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Jais

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  1. Hey thanks for posting up vids >< I fucking love when you kats do this. Are there are more of you vs other characters? You don't know the Sol fight properly at all. =P real fast I'll do a quick couple suggestions, then I'll do extensive tomorrow. Sol Against Sol don't do bears really, unless you have the advantage. He rushes you when you run away and try and set stuff up. General Air throw. j.P is amazing anti-air but you should follow it up w/ B&B instead of pppppp Air guard, no lie, it looks like you never jump forward and hold back. You FD to much, it appears you are uncomfortable to guard. you are FD'ing EVERYTHING video 3, ending, when you were zoning w/ j.HSS_1, callback. That should have been a ground HSS_5 then jump back and HS. it covers less distance and gives him less time to rush you. Lots more and possibly Sol write up tomorrow.
  2. I'm back, some old friends came in town. I'll update everything tonight after I get HoH3 recorded. woot.
  3. Lol Take this with you j.p as an anti-air DO NOT BUILD THE MINDGAME OF f.S callback or 6P I'll do the HOS write up tonight.
  4. Lol, please read my Faq, pogo = j.P This Buri had 100& no clue about the match-up. Why was he even on the ground so much.
  5. Faust up. Buri vs Testy is 4.5/5.5 iono why his damage and 6K are retarded and it's an S tier vs D tier... I don't agree at all.
  6. Testy Updated. I am so impressed w/ this Testy write up. EVERYBODY LEARN THIS I am begging you.
  7. Damn son, again...There is only like 3 lil things for em to add. Thanks a lot. I am real pissed at this b/c I did Potty day before yesterday and it didn't update. =\
  8. http://kuno.gozaru.jp/index.htm Does anybody that can read jp see anything interesting?
  9. Eddie up.
  10. LH621 - Good shit. You had that to about 90% of perfection. I mean that very appreciative. You know that match-up well. Only differences I can add change ( I figured I'd tell ya so you can know) UB that whore, all day. I use roger rush so I can air throw aohrun back into Roger. Her slashing super you can Flash block the second hit and starship the third. If she pressures a 6P, you pretty much want to guard high b/c it doesn't gatlin to any lows and all she can so is special cancel and jump cancel AKA instant yo-zonsein Starship~FRC~B&B you have to SJI th e6S or the last j.2S whiffs. ZONE, I personally use razor bear and call backs. ( heh well try to http://www.youtube.com/watch?v=nnDAYsAzsvw) Rush bear will cancel hits w/ mat and then she is CH open. Thanks lots!! EDIT: Baiken up.
  11. I'll append everything by tonight. Thanks for all the updates while I was away ><
  12. Wow, formal apology time. Blitz, I apologize, I was unintentionally rude when appending "apparently you can 2K". I haven't tested it, and was trusting your opinion. It was put down way wrong. Your a respected Buri and I gladly appreciate all the help you have and will give to the forum/community.
  13. Anji updated.
  14. XD Finished I-no. Thanks a bunch! It seems when someone post stuff up it inspires me to finish that character (*hint *hint *hint) I will gladly modify I-No's if anybody has anything more. None of these are ever completely finished.
  15. Please feel free to post up all match-up knowledge and I'll modify this. =D
  16. Zappa 2P for zoing, 2P for oki, 2P baiting, always 2P. Openers Punishes Counters Anti-airing Zoning Their game plan Strategy Char specific details combo’s IAD combo - SJI combo - KSMH~K on Crouch - KSMH~K on Stand -
  17. Venom Openers Punishes Counters Anti-airing Zoning Their game plan Strategy Char specific details combo’s IAD combo - SJI combo - KSMH~K on Crouch - KSMH~K on Stand -
  18. Testament Stats 4.5/5.5 great zoning low damage vs great zoning AMAZING damage. I don't know why this is such a close stat. Openers Testament's openers...(how you can counter it) For an offensive opening 5S...(5S...KSMH P trade hits but knocks him down) Exe beast (foward version)...(everything will trade hits with this except a well timed dash~starship.....5S just hits him for a CH but you get knocked down, 6S for a CH on both sides [he can tech the wall bounce], KSMH P for a CH on both sides and both are knocked down) 6K, 6HS...(havent actually found one to beat this out yet...maybe 5S?) 2S....(2D) 2HS...(KSMH..Starship trades) For defensive openings... 214K Counter...(throw, 2P/2K trigger it and block) 2HS...(KSMH) block..(react) backwards IAD Dust...(6S for a CH/clash..dependant on your timing) Basically, he has an answer for EVERYTHING safe you - him Backsash - 6K or back beast jump - 6K IAD back - 6K Guarding first move is not a bad idea against Testy. Punishes Exe Beast is pretty easy to spot on reaction....IAD BnB if your close enough, otherwise 6S for a CH for either call....for a backwards summon - dash~5K combo works as well. Random skull summons with 5S, 6S (or if your able to and are close enough, dash~5K combo works as well). Tree summons - 5S, 6S (if fast enough) Nets - 5S, 6S (again, if your fast enough, otherwise, just react accordingly) Badlands - 5S,6S or 2D (note: 2D is more likely to whiff if you FD due to pushback). (2nd note: If you SB the 2nd hit of badlands = 5K BnB combo) Counter - any low attack, throw, or trigger it using a safe move (either roger/yo-yo call, 2k, 2p) then punish it Counters Counters- Ways to nail CHs. Testament is in a CH state while still in the animation of a summon (tree, net, exe beast, skull) During a counter - 2K or 2D Anti-airing A testament using IAD methods isnt commonly seen (unless combo'ing) but...if he does...then all this applies: Testament has a fairly huge hitbox so 6S is a little bit more reliable in this match then usual but use it sparingly. 6P only beats j.S, j.P, j.K. it'll usually clash with j.D, and j.HS (at times). 2K will cause bridget to go under stuff except j.HS. Basically 6P is not a catch all and will lose to his j.D for HUGE damage. I'd recommend j.P him or backdash and GTFO to get avoid his landing pressuer. If you guard j.D from a jump height or down he gest advantage on land. So just like his 2HS, DO NOT MESS WITH IT. Zoning HE CANT DEAL WITH PRESSURE VERY WELL 4set and 7 set = All roger calls are very useful for this match Yo Yo call backs/razor roger trigger nets and stay active....roger rush/roger get absorbs the hit then goes away. Zoning in this match is a bunch of set a yoyo out w/ forward set and fucking stand there. Play completely on reaction. I personally enjoy the 6S range not the f.s range. As you can see you can counter a lot of his traps when they are being set. DON'T BLINDLY IAD IN. If he rushes in between you and the yo-yo don't fuck with him. He'll either do 2HS or Forward Beast. Both beat your f.S BAD. jump back, call the yo yo, then air dash in after he has to guard your yo yo. You can treat him like Sol. Wait him out, you'll win. Another good trick is to (when your standing there, roll~FD~Air Dash real low if you expect a gator. And another is to get farther away than 6S range and just roll and hit him w/ a j.S (it's HUGE) Their game plan - Playing keep away via setting out nets/trees - Spamming Forward Exe beast - Ending combo's with a skull to add raven pressure -His mixup FRC S Exe Beast ~ 2K/6P/throw pressure or net on wake up 2K/6P/throw pressure. And in the corner 6K forward beast loop. Strategy How to counter his strategy - Playing keep away via setting out nets/trees ( The zoning techniques and punishes/counters are key here) - Spamming Forward Exe beast( Just straight up don't mess with it. get away from it.) If he lands a non CH trade w/ forward beast and you he will get a free FRC then a 60% life combo that gave him the meter for his Key Super. - Ending combo's with a skull to add raven pressure( When your skulled ,don't come in. Wait it out. Play VERY safe. It'll only be like 10 seconds and it's not poison so there's no immediate thread of damage just simply run away until it's gone) If you see his overhead bitch 1F jump and FD right there, otherwise he gets an UB for lotsa damage. *Note....if you hit testy right as the raven is fixing to do something, it'll still do the attack so be mindful of when the last time the raven did an attack. -His mixup FRC S Exe Beast ~ 2K/6P/throw pressure or net on wake up 2K/6P/throw pressure.( Learn to block his 6P CRUCIAL, learn to jump and IB his backwards beast[My Robo-Ky tactics =P] or 1F jump out of beast pressure.) Throws hurt real bad like 35-30% and give him key super...watch out for those but I'd rather be hit by a throw than a 6P. And in the corner 6K forward beast loop.( If you want to get out...lol.) You can SLashback the beast and 6S him, yuo can FD the 6K to create more pushback, and you can throw the loop da loop super. 1F jump works only once your out of 6K range. We're talking IB+FD the 6K and not FD the beast. Char specific details. - 6P for testament does indeed have "high" invulernabity frames attach to it now like everyone elses...however its not a very reliable anti air..just know that its still there - 2HS has invul frames as well in the middle of its animation...although its not terribly huge, it can still make you eat a CH at times - his 5D animation (leaning backwards) will cause some moves to whiff (5S, 5K, 6S) - Delayed yo yo get ups arent useful in this match since a testy player can put a net right above you - Roll canceling - IAD to the opposite side of the screen is useful for setting off trees. - Running behind roger get will allow roger to absorb a tree if you set it off - Roger is able to take the hit on any exe beast summon - If testy sets out poison trees via le key special, you can only trigger them by going over them. For all other traps, nets have to go off manually (any bridget attack, roger, yo yo) or the timer runs out...trees go away if testy is hit/you trigger it/time runs out. You get rid of the skull via hitting testy or running the timer out. Char specific details All regular combo's apply in this match and work well against him. Even call back glitch b/c he's so tall while standing and wide while crouching. IAD combo - Check SJI combo - Lift,LOW c.S(1)~SJI~f.S~6S~sj.B&B KSMH~K on Crouch - yes KSMH~K on Stand - yes
  19. Sol Openers his opener your counter 2D- 2D f.S - 5P~f.S~6S~HSS_# j.HS~j.P~j.2S~jc~j.S~j.2S Punishes VV guard, Late HSS_6, when he lands you get 5K~c.S(1)~c.S(2)~HS, c.S(1)~6P~c.S(2)~KSMH~P DO NOT FD VV if you want to really punish his Slash VV. Grand Viper 2D~FRC~run 5K~6S~B&B Counters A full screen zoning gunflame is a free IAD CH j.2S Rriot stomp is a free CH 6P,6S~B&B. Bandit Punch is a free CH 6P (high), j.P~j.2S~jc.K~j.S~j.2S Bandit Kick is a free CH 6P combo, even pressured. Anti-airing Air Throw all day long. If the sol is being "pro" lol and by pro I mean a noob and mindlessly spamming j.HS, just air throw it no biggie. j.P is ...ok but better than 6p I have found. Their game plan Sol can't zone you, period. All he has to do is try to come in on you over and over again. He'll try and get in so he can mix you up with frame traps from 2S, 2P. He'll either try and nab a CH off the frame trap of a command throw that hurts like fucking mad. His problem is first he has to knock you down. 1) He's in Pressure special moves over and over again like noob Anji's. Frame Trap you into a CH 2D~GF~FRC~B&B combo or a Command throw both will kill you. 2) He's out a)Throw gunflame. b)do a running 2D to knock you down. c)jump in w/ HS ( AD, or whatever). d)FD Brake. Strategy Your counter strategy. 1) Pressures Bandit kick = CH 6P combo Pressures Bandit punch = CH 6P combo / air throw / 2K whiff throw Pressures Gunflame = 1F jump out for a free escape. Pressures Riot Stomp = CH 6P combo Pressures Grand Viper = CH 2D~FRC~ run 5K~6S~B&B Generally don't Starship his frame traps. You'll lose. 2) a)Zoning gunflame = Free IAD j.2S b)running 2D's= either jump away and make him do an...unplanned reaction to come in so you can then get a f.S or 6P or what not, or Throw a 2D (riskyish to FD braking) c) j.HS = Air throw, or max range 6P don't use the upper invincibility b/c it'll clash, use the high hitbox itself. d)Be patient, throw smart pokes, always be aware of "If I threw a f.S or a 2D here could he FD brake whiff and then get a free command grab on my recovery" Zoning Falling j.S's (max range) are incredible. Yo yo extensions are key here. Sol's biggest problem is getting zoned. All he can do is have to fight to get in. DO NOT USE f.S AS A CRUTCH! DO NOT COME IN ON HIM!! Treat the zoning just like Testament. Set the yo yo in front of you and leave it there. Bears are not as good in this fight. Stand out of your f.S range, set a yo yo forward, and just fucking stand there. Make him come to you. React to all his specials and keep him trying to come in and then getting pushed out. Combo's can end in f.S~6S~HSS_6 all day, frustrate him, why knock him down and have to bait VV all day? Obviously all IAD's you should 6P on reaction. Char specific details Baiting VV. Same as Hos, If you hit a KSMH~P, HSS_6, Roger Rush/ Hug are your best and safest options, IAD combo - a go go SJI combo - Hella low KSMH~K on Crouch - Normal KSMH~K on Stand - Normal
  20. Slayer Openers your initiative j.P react 3P his openers - your counters 2HS - CH 6S combo, 3P(whiff) 6HS - j.P BD Mappa - j.P (whiff) or react a 3P CH dashing throw- j.P 2D - react a 3P Punishes lol BBU- 2D~FRC~B&B Crosswise heel - 2D~FRC~B&B DOT - CH 6S, HSS_5, 5S~6S~B&B (hit through him like Bison) Immortal Wings - HSS, run UNDER him, extended call back combo. Counters BBU- Starship~FRC~B&B, 2D~FRC~B&B Mappa - 3P WOOT LEARN THIS. IAD HS - j.P~B&B Dandy - KSMH Anti-airing 2 things ONLY Air throw j.P B&B Zoning Slayer can't FD break. Besides countering him trying go get it offensively. HS call backz to limit his space. jumping set will make him want to avoid the yo yo and Mappa you. If you ground HSS_6 then they'll generally IAD at you. Leaving the yo-yo out and extending your combo's that counter his ways to get in for more rolling damages. Their game plan Get in. ( Mappa, IAD j.HS) CH 2HS you. Strategy air throw, air throw, air throw CH 3P his Mappa CH j.P~B&B his IAD Run away, roll around high in the air. avoid the corner. Have fun, lol treat this match with the same finess as #R Pot. This look bare boned but I am just breaking this down into Slayers risk VS reward. And how to zone him and force him into only doing these 2 options. He'll do roughly only these anyways they'll just seem lik better ideas if you zone him properly. Char specific details combo’s Tall boy Flash guard his 6K then you can Starship his c.S IAD combo - Yes SJI combo - Not really, really late KSMH~K on Crouch - normal KSMH~K on Stand - normal
  21. Robo-Ky Openers j.P react is great. Backdash is great 2P is great 3P is great Punishes Block Shoryu- HSS_6, 5K~c.S~(1)~6P~c.S(1)~HS, run in c.S(1)~f.S~2D. Counters Horsie - CH 3P, f.S~6S Robo Dash - CH 2S~6S~B&B Instant Missle - CH 6S Anti-airing Air throw. I'd recommend a 6P only when they IAD. Zoning Their game plan 1) Zone you with far away missile. 2)Zone with 2HS or 6HS 3)Mix-you up Strategy 1) Do not jump into it and guard. He then has a mix-up from running command grab or robo-dash. You want to run under the missle and air throw. 2) Properly spaceed KSMH~P is great, if not a free f.S~HSS_6 3) All he has is relative to how far away from you he is. -Close, command grab. -Out of Command grab range - 5D Char specific details combo’s 2D~FRC~5K~2s~ji~6s~sj.S~j.2S~jc.S~j.2S Delay wake up If you forward set as oki. When he delays wake up, you get a free HSB, or punch bear, or hug. Oki 2P is DP safe >< IAD combo -ok SJI combo - EASY, heavy as hell KSMH~K on Crouch - normal KSMH~K on Stand - normal --------------------------------------------------------
  22. Potemkin http://jp.youtube.com/watch?v=vs2UuSoj9RE Openers backdash - NOTHING Megafist - j.P (loses to heat extend) Hammerfall ---- 2S~2K~2P~f.S~6S~HSS_# (loses to BD) 6P ---- 2S (it'll either clash or beat him out for a CH) Slidehead- 2D Openers against Pot are HORRIBLE. He has an answer to every one of your offensive openers. Even if you try to be defensive via Backdash(slidehead,hammerfall), IAD back (Head extend), block ( hammerfall feint mind game) he can bone you. Be very wary of how risky your fist move is. Punishes Hammerfall ---- f.S~2D~FRC~B&B, or f.S~6S~HSS_# Judge Gauntlet --- Flash guard this. smae as hammerfall punish. Slide Head --- f.S 6S or 5k~2D~FRC~B&B j.D-- jump into it and flash guard then falling j.K~jc~j.S~j.2S Counters Hammerfall - Pot is in a CH state during its duration so if u happen to hit him twice before he hits you, the 2nd hit is a CH. AKA 2S~CH 6S~HSS_#, run in f.S~6S j.HS- a 6P will beat it only if he is really high. Slide Head - 3P combo Anti-airing Pot in the air is not exactly a go-to strat for most pot players that i've watched...but...when they do...know that just about every move beats out every option bridget has....by beat out, i mean you'll either trade hits (normally not in your favor...but sometimes your forced to settle with this option) or he wins. Pot's j.D clashes with 6S, beats 5P, and (most) times, will beat (or clash) 6P....i think it trades with starship as well..otherwise they'll just clash....most of pot's air stuff will be done via oki. Basically if he is in the air, he'll throw out normals (s,hs,d) and win. Unless you know for 100% you can nail a high CH 6P, just straight up don't fuck w/. him in the air DON"T ANTI-AIR HIM. Think of it as free time to run away. or IAD back j.S. nothing you have beats his j.D efficiently period. Zoning Keep away can be your best friend if u actually do it right...mindless yo yo placements will have you eating pot busters/heat/6HS/etc This isn't #r anymore where you could just throw something and have fun w/ this match. A MIDSCREEN PB~FRC~f.S~2S~HK is 50ish% f.S and 6S are relatively great go to pokes, however both can be stuffed with pot's 6P. Pot cant exactly get around roger attacks even while crouching most of the time so definitely abuse those. Throw the yo yo out and play w/ bears IFF full screen. Throw it out and leave it HSB. If you are max Hammerfall range. Bait flick w/ HSBs. Bait anti-air's w/ IAD yo yo set. Constantly Bait hammerfall by jc (whiff) or gatlinto a CH 6S Their game plan Jump and throw out a random amazing normal to make you land next to him and guess a mix-up. Oki - Pots game consists of either j.D/j.S (you block) 50/50 mixup or Megafist (again you block) 50/50 mixup...hammerfall (cancel) into PB...*note* starship will trade hits with megafist every time unless pot screws up his timing, in which case, you win....other oki options include - meaty 6HS ~ Slide Head (unless you IB or SB the 6HS, slide head is guaranteed...starship beats out or trades with 6HS ) ..meaty 5k/2s (starship trades but he's knocked down)..or just doing Slide head immediately (backdash/jump/or 3P to avoid it) Throw Potbuster while guarding every while landing pressure. Strategy DONT GET KNOCKED DOWN AND DONT MINDLESSLY RUSH POT WITHOUT A SOLID DEFENSE FROM ROGER...and even then, I wouldnt recommend it unless your absolutely sure your mixup is gonna land. If you can, get pot into a corner and abuse FB roger to lock him down. If he is in the air avoid him. In any situation where your forced into a 50/50 mixup, if the frames are available, do 3P. 3P shuts out PB and wont get caught by Heat Extend, thus covering any possiblity of a guessing game...if this isnt possible, u can either 1) backdash ....2) just try to guess right or ..3) eliminate the need to guess by trying to poke pot at the earliest possible time...id stray away from that particular choice though For oki, if you believe pot will try to PB you on wakeup, do a yo yo delayed wake up and 3P him...if he doesnt PB and blocks your 3P, call the yo yo back so that your safe. Rolling IDOU and taking to the skies is ok to do to create space and kill time/annoy pot...if/when he tries to catch you via his "heavenly potemkin buster" (the overdrive)...if you know he'll reach you....you have 2 choices....1) starship and hope the invul frames save you (if you do it too early, he'll grab thru the starship/the moment its done) or 2) burst... If the pot player tries to do the heat ~ aegis/slide head loop , 1F jump to get outta it then FD the aegis in the air....starship loses, delayed yo yo get up loses (unless you SB the aegis the moment you get up)...a delayed DAA works but it needs to be done as late as possible. When your in the corner, if pot hasnt created space, you can block the slide head so your forced into a 50/50 most of the time....however you should have enough frames to successfully pull off a 3P. Char specific details combo’s CH2S~2K(whiff) actually connects on Potty, lol. Unblockables are generally ok to do on Pot given that he's big and all...however know that (depending on the setup), he could just backdash out, or Judge Gauntlet through everything. 3P on reaction to a Slidehead. Dont rely on starship as a means of avoiding Pot's oki...if anything, you'll get punished harder for trying it.....especially if baited Delayed yo yo getups are ok 50% of the time....its very situational in this fight. It can make the UB easier on him...=\ Slide head has upper body invul frames in its animation so spamming f.S and 6S could have you eating a OTG combo. Tick throws arent smart to do for this fight unless you got pot in some really heavy pressure simply b/c if he sees it coming, thats a PB. Judge Gauntlet... There are a few frames before the super armor activates where you can totally nail his ass for CH. It's hard to do, but it's come up a lot if Pot tries reversal Judge Gauntlet and you get his ass on the first frame. Ways to force whiff on Slidehead - 1) Jump 2) Roll 3) 3P 4) Punchbear 5) EX Punchbear 6) Backdash IAD combo - Yes SJI combo - Yes KSMH~K on Crouch - Normal KSMH~K on Stand - Normal
  23. Hos Openers His opener - your counter Backdash - late f.S~6S~HSS_# j.P~j.P(clash) clash war =P 2D ~ 2D 5P beat out his f.S and his HS, and has time to 2K on recovery and hit gunblaze. Safe openers IAD back, react j.P, react Generally don't back dash on start-up b/C he can rocket. Punishes Shoryu- Block Ch P immediately as to avoid the frc delay landing mind game, CH 6P, 6S~B&B Charge Burst - CH 3P or 6S take your pick. Counters If he is zoning w/ fireball, 2D wins, NOT f.S!! 2K gunblaze after your normal recovers, or throw, NOT f.S!! Rock it is a Free CH 3P combo, not f.S!! Anti-airing Air throw. CH j.P~j.2S~roll~j,2S~jc~j.K~j.S~j.2S his jump ins. Only 6P if you know he is doing an obvious tech or some double jump in etc. Zoning DO NOT ZONE w/ f.S!!!! yo yo's are real nice in this fight. Specifically HSR and just an old fashion call back. 2S's are so much safer to the than f.S j.P ALL DAY, even j.P whiff Back dash j.S kind of stuff. Their game plan When their out and staying out. - A) They'll be ghey and just Charge meter. You can't punish it, esp w/ the "burst" mind game. When their out and trying to get in. 1)j.P whiff falling j.HS 2) normals, as in 2D, and 2S to poke you to put you at disadvantage. 3) Throw Specials to get in ( scrubby Anji lol) Strategy A) You can't make a shitty mind game of is he going to burst me. You should just close the cap of "comfort" so he'll stop charging. Then lather rinse and repeat zoning. 1) CH j.P~j.2S~roll~j,2S~jc~j.K~j.S~j.2S his jump ins. 2) run away and hopefully he'll chance you and think he has to do option 1 again, lol they usually do. 1F jump out, LOTS. If you get air thrown who cares. 3) Counter them w/ 3P (rocket) and 2K/throw( Gun flame) on reaction only. Don't try and counter poke him to much b/C Fafnir uber ghey and leads to HELLA damage. just be safe as hell. Dash brake is golden here. Basically run away and make him come to you. Char specific details His 6K is throw invincible on wake up. If you flash guard it you are at neutral ground when he charges, so you can then 1F jump out. He can dash brake and CH Starship w/ a Fafnir for Mega damage, don't be Starship counter poke happy. Baiting on wake up Generally it sucks to have to beat Shoryu and Gunblaze on wake up simultaneously. W/ the right spacing a HSS_6 Roger Rush will eat his upper than lead you to damage, and recover in time to punish Gunblaze. I'm talking KSMH~P, HSS_6, punch bear territory. IAD combo - a go go SJI combo - LATE KSMH~K on Crouch - normal KSMH~K on Stand - normal
  24. Millia Openers Punishes Counters Anti-airing Zoning Their game plan Strategy Char specific details combo’s IAD combo - SJI combo - KSMH~K on Crouch - KSMH~K on Stand -
  25. Jais

    vs. May

    May 6/4 May's favor. Openers Superjump back j.S beats a vertical dolphin Other that that, don't swing Punishes 3K = CH 2S>6S>jc.S>j.2S>jc.S>j.2D cross-up vertical dolphin = jump IB, land run in 2D>FRC> 5K>6S>jc.S>j.2S.jc.S>j.2S Counters Pressured Horizontal dolphin = CH 3P run in 5K>6S>jc.S>j.2S>jc.S>j.2S Random full screen dolphins = CH HSR run j.S>j.2S>jc.S>j.S Anti-airing lol no. Jump IB, hopefully yiou'll have the right spacing for a falling j.K>jc.K>j.S>j.2S or a landing throw. Zoning Yo-yo call backs. All day. Your absolute best tool in this fight. Razor bears suck because she can set a hoop and then out zone you. Their game plan Swing j.HS and ground 5HS at max range until you get CH then loopa-doop a 60% combo that KD costs no tension. Throw out vertical dolphins when you are aerial b/c if it hit or trades it's launch and she gets a 60% loopa doop combo that KD and costs no tension. Command grab you. Her command grab nest a 50% loopa doop combo that KD and costs no tension. ( corner costs her 25% ) She uses no RC/FRC's so beware her fast tension gain. Strategy DO NOT SWING. Although you can CH a horizontal dolphin, only do it when she has less than 25% meter because one FB gunflame and you eat a 60% loopa doop combo that KD and costs her 25% tension. If you block it beware a damaging tick throw. When Bridget is aerial May will super jump and swing HS it hits way above her head. DO NOT PRESS BUTTONS. Every button you do press must be precisely executed and you must *know* the outcome of the situation. Char specific details her 5K is throw invincible( so much hate ) combo’s IAD combo - No SJI combo - Yes KSMH~K on Crouch - Yes KSMH~K on Stand - Yes
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