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Jais

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Everything posted by Jais

  1. Do you want to be annoying at high level(Bridget) or at a low level(Zappa) or at all levels(Baiken) Here's how I rank em for you, at high level play. Annoying - Annoying being 9/10 times ppl drop something and go," ooh yeah I need to do this to this character." 1)Baiken(even ii you bait Sakura, it has an FRC and she gets advantage, you can't bait sakura, FB and Ahrun simultaneously in an efective way, 1F jumps are frustrating when you want to throw her) 2) ABA( Fucked up standing hitbox, hella late wake-up) 3)Bridget (When she is in the air, only(SL,TE,BA,SO,AX) chars can capitalize off of a hit against her via damage or KD) 4-6) Not annoying Underplayed- # of high level players I know for each char There are 2 high level; Bridgets, Zappas, Baikens, ABAs, I-nos. There are 3 high level Dizzys. Unexpected - Psyduck - Does this mean mix-up? Does this mean something different than Underplayed? Is this some personal thing where you friends don't expect you to play a certain style of character? -------------------------------------------------------------------- This is explained very well. Here is my lil' addendum. To be 'good' with Bridget you must be 'good' at Guilty Gear. It is a lot easier to learn the engine first than switch to Bridget. (eg. air throw, air IB for jump options, FD break, burst bait.) To be 'great' with Bridget you must be 'great' at fighting games. (eg. defense, reading opponent, baiting, spacing monster, throwing, hit confirming in 2 normals, safe jumps, etc.) Learning Bridget is a barrage of relentless losing to ppl worse than you, for a while.
  2. Thanks to all the people that ran brackets ^^ ABC order; Alex, Brendan, David ,Haketh and Landis Big thanks to Alex for bringing set-up and Rebecca for setting up stream. Deville's comeback vs Tushar was ridiculous. my face was like this :O
  3. 6C start-up 8 6A inv frames 5-10 5A SD -1, Optic barrel +- 0, start-up 30 5C start-up 11 5D is inv from 5-19. start-up 24 4D active for 7, start-up 25, j.4D gives 40 frames of hit stun
  4. Only cause the Yo yo was buffered and the KSMH has 2 follow-ups that both have no hit property so RC'ing the hit before guaranteed the opponent would guard low.
  5. http://www.youtube.com/watch?v=IamtEsY_A1o&feature=PlayList&p=EC8C081BA3BC98A6&index=15 @ 2:02 http://www.youtube.com/watch?v=fDYmp7cK6kM&feature=PlayList&p=EC8C081BA3BC98A6&index=18 @ 2:55
  6. Jais

    Bridget Q & A

    Have I ever mentioned: how much more Kyle knows about theory fighting Bridget than most actual Bridget players XD Match-up experience runs this game peoples. 632143+K~P aka Roll Idou~starship lowest possible j.starship fastest active j.starship
  7. thnx for clarification. I had a type-o above and forgot the 6d
  8. Jais

    Bridget Q & A

    This is where some hitbox display program would make me cry out of joy. Answer: nobody really knows. Safe to say none, but as far as what wonky hitbox does ithave that hive her head inv whatev. I thik she has no invincible parts on here sprite. Punch bear activation is off the ground ( whiffs slidehead) half way through. So is 6K
  9. Thanks for the thread^^ I will be attending this.
  10. The best choice is for CT to be removed and the spot given to a community's game that is fortunate enough to have a console release. I would prefer GG but second place on the poll makes the most sense. CT; finals would be so unbearably lackluster, attendance would be poor, too much $ spent on an outdated game.
  11. Jais

    Bridget Q & A

    I would recommend never using 6S against Millia. Only in the circumstance if you *know* she will IAD back and you want free tag. And that being once every 5 or so matches, just to keep her movement in check. If by any chance you were using it against Millia, I would hope you have a HSB in front of you to cover your ass.
  12. thank you thank you thank you! =^.^=
  13. This is my generic 5D/2D combo on normal hitboxes. (3740) Even with running 2B I can't get "6c (bc) 6c" to hit Hazama. EDIT I can not get either of these combos to work o.o;; Could these be confirmed on mid-screen standing Hazama?
  14. I about have my flowcharts where I want them. ^^ Hazama is such a special case -_- The rule is, after 214A, opponents can either be hit by 6C x2 or 6CxxHaida. noooot Hazama Does anybody have a meterless 5D/2D combo against Hazama that does more than 3,442 and scores KD? Pro-tip: Fatal Counters add 2 frames of untech. FC 4D>d.6A>d.6Cxx214A FC j.4D>d.6A>d.6Cxx214A Making your d.6Cxx214A have the same proceeding hit stun as if it were throwxx214A. Sadly you won't see any original FC 214A combos that you wouldn't see off a throw to begin with. =\
  15. Jais

    Bridget Q & A

    this was my beaf w/ yo-yo zoning until AC. HSS_5 works wonders instead of HSS_6 mostly the yo yo is there to limit movement/space. It should be used to extend combo but if you want to use it for yo-yo call back zoning then try and be way in the air with another jump option(to escape) when you do. Good luck.
  16. It's lookin like I can't make tourney today. -_-
  17. Sorry guys: Moving offices @ work, NO INTERNETZ: Emergency Flight to Oregon/ Family Shit : NOT MUCH INTERNET: Thanks forr keeping up Feri/Zoogs. By the weekend I should be on a normal routine again. -Overlord Kyle-
  18. d.623D removes a primer as well.
  19. I'd recommend using 'd.' prior to drive normals for simplicity sake. eg. d.6C is Drive sequence 6C. It makes perfect sense considering j.B is jumping B, jc.B is jump cancel B, sjc.B is super jump cancel.B. Thanks for the work you are putting into dis character.
  20. Jais

    Bridget Q & A

    I added a second 6K>FRC combo Because of it's negative qualities. Scales insanely, crazy slow( esp for us seasoned players who played since XX when it was faster and 2 hits) I only use it if I have meter to FRC it or the absolute last hit. Even then I have no set-ups for it... I use it when I am pressuring. I read my opponents behavior and know they are only guarding and not trying to escape,counter poke, dp. That kinda thing comes from playing lots and lots of fighting games and understanding your opponents...comfort/behavior. not necessarily using 6K or playing Bridget or playing GG for that matter. Which gets back to my other suggestion: the best way to learn Bridget effectively is to already have great fight game fundamentals or learn these fundamentals separately from learning Bridget.
  21. Jais

    Bridget Q & A

    deep: 6K>6+FRC>6 2K>c.S(1)>6P>c.S(1)xxKSMH~P far: 6K>6+FRC>6 2K>c.S(1)>c.S(2)xxKSMH~P EDIT
  22. Jais

    Bridget Q & A

    Learn a diff, fundamental character, first. So you can understand how GG works, then learn Buri. Try Ky, Sol, Anji, Chipp, Jam, Venom. That way understand conventional AA, KD, Oki, Airthrows, IB, etc. Bridget is lacking in ways so a good player relys on the GG engine itself to overcome these. eg. Not having an AA against Slayer so you either jump and airthrow or jump IB land throw. It would be easier for you to learn the game in conventional style first.
  23. Jais

    Bridget Q & A

    Vague question. Let's talk about what 'it' is. The bears are the exact same HS input as the yo yo, as far as the glitch goes. The GG engine allows for long delays between your directional input and your button input and the buffer still allows for special moves to be executed. Learn to maximize this time between directions and buttons to allow yourself to do the special directions, pause, then the traditional 1-3 frame HS release and re-press.
  24. If I can have an addendum to my post regarding normals v normals, I'll do so. In any situation where Buri has a projectile, you lose. Eg. Air to Ground you win UNLESS there is a projectile in threatening vicinity. Air to Air far you win UNLESS there is a projectile in threatening vicinity. In all these projectile v normal situations you would follow what 4r5 said If it's a yo yo or Hug: ------ if you can make contact -> do so ------ if you can't --------------> be patient and 1F super jump away --------------------------------> block it out if it's a bellyflop or punch: ------If Bridget is in 2S or 2D range -> block it out ------------------------------------->super jump, move, and let it pass under you ------If Bridget is not -> attack the bear and kill it. if it's a razor: ------If you are behind it ----> http://www.youtube.com/watch?v=8xk8YCmJMuE ------If you are in front of it -> super jump, move, and let it pass under you if it's fire super: ------if used as mix-up---> jump into it and FD to avoid all mix-up ----- if used as pressure -> dash throw ------if used as zoning --->super jump, move, and let it pass under you Your biggest threat in this match is the clock. Most of the time Johnny has enough coins to kill in three combo's ( coin, huge damage, no coin simple). Bridget has to connect like 4-6 times. always remember: you can do lots of damage to her in one combo that lasts all of 4 seconds long. It is always better if Buri comes to you. Out-patience your opponent and you are set. When you are in, you stay in, when you are out, you stay out. EDIT: Every match-up thread is sticky'd?
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