopy super Yes. You can take it a step farther and use KSMH~K>RC as a way to stop jump and if they ground block you get a j.D cross-up
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Anything interesting happens. Please post it up, here. I'm on 56K at my grandparents house on this archaic fuck computer. IRC is a no go.
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Amazing example. Special note versus Jam. do not throw 2S when she has FB, like above.
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I can't make it out, this year. Everybody drive safe and enjoy that ATL for me.
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Only one,we all play lots out here but tourneys are few and far between. http://www.youtube.com/watch?v=3LO52aniA7o =D EDIT. Sadly the batteries died before some amazing matches I had against Wuku and Digital Watches. The DW match was the most intense, crazy, technical, skilled, ect, match I've had in years. Possibly ever. I almost perfected him both sets. Just utterly destroyed him, he didn't get a round. He had no life, I had full, last hit and it was over. He comes back that round w/ a 90% combo that reset into death. Then he proceeds to obliterate me all the way to the initial point where I almost beat him. Practically perfects. Absolute Final hit and I die. I late tech his reset .I then come back on him w/ no life when he has full, after not winning a round the last 3. It was insane. Burst baits, mad FRCs. Jump IB. Blocked overheads. That round mentally wore me out. So much respect.:china: People just had to be there, omg.
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Radnor Township School District, duh. www.rtsd.org when Google fails you, try Urban Dictionary http://www.urbandictionary.com/define.php?term=RTSD It depends on how the opponent is reacting to situations, prior. If they are in 'block everything' mode, than it's good. If they are in 'jump everything' mode than it's not as effective as just a HSB. If you are too far to tag a 6S than try running in with a 2S to try and punish them for moving after they land.
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This is a completely valid answer. You are absolutely correct: It is important to RTSD against characters that get an advantage when you zone them. JA, MA, OS, RO, A.B.A. I am glad to see such great discussion take place out of what I initially thought was disgruntled losing. The best advice I can give is: Pressure is more about immobilizing your opponent than mixing your opponent up. If you throw them enough times, eventually they will eat meaty normals because they are afraid of Bridget's throw. The meaty normals will punish their escape. Most importantly all frame traps you do, you want to make sure if the opponent blocks they only reset the situation. Follow-ups after a blocked 2P (w/ yo yo behind each follow-up, it crazy advantageously extends pressure.) #) Depending on distance it is advantageous to run after the 2P before the follow-up you choose. 1) 2P : resets 2P frame trap. beats lots of normals. Ok, on whiff. 2) 3P : beats lots of normals. Ok, on whiff. 3P>ksmh~P KD. 3) 2S : extends pressure with 2S>2K, punishes escape. 4) throw : forces the opponent to choose an 'escape route' the next time. KD 5) starship: has FRC, on block is + so you can run in 2K>2P reset. throw bait. punishes escape
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I need to know: why you want to know this? I think pressure is not necessary for Bridget to win. Mix-up, yes. Pressure, no. Continuous strings of mix-ups, not really. Generally I have to dedicate to one solid mix-up and if it's blocked then I, hopefully, reset w/ a tick throw or push them out w/ safe normals to a zoning scenario. Again, pressure is not necessary. If pressure is a necessity for your gameplay than you should,sadly, try a different "zoning" char w/ good pressure e.g. TE,AX, DI Bridget is a movement character, a lot like Chipp. EDIT: There are more ways to gain damage than 'forcing your opponent to block'. Most importantly it is: using 2S to punish your opponents escape (jump, backdash) and getting a full BnB. Second most important is: using your movement to punish in situations where other chars can't. air throws, running low profile, 4 jumps, fast run speed.
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Most damage 5D>hj.S>8~sj.S,land 2S>6S>jc.S>j.2S>jc.S>j.2S
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Starship and 2D, most definitely. Here is the thing about practicing 2D. You can gatlin to 2S before the 2D and delay gatling cancel the hell out of 2D, as to acquire the proper spacing for a reliable position for the FRC. I found Bridget's 2D FRC the hardest FRC to reliably execute.
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That is completely up to your play style. I have seen it used effectively on both extremes. Rarely (zoning/movement) - Ruu, Jais Abundantly (zoning/movement/offense) - Mugen, Byron My playstyle is to always take guaranteed damage and KD. So aside from zoning, when I use the bug it requires 1)KD 2)HSS 3)HSB. In my case it is really only applicable to ABA and Robo as they have late wake-ups. Usually to incorporate the bug into offense the player must give up guaranteed damage for a reset or give up guaranteed KD for a HSB trap. Which is a completely valid play style. Think "American resets", Mugen used to wreck shit with it. I prefer the other play style as it is a bit more...methodical and less free form. It's too much to dynamically think about, for me, too go for resets that I have to guess if they are going to block or escapes or swing while I am in frame disadvantage but only momentum advantage. Here is the trade off. HSB reset: +Bridget can react quicker to an opponents options at a safer distance(via HSR) +Huge damage capability with bug option -Frame disadvantage or neutral -Less guaranteed damage KD HSS Oki: +Frame advantage +More guaranteed damage -Less threatening oki
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Theory vs Practice, really. Jumping is ideal but it's easier for the opponent just to block. Bridget's pressure is not particularly...scary so 'blocking it out' is a viable tactic against her. Her throw is only a reset which is not to particularly damaging and if she RC's for 90? damage then you are no longer under pressure. Nope. But starship catches almost every other escape option; swing, throw, backdash, low crush normal, etc. This question is why I am stressing having Bridget's throw out 2S to punish the opponents escape. If opponent jump and FD it, they are forced back to ground aka Buri's favor. If they jump/backdash/swing/block then 2S hit confirms to either 6S or jc.S or 2K depending on spacing. It also depends if opponent is trying to escape or swing. Simply put,Yes. Starship is safer cause it has inv start-up + throw inv.
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Hit- run up 5K BnB Block - should only really be pressuring it if you think your opponent is going to jump your yo-yo set, so you gatlin to sweep instead. It is also REALLY GOOD (against advanced players) to pressure 2D at a mindless rollingoverhead time as a mix up. Eg. Yo yo behind them, run in 2K>c.S(1)>(214+K,j.P) or (2D) For me it depends on spacing and how I read the opponent. If real far away when I pressure 2D>FRC (Predict escape) run in mid range 2S>hit confirm. If real far away when I pressure 2D>FRC (Predict block) run in 5P>2K>some pressure If close when I pressure 2D>FRC I always run in 5K to hit confirm the BnB or make 5k start some pressure if they blocked the 2D. eg. 5K>2S>2K>2P, 5K>c.S(1)>2S>2K(whiff),2S
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I don't believe it's playing poorly as much as it is : You are playing to the best of your experience/knowledge but you are still in a process of *learning*. Playing poorly implies: one has the knowledge but is not applying it richly. Tangent-I think one learns more by losing than winning. We agree, to be good with any character in GG, one needs to be good at GG itself. My point in stating char/GG abstraction was for OP to look at him/her self and see which part needs leveled up, specifically. We agree, we do not recommend learning another character, first. I do think It is a lot easier to learn the engine itself (the universal rules) using a more...rounded character than one that is so quirky (specific instances differing from universal rules)