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Jais

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  1. Ky Openers Defensive Do not backdash Iad back ( yo yo set if he throws a fireball) Guard low. his opener your counter 5HS - 2D Greed Saver - Jump up guard, land 5K~c.S(1)~2S~2D or Flash guard j.k~j.C~j.K~j.S~j.2S Stun Dipper - Jump up guard (whiff) landing 5K~c.S(1)~2S~2D 2HS - 2D Punishes Stundipper- A) Close- Flash guard first hit- CH 3P second hit B) Far-STANDING Flash guard second hit( run in if needed) 2D~frc~run 5K~6S~B&B Greed Saver- Jump flash guard(run in if needed) he'll land 5K~whatev Vapor Thrust bait it by FD and a "meaty" 2K will whiff his VT A)Aeriel CH - Guard, HSS_6, CH 6S~HS, 6S~B&B B) landing hit - Guard, HSS_6, Ky lands, 5K~c.S(1)~c.S(2)~HS~run c.S(1)~6P~c.S(1)~KSMH Air Stun Edge Run under them A) 25% - Ky lands 5K~c.S(1)~2D~FRC~B&B B) 0% - Ky is aeriel and almost landing, 5K~6S~B&B Ride the Lightning- Guard CH 3P woot Counters Do not try and counter Greed saver Stun Dipper - Free 3P Stun Edge- IAD j.K~j.P~j.S~land 5K~c.S(1)~2D~FRC~run 5K~6S~B&B If they are 2HS crazy you get a free 2D Anti-airing Air throw onry 6P onry tech traps and obvious time he won't use j.HS to get it. Always 6P his Air dashes, that free damage. Zoning Stun Edge - run under it with a 2K - through it with a 6P - Starship threw it Air Stun Edge - 2K whiff them Ky is a fun as hell fight, in fact it has to be the funnest AC fight. Don't be to pokey b/c you'll lose to fireballs. Try and stay at a range where if he fireballs you can IAD in and punish. All generic f.S~callback, f.S~HSS_ work against Ky. If he throws a special to stop your zoning pokes you have all the punishes at hand. Their game plan Knock you down, he is kind of like Eddie a lil now, when he is away his 2 options are A) Knock you down for mix up ( even giving up damage for the initial knockdown) B) Anti air you. ( 6P, 2HS, j.K) a) Once you are knocked down, beware of "pressured" CSE, b/c FB makes that a frame trap, down be...button friendly then, just FD and 1 F jump out, but FD the entire time. Strategy Zone him. If he jumps in on you , air throw him. If he specials, punish it. Bait Stun edge while zoning. Don't Air Dash at him, ever. Char specific details combo’s 5K~c.S(1)~2D~run 2K~f.S~6S(SJI)~SJ.B&B Ky is the fattest crouching character, you can pretty much always get c.S(1)~c.S(2)~HS, run c.S(1)~6P~c.S(1)~c.S(2)~KSMH IAD combo - A go go SJI combo - EASY KSMH~K on Crouch - Normal KSMH~K on Stand - Normal
  2. Johnny Openers If you jump he can 6K If you move he can , f.S, hs. I think Backdash, guard, walk back are the best things here. Punishes Blocked 2H- CH 2S~6S~B&B Blocked Ensanga - f.S~6S~B&B IB Super - CH 2S Counters he is off the ground when he dashes. a 2S will pick him up for a free non-ch 2S~6S~B&B While a HSB is forward, you can spam 6S to counter, coin, mist finder, transport all day. Anti-airing NO. ONLY use a yo yo. OR jump hella into his j.HS IB land throw. Zoning 1/2 the The key to beating Johnny. Johnny's mobility is blatantly obvious. Restrict where he can move w/ Razor bears, HSB. Here is how you should think of this fight. Buri --------Johnny Ground-----Ground = His heavy beats all your normals. Ground-----Air = His jump heavy beats all your normals Air----------Air = Your j.S beats all his normals. Air ---------Ground = His 6P beats all your shit. Yoyo-------Ground/Air = Your yo yo beats everything. Use spacing and yo yo to restrict and bait his movement. Keep him away. Zone for you life. Their game plan Pressure A) Pressure you with coin~heavy~coin~mist cancel something~coin~heavy~heavy~mist something~heavy~heavy~heavy. B) coin~Dash to start all over again Try and get in. 1) Throw a coin 2) Transport 3) j.HS 4) Divine Blade to bait an AA, then FRC it and fall in for a free blocked j.HS Strategy A) 2/2 of the key to beating Johnny. Johnny has no mix-up. His shit is hella easy to IB. IFF he has %50 watch for instant ensanga( for damage, it is always there for him but it's a rick then) . Otherwise all you have to watch for is a dashing throw. Johnny nails all his damage from bitches trying to escape. Coins build no guard bar. Who cares, guard it. IB + FD all his other normals. push him away to far to have an advantage. B) midscreen- after the heavy before the coin back dash. corner - see above. 1) if he is zoning NOT PRESSURING a coin, you can run throw it with 6P for a 6P~c.S~whatever 2) j.S and 6S, razor bear in the way ( lol ) 3) Jump IB land throw. DO NOT 6P. 4) Do not fight him above you. If he super jumps you can run under him. Char specific details He can fuck starship very very bad. via block~mist finder. Do not do it. his pressure is easy. Delay wake-up his mist UB, and or 1F jump out. combo’s IAD combo - a go go SJI combo - a go go KSMH~K on Crouch - normal KSMH~K on Stand -normal -----------------------------------------------------
  3. Jam Openers Punishes Ball super- CH state after. Counters Anti-airing Zoning Their game plan Span puff ball b/c it leaves her at frame advantage. Mindlessly run in w/ 2S to counter poke anything you throw. Throw bait you on wake up with new 3HS J.S when you are aerial. Strategy Do not air set w/out super jumping or double jumping first. Avoid puffballs, super jump away. Counter her rush in w/ KSMH~P. Max range 2D beats her 2S. ( Beware FD break) BD her throw bait. If she pressures it SB it. Take the air throw, none of your air normals beat it. Char specific details combo’s IAD combo - f.S~6S misses SJI combo - KSMH~K on Crouch - KSMH~K on Stand -
  4. Jais

    vs I-no

    I-No Stats 5.5/4.5 Openers guard. BD is bad, it loses to Stroke the big tree and dashing normals. j.P loses to Chemical Love. 5P whiff, 2K, ( this will crush her dashing normals and her stroke the big tree first move) If the 5p connects you can cancel to 6S~B&B. If the 2K connects you can cancel to c.S(1)~KSMH~P. Any connected 6P on I-no's part can be canceled into 2H (whiff) and she has enough time to do meaty note. Same with CH f.S~2HS(whiff),dash, B&B she will beg for this, be wary of her f.S first move. I-no's 6P beats all grounded punch attacks, beats 5S(f) even if done pretty late, has completely distance-dependent success against 2S (I-no wins close, far away they clash, further still I-no loses), loses to all grounded kicks and 2D. She will probably do these first move if she wants to be offensive. Dash Stroke the Big Tree 6P f.S Punishes If you IB a chem love you can 2D her. If you Slashback a Chemical Love you get a 6S~B&B dive - j.IB land throw. Counters CL - dash under it, CH 6S Stroke the big tree - 2K, KSMH, 2D Note- free CH 6S 2K beats Stroke and crouches under Chemical Love. 6S can counterhit Chemical Love and TK note from really far away. Grounded note can be counterhit by 6S from the maximum range of Bridget's far 5S. This can be done on reaction, but the note will still come out if you delay it. If you're too slow, the note will hit you during the 6S' hitstop. Sometimes you can jump cancel and block first. Anti-airing 5P is amazing in this fight. All she can do is the predict it and throw a f.S, once she does that you get a free IAD, loopy mind game =P Zoning Yo yo call back is a go go. Razor bear isn't to effective, Note kills it. I prefer HSS_5 and HSS_4 in this fight. Her 6P and Stroke (S version) beat Bridget's far S. I-no's 6P beats all grounded punch attacks, beats 5S(f) even if done pretty late, has completely distance-dependent success against 2S (I-no wins close, far away they clash, further still I-no loses), loses to all grounded kicks and 2D. I-no's 5K from far away trades with far S, beats 2S with very lenient timing unless a little over two character-lengths away, trades with 2P, trades with 5K, is crouched under by 2K, seems to generally beat 2D, loses to 5P. These are all for distances where the 5K whiffs if Bridget does nothing. Her Stroke (S version) beats Bridget's 2S. 6P can either beat or clash with 2S, depending on her timing. Chemical Love will beat or trade with 2S. Their game plan Lock you down w/ note as an Aegis and get an dashing 50/50. Even if you get hit by a low 50/50 it's a lot less damage than the overhead. Strategy When your in, RTSD. All she can do to get out of pressure is easily baited, Super, Stroke the Big tree,the usual ( jump, BD, etc.). Zone and play this mind game of avoid notes and get a a CH 6S when it's a close enough note. When she is "zoning" you, all she'll do is throw note and Chemical Love, no biggie. 5P is probably the best normal to stuff the beginning of a dash attempt, since it's safe from Stroke. Even extremely early 5K usually loses to j.K and j.S if she's dashing from about her 2H range (which is common re-dash spacing). I like rushing this bitch. Char specific details combo’s After an extended ground combo KSMH~K whiffs on crouch. Do not do it. I-no cannot duck Bridget's 5P, therefore, 2P~5P(whiff) throw does not work, and you can pressure 5P on her no problem. IAD combo - Yes SJI combo - YES KSMH~K on Crouch - NO KSMH~K on Stand - Normal timing
  5. Faust Stats 4.5/5.5 You both zone like mad, he just does more damage while doing so. Openers Safe. IAD backwards j.S j.P~react Your initiative 2D 2P 2S His openers- your counter Superjump back - Superjump j.S (risky if he does a react opener he can B&B you) 5D - KSMH~P 5P - 2D Punishes whiff going my way - Air throw If he gatling's into Pogo DO NOT PUNISH IT, It leaves him in Advantage. Do a j.P~B&B and beat anything he throws. If he throws out that Random air FB, treat it as him pressuring into pogo. If he tries to do the pull on you, you can 2K under it (low stance) then punish his whiff w/ a f.s~HSS_# (the hitbox is there) Bag- If you have a yo yo out at jump height a HUG will rock this type of zoning. Always jump air guard bag. Counters If he pressures into item throw DO NOT TREAT THAT AS INITIATIVE, It could be a Hammer then you CH yourself from that f.s you threw. his CH hammer leads to Huge damage. 2S fishing works amazing in this fight. a CH 2S w/ a yo yo out is like 1/3 life combo. w/ the rolling B&B's, If you can predict an item you get a free CH 6S~HSS_#, run in f.s~6S~Hug Anti-airing lol no, there is no jumping in on you, it's Faust. If he even tries w/ a j.D or something just air throw him. If he has meter I'll blow mine on a Starship FRC throw bait on his wake up w/ if he does his FB starship will win and then don't FRC it. He just wasted meter congrats, and you don't have to worry about meaty'ing attacks b/c he'll fear wake up more now. Zoning Poke him. Annoy him. Out zone him. Stay FULL SCREEN. I full believe if you play smart a Buri can out zone a Faust. You have more FULL SCREEN options than him. Do not plan on doing set, f.s, callback. No. we're talking. HSS_7, roll, Back dash f.S, react. Your absolute best bet is to annoy them and get them to dumbly rush you. make him realize he is at a disadvantage from zoning. Then he'll try and come in , slowly, but there he is at even more disadvantage. Razor Bears, Hugs and call backs, all from a jumping height are amazing. If he runs under it you can 2S him. If he jumps back/over it a hug will nab him. Buffer is really good for this fight to. Keep something out to limit his air movement and control the space in front of Buri at Buri's jump height from full screen away. Win. Their game plan zone you, lol. Throw j.HS and beg for a CH for B&B Throw bag to get you to guard it so he can come in on you and mix you up. Throw 2HS to ground zone you and beg for a CH far B&B Throw f.S to ground zone you. Set an item then react. Strategy If you get a negative penalty, who cares. You aren't spending meter anyways really. zone you, lol. Throw j.HS and beg for a CH for B&B( Why are you that close, Air guarding as a + too.) Throw bag to get you to guard it so he can come in on you and mix you up.(Avoid, run away, done) Throw 2HS to ground zone you and beg for a CH far B&B ( Free CH 2S, j.p~B&B) Throw f.S to ground zone you. (Free CH 2S, j.p~B&B void react(item) { Pot = Jump over him, so he walks away from you; Bomb = learn the timing. If you are comboing DO NOT STOP, gatlin to c.S(1)~c.S(2) and jump cancel then IB the bomb to get a free 6S B&B extension + style points. Or air throw him into it; Meteor = He will rush you. Before they come 1F jump and FD the grounded hit. Otherwise the command throw really hurts w/ meteors; Poison = Avoid; Sink = Learn timing. Yo-yo will cancel it out; Hammer = Sink; } Char specific details combo’s- He is very fat while crouching I like 5K~c.S(1)~6P~c.S(1)~HS, run in c.S(1)~6P~c.S(1)~KSMH~P While crouching he is very short. For the Corner KSMH~RC UB do a Jump installed KSMH~K~RC, HSS_7 ,RogerGet, AD~j.D Do not HSS_6 on the ground unless you are MAX full screen. a pull will hurt real bad. Do not IAD on Faust, if you are doing this then drop Bridget, you have no concept of zoning. His j.2K is a lvl 5 move, if he is locking you down with it( corner) just guard. his mix-up is real easy to guard, All you have to watch for are his slow ass overheads and his command throw. If he is ever close enough for it. If he whiffs your meaty(5p,2P,2K,5K)(lol Buri meaty's are ass for active except starship) w/ a 5D, THROW HIM when you recover. his dust is only -3 (safe). So you are at neutral ground ..basically...if you block and can't punish. IAD combo - No SJI combo - Yes c.S low KSMH~K on Crouch - YES KSMH~K on Stand - Yes
  6. Eddie Stats 5/5 low damage, incredible movement, plus amazing zoning versus big damage, incredible movement, high mix-up, and descent zoning. Ogawa considers this a 6:4 fight. Openers your initiatve. IAD backwards~react f.s~6S~HSS_# 2P His initiative - your counter j.K - 2S 2S - 2K, 2K - f.S summon - IAD backwards Punishes DO NOT LET HIM PRESSURE INTO A SUMMON. 1F JUMP OUT. If he pressures 2S~Summon you GTFO If he pressures 5HS~Summon you GTFO If he pressures f.S~summon you GTFO If he's zoning w/ Eddie throw a backset, jump away and either call back or razor. Both will kill Eddie. Once Eddie is dead do not blindly IAD at Zato. HELLO he has great anti-airs. Puddle is CH on his wake-up now. so you get a 3P combo whiff Shadow gallery is a free 5K~c.s(1)~2D~FRC~B&B His super will whiff you point blank on wake-up, so free combo. Counters 6S~HSS_#, run f.S~6S an un-pressured drill. Backsets are really good to counter lil Eddie. any drill used for zoning is a free IAD combo. Anti-airing j.P wins, jump straight up though not over. an un-baited 6P will beat his j.K if you throw it early. Zoning I like to poke w/ 6S. Especiallly w/ a backset buffered to make it safe if I whiff the 6S. Yo-yos, all day. call back, razor bears, Hugs, make him fly around and try and take a dumb jump in (fly in) So you can 6P him. Their game plan knock you down. Then guard his 50/50 high low 5K or 6K loop. If you guard the first two attempts, and or they see you FD'ing he'll probably try and command throw you the last try before his Eddie Meter runs out so he can combo off it. He will knock you down w/ CH 6HS, CH 2HS as anti airs/jumps. He will drill you and sweep you if you run in. then mix you up and UB you. He could try and zone you by pulling Eddie out full screen away, no biigie though. Thanks backset. Strategy When you are inside. When your in RTSD, Eddie has a real hard time dealing w/ pressure. Especially when you are buffering yo yo. When you are outside. ZONE, have fun. Do yo-yo tricks and jump around a lot to frustrate him into flying. You lose at the zoning game on the ground ( unless he throw drill) but you win in the air. Stay aerieal a lot until you are comfortable to be inside. Char specific details combo’s- He is a tall bitch, fuzzy this kat. IAD combo - Check SJI combo - Yes but c.S(1) has to be hella low. KSMH~K on Crouch - normal KSMH~K on Stand - normal
  7. Dizzy 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 -
  8. Chipp StatsA Horrible fight where he can frame trap the shit out of you, beat starship, and punish any whiff poke. Vids Link Openers Guard, jump back and guard, j.P~react are the safe options. There are no safe offensive openers that give you enough advantage to pursue them. Punishes Teleport - airthrow Shoryu - CH 2S~6S~B&B, or if the yo-yo is behind. HSB~CH f.s~2S~BUG FB Punch Bear, etc. Counters I DO NOT RECCOMEND THIS, BUT, a 3P will crush a sweep. only use it IFF you 100% know. CH 3P~KSMH~P. Anti-airing Air throw only. 6P loses to j.D and j.HS unless you throw it so early you can't combo off of it. Or if you are lucky you get a CH 6P~j.P and it's not to high. Zoning Here is where you will hit your abahre hits. You'll pretty much only land, a j.P and airdash back j.S. Generally you should keep yo yo's neutral set and then called back, or pick up a rolling B&B off of a j.P for 50% life. Their game plan 1) Soul Projection Thing - 2) Fox Dash thing - 3) Pressure the shit out of you. Strategy 1)Super Jump away. 2) Super jump away, or guard but if he does the air one it's safe...so gay. 3)DEFENSE. You would rather get hit by a throw than a CH. Know his rekka strings and when you can 1F jump out. Poke with 2P and 5P instead of f.S. 2S is only OK if he is on the ground, not in the air. leave a yo yo out and land a j.p into a rolling B&B. That's the best thing I got. Char specific details Make your Oki the most solid it can be. He can escape easily, be aware. Oki leads to your most damage, don't give it away. combo’s IAD combo - Hard, very space specific SJI combo - hard. KSMH~K on Crouch - good KSMH~K on Stand - good
  9. Baiken Stats 6.0/4.0 Big damage =\ Matts are king zoning. They lead to big damage. Openers Your initiative j.P~react block low, react KSMH (P beats a lot and if she command runs you can K and escape) backdash, react Baiken initiative - How you counter 5S, - CH f.S~KSMH(whiff)~P J.D,- 6S J.S,- j.P backwards IAD tatami- 6S 63214K (invul dash), - throwm 2K, 2D, KSMH(auto guard)~K whiff backdash - f.S~6S~HSS_# Punishes Counters Blocked P counter, f.S 2D~FRC~B&B. Bloced S counter, f.S or 2D~FRC~B&B. Unless your close, the pushback wont allow for both hits to connect. if the S counter is FRC'd, its SAFE, dont try to punish her cause she has frame advantage. a 2k very close to baiken will cause the S counter to go over bridget if properly timed because she is in crouching state. You can Backdash it also >< Aohurn - Backwards IAD j.S will smack baiken for a CH. 6P causes it to either whiff or clash if she goes right over you. 2K will sometimes make it go over you as well (pending based on distance from her)...if your 3/4 across the screen, you'll beat her out with a 6P. 6S is NOT a reliable anti counter imo against that counter. K counter, throw her when she stops or 5k~f.S~2D if you react fast enough. Punish tatami with f.S or 2D up close. Tatami is safe for her if she does it at max range and u dont either IB/SB it. Punish air 623S with the CH 6P B&B combo. Punish 63214K (invul dash) with a low attack or throw. Her slashing super you can flash block the second hit and starship~FRC~B&B the third. Counters 6P beats mindless j.HS pressure but do it EARLY, YOU HAVE BEEN WARNED!! 6S beats Air tatami Pressure Roger Rush so you can air throw aohrun back into Roger.EASY Bear will cancel hits w/ mat ( projectiles) and then she is CH open. Anti-airing For this particular match, 6P actually stops just about everything Baiken can do from an IAD/ariel perspective. 6P will clash with baiken's 623S. For a baiken trying to spam j.HS, 6P will either clash or beat it out unless you start it too late, then baiken wins the CH. IAD tatami...nothing Bridget has will beat it out so don't try. You have to hit her before the tatami hits you...generally 6S works better for countering it vs 6P. For Aohurn, 6P will usually only cause it to whiff. if your 3/4 across the screen away from her when she does it, 6P can catch her coming down for the CH. Again, i personally wouldn't rely on 6S for stopping that counter. Starship will clash with j.S and j.HS , tatami and yo-zonsein beats starship. Zoning Zoning to bait CH's is your only chance at winning in this match-up, since baiken can easily get out any and all situations Bridget can put her in with relative ease. f.S is not a reliable poking tool, since Tatmi will CH you. Your best bet is to not stay in baiken's face, use a lot of j.p,yo yo,buffer zoning to bait dashes, jump ins, and punish accordingly . Their game plan Use counters to get out of pressure, IAD tatami's, J.hs lockdown, getting big dmg off of just about every option available, wait for you to make the 1st mistake, tick throw in the corner to get an easy 10-15% off of Bridget, guard building pressure, getting a knockdown via j.D combos ~ IAD tatami pressure. 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 If she pressures the chain pull, just 1F jump out. Strategy All my damage comes from lil pokes and proper anti-airing. You can not RTSD, BE PATIENT. Rely on roger/yo yo gimmicks to be the main bases of putting pressure on her and bait something out to punish. Tick throws = $$$$ (*note* you can throw her out of the S counter before it shoots out). Learn to realize that she tends to be safe after a lot of her moves so try to punish the obvious, and for everything else, learn to just block it and wait for an opening. DON'T get antsy and panic cause she causes your guard gauge to flash in 5-6 hits. You do = she wins. also....truth be told, FB roger rush is a waste of tension (overall) in this match, dont bother. No smart baiken is gonna react to that move with the S counter for obvious reasons. Starship on wakeup = NO. Learn to block the oki rather than relying on starship invul frames. Starship actually loses with alot of baiken's junk , so be wary of her CH baiting the Starship w/ tatami. from a knockdown, you UB that whore, all day. Baiken like guarding b/c it's potential alpha counter damage. Char specific details combo’s 2D FRC 5K, 6S B&B takes a huge chunk of dmg for 25% tension (only end with starship if extremely close during the 2D FRC) All other usual combos seem to work well on her but combo's will mostly end in yo yo sets vs starship ender. Aerial CH 6S~HSS_7~6S Starship~FRB~B&B you have to SJI th e6S or the last j.2S whiffs. IAD combo - SJI combo - YES! Corner UB woot KSMH~K on Crouch - normal KSMH~K on Stand - normal
  10. Axl Openers Safe openers: 2K ( low profies his f.S punish with your f.s.) ( recovers in time time block any attack he throws) guard low, highly recommend this. BTW. His offensive openers. 5P - it stuffs your BD f.S - 2D wins 2D -2D wins Rensen - guard / jump. cross - over special, air throw (loses to his 5P) Punishes j.Bomber- jump into it, Flash block, land throw. Otherwise it's a frame trap. j.(green, circle spin attack, lol). He is CH state while falling, CH 2S~6S~B&B cross over special - 2D~FRC, run 5K~6S~B&B Counters whiff 5P, CH 6S (you have to predict this not react to it) Shoryu - 2K, or 2D will counter him Anti-airing He will poke w/ j.S a lot. you can jump and IB it, easily. All his air normals los3 to 6P early enough. Just don't counter poke his f.S w/ 6P. Zoning HSS_6, HSS_7, Roger Hug, Razor Bear ALL DAY. Guarding random pokes full screen is NO BIG DEAL. yo yo baby. It's a fun fight. zone on the ground, not the air. Their game plan 1) Anti air you with 2S for Huge damage. 2) poke you w/ Rensen. 3) Poke you w/ 5P. 4) Crush Starship w/ 2HS, 3P, Rensen. 5) Pressure 6HS, loopyness. Strategy your mid range game loses to Rensen and 5P. Don't play the f.S range. Play, dead in his face or FULL SCREEN away. Full screen zone as in above. 1) Don't blindly IAD / jump in on him. Throw a yo yo at least and scare him first. 2) Stay out of f.s range. Rensen has a slow start up, so be in close or out of Rensen range. 3) Throw a 6P to punish the whiff on reaction. 4) Do NOT starship on wake up, he was a million days to bait / hurt it really bad. 5) Jump, IB, land throw. Char specific details This is a great contribution combo’s IAD combo - a go go SJI combo - a go go KSMH~K on Crouch - a go go KSMH~K on Stand - a go go
  11. Anji Stats 5.5/4.5 Openers j.P react He does- you counter 6P - KSMH~P Butterfly -KSMH~P Stomp - Slashback/ 6P Punishes ZOMG SLASHBACK PRESSURED SPECIALS!!! pressured stomp and Fujin are free 5K~2D~FRC~B&B. If he presures fujin you have answers for every option after that. Fujin~P - air throw, j.P~j.2S~jc.S~j.2S Fujin~K - ground throw after hop, it can 2K'ed into a knockdown combo on reaction. Fujin~S - guard the low, punish w/ f.S~6S || Slashback low 2D~FRC~B&B Fujin~D - Slash back / 2D~FRC~B&B Fujin~HS - 2D~FRC~B&B / throw. Butterfly - If he full screen zones w/ butterfly you get a running 6S If it's mid-screen you get an IAD combo. If you block/delay wake-up instant orb. Punish w/ CH 3P, 2S~6S~B&B Counters his 6P loses to 2D and KSMH 3P beats Fujin, DONE. Anti-airing 6P is amazing in this fight, especially now in slash when Anji's are reluctant to use j.D b/c of grounf recovery. Zoning Razor bear, then 6P or air throw, lol. Jump out of fujin range if you don't want to 3P. GET OUT OF FUJIN OR COUNTER IT. Their game plan Counter poke you w/ 6P if you f.S, 2D if you do most things, and Fujin through everything. Except Kenji =P he will use 5P for everything. Counter poke you w/ Fujin. j.D fall j.S to whiff anti anti-air Strategy Zone. If you rush him you will eat an auto guard or Fujin. BAIT FUJIN Wake up fujin and auto guards are there, bait it by using 3P and yo-yo. Patience. Air throw his jumps. Char specific details combos- He's fat in the air, so B&B's are easy. IAD combo - Yes SJI combo - Yes but late c.S(1). KSMH~K on Crouch - Normal KSMH~K on Stand - Normal
  12. A.B.A. Stats 5/5 basically because she has a hard time getting in and you win outside, but inside she does massive damage to your giant enemy crabs. Eeek Openers You taking initiative j.P, react 5P, react BD, react Her taking initiative and you countering her slide- KSMH will crush it, 2D, and late 2K Key grab- 2D BD - run throw Punishes Slashback any hit of rekka for 5K~2D~FRC~5K~6S~B&B - After you SB the rekka, you could just do 5K~2D, and then pressure. Alternatively, you could do 5K~2D~FRC, then 5set, HSB, and do the jump back glitch UB setup for another knockdown (once again, DO NOT B&B off of UBs against A.B.A.. Just let her fall and die). Flashblock second hit of rekka for a Starship~FRC~6S~B&B Slashback second hit of FB shoryu and get CH 6S~HSS_#, f.S~6S You don't have to SB the 2nd hit FB Danzai to punish it. She loses her hyper armor after hit 1, so you can do 5P~2D in between the hits if you're close enough. Also, once again you could would simply 2D after a SB'd 2nd hit, as her hitbox is huge at this point and you can do it from pretty much anywhere. You can do 2K~2P on her wakeup, and if she FBs you still recover fast enough to block it and knock her down. If she doesn't, continue to pressure as normal. Counters Fireball, KSMH~P trade for a knockdown. DO NOT TRY AND COUTER HER f.S!!! Anti-airing 6P for Air Dash only otherwise j.P, air throw, or jump, IB, land throw. Zoning Be deathly aware of Rekka and f.S Range!! You will lose to her f.s. Combos can end at 6S range~HSS_6 ( AKA OUT of her f.S range) such as f.S~6S~HSS_6 Hug and Razor are descent as well, just make sure you are full screen when you throw them. Their game plan ABA's want to do 2 things when getting in Moroha mode. 1) j.HS 2) f.S When in normal mode she will do everything she can to use a blood pack. throw you, knock you away, etc. Strategy Her tension-less anti airs kinda suck so you jump in on her more than other characters. This chick gets zoned hard by, yo yo call backs, air throws, and IBD J.S. no joke, zone hard! Basically control your knockdowns, ZONE, and avoid f.S. Char specific details ABA has a crazy late wake up, after a KSHM~P, she can not get out of a meaty Punch bear on wake-up. USE THIS for landing lows to knockdown resets!! Watch out for her DAA when pressuring. It wallbounces on CH, leading to all of your life disappearing. You can bait it with 2Ps and sweep her once it whiffs. As with everything else in this match, just be fucking careful, cuz it hurts too much if you're not. Knockdown control You have to realize how important knockdowns are in this fight. Even if you don't IK her b/c you have to bait burst etc. She still loses all her health. (Jaison - Personally I'll give up the knockdown if it's the first one b/c I don't want to bait her, late wake-up FB's , Burst, etc. I hate it when I get 2 knockdowns and give up big damage then I give it all up for nothing when she FB's. I feel like when I do bait it, bitch just BD/jumps away b/c I'm not pressuring her on wake-up. ) ( Frank the Tank - I fight A.B.A. more than I fight any other character, and have learned quickly that knockdowns > damage in that fight. Get that IK, bitches...it's way easier than actually trying to kill her.) 2K,throw or 2K,CH 2K~2D 2P, throw or 2P,CH 2K~2D Starship~FRC~run throw HSR, throw be really careful with moving after 2K. It's +1, but it has almost no pushback and it's actually extremely hard to space the 2K, 2K poke string to be throw-safe. Bridget can special cancel the first hit of j.D into Starship, which whiffs completely on ABA. The first hit of j.D knocks down. This is good to know if you manage to get an opportunity to do crossup j.D on her wakeup in moroha mode. ABA is really hard to combo while standing especially after you have forced her to wake up after the blood meter is gone. I personally do this for my free combo knockdown, HSS_6, HSB, f.S~6S~FB Punch~HSR, IAD over, push her into bear s.C(1)~f.S~2D. Set-up a punch bear on wake-up combo’s- Extremely hard to combo standing, I'd stray away from the usual c.S(1)~6P stuff. IAD combo - YES SJI combo - YES KSMH~K on Crouch - Normal KSMH~K on Stand - Normal defense- Do not throw on wake-up b/c 2HS is a lift and throw invincible. Generally don't startship on wake-up beings the crazy ass range of f.S she can really punish you for 60 some percent.
  13. Detailed here is the most important thing I can stress about GG, match-ups. Eachcharacter has a post in this format. Openers- Their usual opening moves and how to counter & win by first move. Punishes- Ways to punish their unsafe moves. Counters- Ways to nail CHs. Anti airing- PROPER anti-airing- 6P is not a catch all. Zoning- What characters have a hard time dealing with. Their game plan- Enemy strats. Strategy-Your strats. Char specific details. examples combo’s IAD combo - Check or not SJI combo - Lift, c.S(1)~SJI~f.S~6S~sj.B&B KSMH~K on Crouch - details KSMH~K on Stand -details
  14. What do you mean by shot web? Or, am I being a noob and not getting an intenetz joke? =P
  15. Bridget dash splitting 101 What is it? How do I do it? Why? Practicalities: Combos: Practice: Examples: What is it? Dash Splitting is named for the concept of “splitting” a dash’s input (forward forward) with a break of (back + FD) between the forward’s and still having the ability to dash. How do I do it? 1player side: 2146+[K],4+,6 DS = 2146+[K],4+,6 Why? To perform an IAD combo w/ Bridget, there is 3 frames start-up to every jump. If you were to pause the game, these 3 frames are the exact same as the start-up for crouching as well. What I am saying is f.S~6S~IAD~j.P takes 3 frames to leave the ground and thus doesn’t leave the opponent in enough hit stun to connect the j.P w/ beat. When you initiate a rolling idou (214+K) .From frame 2 on, you can cancel into any action other than blocking, air dashing and double jumping. This means at frames 2 you can FD, woot. Which I am sure everyone knows. That’s why you get your 3rd and 4th jump w/ Bridget, it just carries over the initial vertical vector from the roll when you FD. By FD’ing at frame 2 you leave the “rolling state” and then are left just aerial. Because you are simply aerial you can then double jump, dash, and block. Note: We can then Air Dash at the same height as the IAD, we just simply left the ground faster. What I am saying is f.s~6S~2146+[K],4+, 6~j.P takes away the 3 frames of jump start-up to leave the ground and thus leaves the opponent in enough hit stun from your 6S to connect a j.P w/ beat. Practicalities: No, lol. I have only ever seen this in 4 match video’s. This is completely unnecessary to win and 100% combo video worthy. I have dropped combo’s hardcore when attempting to use this in an actual fight. But , ironically, in jp land. If you dash split w/ beat your vid will still be posted up b/c it’s still awesome input/spacing skills. Lesson, if you really want a tourney vid of yourself up just dash split and win or lose your vid’ll go up =P Combos: Note: This combo only works on tall characters. The only one I can recreate in training is my example above 6S~DS~j.P These work as well 1) c.S(1)~DS~j.P~j.S~j.2S~c.S(1) loop 2) f.s~DS~j.P Practice: Isolating the Dash Split To practice lest just do a dash split from the ground. Only input this 6[K]~4~( ]K[ + ]S[ ) ~ 6 6K buffer K ~ 4S buffer S ~ release both simultaneously ~ 6 Bridget should FD then activate her FULL RUN w/ no start up, pretty cool a. Once you get this down you are 80% there. The mental block is pretty easy to get over once your here b/c once you can do this all that's left is a half circle back and a j.P Grouping For terminology sake 6[K]~4~( ]K[ + ]S[ ) ~ 6 is the actual Dash Splitting. The grouping we've found to work best is this 63214~N~Dash Split~N~ j.P empty half circle back as a pre buffer, during your c.S The practiced Dash Split(full run from FD) J.p later in the air dash Examples: 2:22 and 2:43 http://www.youtube.com/watch?v=lLisfHSLpwc
  16. I remember now. It's all 3 frames except Johnny, Robo-Ky, Axl, and maybe Pot. There might be a couple more. Those are all 4 frame jumpers. Thanks for such a quick response. Any ideas on this? When you Instant block,what is the buffer window in frames that it will still accept the IB. example Slashbacking is a lot stricter than IB, I believe IB is a huge window, just like Parry in 3S. What about slashback? How many buffer frames. BY buffer frames I mean, frames before the actual connection of the move away you input the block/slashback and it still counts for a IB/slashback.
  17. I do have a couple questions that I need answered please. When you jump, not 1F but normal jump and your character starts their crouch animation before they leave the ground. How many frames does it take to leave the ground? How many frames does it take before you can Air dash? It's height specific I believe so if so, NM. When you Instant block,what is the buffer window in frames that it will still accept the IB. example Slashbacking is a lot stricter than IB, I believe IB is a huge window, just like Parry in 3S. What about slashback? How many buffer frames. BY buffer frames I mean, frames before the actual connection of the move away you input the block/slashback and it still counts for a IB/slashback.
  18. GG Crucible Shout outs This trip was amazing. Everybody was so cool with two random white boys stopping by, crashing, eating, playing gear. Thanks to everyone. Hit me up on AIM sometime. “Jais Wattula” Chase fucking Magic- You've leveled up so much. You were air throwing Chipp like tons, it was pro. You Rambo'd through Mississippi twice. “What a beautiful state”. You actually had a dream while driving I woke up all like O.o'' LOL. Driving machines. Woot woot. Nice come back on that Slayer in the tourney. Tarzan and I were rolling , while cheering for Chase Magic. This shit's contagious Kugler, you have no idea. Coke sux, Pepsi wins. Planet Zero is Amazing and drains our wallets. We'll drive to Chi-town now, no problem. “I want to jump again” “That's right Chase your a man now.” Tad- Games were great (and fun as hell BTW) at Discovery. Bitches in Colombia don't even know what discovery gym is WTF? My new shirt is Bad Ass, thanks to it I already get more ass than a toilet seat. BTW I scaled myself and I weight 172, >< That's 172 lbs of grown ass man. Keys locked in the car was retarded. -_- Thanks so much for paying for that. Diner was killer and company was great. TJ and...Dave? I apologize for their name drops but the company was enjoyable. Watching Chase fear that jump was so much lolz. Be cool. I am pumped to see you guys soon. Nate- “FUCK!”, “STOP HITTING ME” So much lolz. Baiken is SO MUCH BETTER OMFG. You are all like BAM combo. No shit, I was very impressed. Thanks for driving down from Nashville to hang. You rule. S-House- SE2 Boobie Bungalow!! Woot. It was great chilling w/ you kats. We ended up spending what? 12 hours there. O.o'' I rolled into work at 7:45 w/ no sleep. Win. Pizza was dericious. Engrish , yay. Go for it homie. So we didn't know exactly which house it was again, lol. B/c there's one exactly like it 2 blocks over. SO I scoped out the flower pot on the front porch >< I knew which place was all yours. Ponder: Fun fun fun. We laughed so much about Chase dreaming and driving. Jesus I needed sleep bad! You sir, are funny as fuck after your 4 hour rest that we woke all of you guys up from. Fraley- You will be missed. So much respect. TN as a whole has been the most generous and respectful community I have met in my travels. Respect. :china: Isaac – omfg Insane Potty as usual. Your place...WTF That shit is so mad...rich I couldn't wrap my poor white kid head around it. You are so incredibly chill, we no shit called you at 3 in the morning and woke you up. Then you were all like ,”Shit yeah let's play some gear.”. Mid-screen PB~FRC, walking f.S~2S~Heat knucle. That is so hard. You didn't miss it, even a single time. Awesome sets too. You do so much damage 2 me. Eeeeek. I enjoyed em. Driving us out to the interstate and trying to get number s for us, of friends you knew on the way, in case we had car problems. Man, so nice. SE2 BITCHES!! HYPE HYPE. PS I'm taking you out of singles at SE2 :wink: My vote for Best US Pot. Hands down. Bama: No problem about the way back. <3 Bama PS: Shinobi owns me at Melty, sucks. Stone – Again, for having GG kats just call you up, then having you welcome us into your home, Thanks. I really enjoyed our matches. I want to fight more Johnny, sadly there's like 4 in America. Kinda like the Bridget story. Sad really. I never knew a simple B&B hurt so much w/ Johnny. Maybe it's just Bridget's D. I'd recommend one hits homie! Do that shit, be hot corner throw j.K~j.S~j.D~Ensenga. 1 hit. Popeye's was fun. Great company. No biggie about the wrong directions, alls good in the hood. I couldn't believe how bad New Orleans still looked post Katrina. No shit. It is no lie the biggest natural disaster in American history. I saw my first Armadillo ever. And it was road kill >< driving through Louisiana. So much lolz. Playing the second time w/ you was A lot better for me. I guess TX put me back in the GG mind set. You are so much better than FR. Props. Eric - It was great meeting you! Your artwork is exceptional! Then considering your age, wow. I am jealous. I wish I had the GG motivation/knowledge you have at that age. You rock. I wpuld love to empty all Bridget experience and knowledge and dump it into you. Please be the next big Bridget once I leave...later XD Texas...mmm Texas. “Try the Chipp, it's delicious.” Planet Zero- PZ is the shit. Head to Head jp cabinets. Does everybody see this HEAD 2 HEAD JP CABINETS!! Great environment, clean as hell, buy, lots of business, lounge, Bomberman XD, and EVERY FIGHT GAME COMPETEABLE , Bitches are even sitting around playing CvS2 no lie. Kevin- Sir, I can not give enough gratitude. W/out your generosity we wouldn't have been able to afford this at all, no joke. 59 was awesome, you were patient as hell w. directions >< Just chill all around. You arranged lots of times for us to play many different kats. FUCK I WANT A DUCK!! Your Chipp, Jesus, You call yourself a scrub. Best US Chipp, everybody knows. Nothing else needs said. SOLID. Whatever dramas have come between you and GG I feel bad for. You rock. The, enthusiasm and support you have for your local arcade/community/scene is awesome. CRAZY COMBO'S. Chipp hurts so bad. I learned so much from you. FD Breaking, j.P, run “the harder you are to hit...” This trip was so utterly worth it. It only cost me $115 in gas. I was in Texas for 3 days! It was not to expensive to do again. Wow worth it. I'll consider moving there >< Damn that would be hot. I can't say this enough sincerely, Thank You. Mike- Lets's hit squares again! Shit was easy! Ky was not. Partying at your place was hella-tight. I approve. Thanks for letting complete strangers chill. You have Tx Ky down pack. I hope you all do well at Evo. Everybody called you by your last name, I wish I could remember it, it was just so...common, ( lol for a mexian ><) I can't recall it. Peace;. UPDATE it was Santana woot. omfg delaney – ZAIBATSU- Send the message Kevin. God damn your so funny. “Nigga, the only reason we're nice to yous cause eirbody knows your mommas in prison.” I was all like O.o'' LOLZ ZOMG. Great to meet ya. When I come back we'll drink more. Do the jumprope!! Matrix go. “What a coincidence my name Jaison too!” Ass. =P Bryan- I like that Potty Crazy attempts!! ATTENTION DL MEMBERS. This man baited, jumped, guarded “going my way”, Instant blocked the last hit, double jumped, punished w/ an Air Pot Buster while he was backwards. He treated that special like Psycho Crusher, it was HOT. Thanks lots for stopping by and playing games at Kevin EXPENSIVE place. What is up w/ these rich GG players!! I hope your team does well at Evo. Alex- Big ABA Combo's. Nice meeting you. Evo FTW. I enjoyed all our matches. Be cool. Your quiet as hell in RL, =P Slayer Alex- We should have played more! I had the buttons mapped wrong when we played, but I didn't want to complain and hold everybody up =/ I'd enjoy playing all you kats again. Beastly Slayer, Congrats on your victory against Chicago >< Raph- Lol Faust and Robo-Ky. You thrive off joke characters. Had fun playing games, eating Mexican, and chillin. Keep the hype. GG rocks. Drop Faust. Play Robo-Ky. I liked your Robo better ^_^. BTW Get a new stick, it's shorting out real bad, lol. Tarzan – Fuck I had fun. “Ooh shit he's gonna play his Eddie!” “Nigga I will find a motha fuckin game cube and beat yo ass.” “Hey Jais, Imma head but this annoying bitch and her man.” “I was unfamiliar w/ that set-up” “I didn't DP enough” “DP!” “Johnny is PIMP!” “You know you are playing as a man right? WTF would you do that when you could play as somebody awesome like Sol or Johnny.” Ryan- Great meeting you. I've heard great stuff about your XX, and #R Zappa. It's good to see you have AC down. I approve, When you combo into a shoryu and it's dog, Damn it's UB loop all day, then if your lucky enough to have you mis-time your puke you can 1F jump out, Otherwise I only did well when you didn't get Dog, cause this inevitably lead to Roah and UB loop. Thanks lots for coming up from Austin to chill and play the GG. Nice 3S O.o BTW. I saw you run so much shit at PZ. Jan- Nice meeting you, it's a shame we only had the chance to play our 1 tourney match, I'm sure you'd've loved the Buri match-up training for SBO. Intense fight, congrats putting me out of tourney. You better be ready to casual w/ me next time I come down. I was talking to Kevin about the1F jump on the UB at his place and he was like O.o NOOO, “Can you hit it consistantly!?” I replied”Yeah, I got that” , lol he didn't believe me. I repped it during our fight. Buri has a lil dif spacing and timing than the rest of the cast for the UB. Tha's all. =P If the Potty doesn't know it they miss the UB to the 1F jump and FD. Jake-Yo yo, again congrats on the tourney win. Congrats on the entire tourney BTW. Your asses both better be in Houston next time I'm down. Maybe Showdown AAAHHH ^_^ I jumped the fuck out so much lol, I feared the command grab hardcore. Solid Tricksy Sol. Lol I can't believe I ate a bandit kick~FRC~ backdash overhead, I was trying to do explosion super, but the cross over fucked my input real bad XD I suck. Pozerwolf- Very simple first name so I forgot, John, James, Josh, something, sorry.I didn't get a chance to play any w/ you. Shame really. Next time I come to TX I'll announce my presence in the Austin thread. Nice meeting you and Nice Ky. New love for Heineken. New love for Texas. Sad it wasn't like the movies, meh I guess that's the Texas/New Mexico/Nevada Deserts I really wanted to see. The GG community rocks I learned so much, this trip was so worth it. Thanks
  19. http://maturundesu.web.fc2.com/movie.htm => http://www.filebank.co.jp/guest/maturundesu/fp/kouhakusen => Password: nakaboshi Ageha (揚羽) (CH) / Kurusu (BR) / Lolicon Ninja (ロリコン忍者) (KY)/ Chitose (千歳) (SO) / C-3 (JA) / Gajirou (FA) / Futaba (双葉) (IN) vs CPO (PO) / Masato (AX) / Seikimatsu Hasha Kobushi Bou (世紀末覇者拳暴) (FA) / Roze (ロゼ) (SL) / Chai (JO) / Rise (リセ) (TE)/ Perissa (CH) Video # 8 is Buri Vs Potty If bitches know the Buri match-up it's real hard. =[
  20. I updated it. Thanks. =]
  21. What is up w/ all these noobs w/ no photo. Even J1N WTF!!!! I am so reppin the SlyMoogle's junk in my face for this photo. Check me out ><
  22. Feel free to post any AC vids regarding Bridget, here. If you are asking a question, please bold your text. If you are answering a question, please quote the question and the video This will make it a lot more user friendly for new players to the scene. Thanks.
  23. Briget Pros + Great Throw. You can get a small set-up after a throw, or RC for 100 damage if you want to give up set-up + B&B's end in yo-yo mix-up + Amazing movement + Amazing zoning capabilities + Has a shoryu + Delayed Wake up + Has low crush w/ 3P + Opponent must FD grounded zoning pokes + Controls space using yo yo/ buffer/ bears/ bug incredibly.Arguably, best in the game. Cons - Had a shoryu - Defense is real bad. - Being a "girl" means she's floaty and eats bigger damaging combo's - Toning the invincibility way down on Starship. - 6K, 2P, 6P, j.P, 2K, All scale damage - Extremely weak set-up-less combo damage. - No HS pressure builds guard bar. - moderate risk for minimal reward (damage). - Doesn't have a Potempkin Buster - Doesn't have a spammable air normal that gives her a free way to get in (Johnny j.HS, Baiken j.HS, etc.) -limited backdash invincibility -Worst stunner in teh gamez
  24. #1Bitch AAARRRGGGHHHH TOO FAST Priority is all like O.o'', Then I lose, H4pp3ns-2-M3
  25. All we need now is a wat to unlock Pride and Glory :blue: RIP Fuck it ... I am going to try to custom music tutorial an AC and put #R Korean Robo-Ky them, #R Korean Zappa theme, Pride and Glory, and then just straight up MJ.
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