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Jais

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Everything posted by Jais

  1. Jais

    Bridget Basics

    Here's the lo-down on it. If Buri is ascending it is not in your (tick throw||pressure) favor If Buri is descending it is. If the yo-yo is thrown at a (6||4(final destination)||any placement relative to these)than a rolling j.D is in your favor. Example jump HS_S3~Roll~j.D Allow me to further explain: If it is in your favor it means you can pressure them: As in it counts as a while landing combo with beat. If it is not in your favor you will eat a throw when you land end of story. You could throw them yes, but it's only a tick from a j.D. **"If you are landing next to someone then it's never in your 100% favor to throw" because you still have to deal with the whole landing recovery frame. The trick is during your landing recovery can't block frame, they are in guard stun from your j.D. So when you land a hold on someone from a j.D it is usually because your hold takes 1 frame to execute and your holding them out of whatever move they re trying to hit you with before their move comes out. If you abuse the ascending j.D you will get held first. BUT a good trick I've been doing is 66~9+j.D on crossup after a hold. Which if they guard it's in their favor to throw me when I land because it's an ascending j.D and they recover from the guard stun before I finish landing. So i have then been throwing out another immediate 8+j.D and counter hitting certian characters 6HS when they try to hold me so IFF they miss the one frame they have to hold me then I get free combo otherwise I get held anyways. 6HS is slow for these and more( Hos, Eddie, May, Sol, Pot, Bridget lol, etc.) From there you can combo a 7+j.P~j.2S~7+j.S~j.2S~HS_mixup Throw-66-9-Neutral-(cross-up) j.D (guarded)-land-8+j.D-land-7+j.P~j.2S~7+j.S~j.2S~HS_mixup If either j.D connects you can combo the 7+j.P~etc. This set-up assumes they guard the cross-up. "-" for sequence "~" for gatlin cancel HS_S#for Yo-yo SET direction HS_B for Yo-yo BUFFER HS_R for Yo-yo RELEASE of buffer ** Unless it's a command throw or the move you while landing with has slip. Example Buri (ch)j.2S. You can combo a throw off of it. But even then it's more on your favor to do c.S(1)~6P~c.S(1)~KSMH~P. Plus he has the worst throw in the game.
  2. Jais

    Bridget Basics

    I'll help out when I get some time soon but for now here's one thing different and new from #R. Gatlin Dust Combo (More damage than Rolling Dust but still sucks) 5D~8~j.2S~8~j.2S~8~j.S~j.K~j.S~j.K~j.S~j.2S~9+j.S~j.2S~(Starship/HS_mixup) I have yet to hit the last hit of the Rolling Dust combo. I've another Dust combo that I've found to be the most damaging to-date. 5D~8~j.2S~8~j.2S~HSS_3, wait, HS, wait, falling j.2S~9+j.S~j.2S~(Starship/HSS_mixup) I believe starship isn't a bad ender becaue for the most part you'll land first and have a better chance at anti-air or even air throw because it puts the defender on the defensive to land.
  3. Jais

    Bridget Unblocks

    Yes, but only on 2D~FRC. Unfortunetley then you can't guarantee the first hit of Roger Get will connect.
  4. Jais

    Bridget Unblocks

    Make sure both hits of c.S hit that way the push back from your combo forces you not to be to far in the corner. c.S isn’t as reliable as it was in #R, it tends to only guarantee the second hit on ducking opponents. It’s possibly your Roger Get being to slow, just make sure you start it a soon as your HSS+7 finishes. If it’s getting poked I’d recommend two things: 1) Get this down in training first before you try it more. 2) 8+j.P (whiff) falling j.2S (Unblockable), the more activity there is the more they fear. In your case it sucks it’s only a 5S that interrupts your string, because it doubles as bitchin bait for a Dragon Punch. ~Good Luck
  5. Jais

    Bridget Unblocks

    The corner j.D uses the first couple hits of j.D on their wake-up to force them to guard, so you actually only end up only hitting the Unblockable off of the last hit of j.D and Roger's low. While mid-screen it's a longer delay becasue of the IAD so you end up hitting the unblockable on the first hit of j.D and getting all the damage for j.D and Roger's low.
  6. Jais

    Bridget Unblocks

    Unblockables and set-ups From KSMH~P to corner knockdown 1) j.D technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful), j.D(Unblockable) on their wake-up. 2) 6+ K technique: (54 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5K (on their wake-up) ~6K(Unblockable), air throw the tech. 3) 5D technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5D on their wake-up. 4)j.2S technique: (145 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful), 8 wait, falling j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ Comments on j.2S : A)The trick is to let the first hit of RogerGet hit them on their wake-up. B)This set-up doubles for an incredible DP and Super bait. C)FRC, j.P whiff fall j.2S works very well. All the activity makes the opponent guard more often than not FRCing etc. 5)air throw technique: (59 damage) Gatlin into 6S~9+j.S~j.2S~9+j.S~j.2S~HSS_7~roll~air throw, land, RogerGet~66~9+j.D Comment on air-throw technique: A) I always do this as it is the most useful way to return your yo-yo when it's way the hell up top the screen. B)I usually air-throw the tech again because you can't combo off this set-up. 6) MAMKM technique: (145 damage) (Credit goes to Nekoran's "Happy Ending ") MAMKM connects, (as soon as it ends) 8~j.HSS_7~RogerGet, neutral, falling j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ Comments on the MAMKM technique: A)This works mid-screen as well. B)I love this idea for a follow-up to MAMKM. The damage is so not worth it to do a B&B on hit to give up that knockdown. PS If I have hit MAMKM early enough I am known to sneak in a 6K, the earlier you do it the more decent the damage becomes. C)I apologize for being unclear with this set-up but the timing is very subjective to when they were hit with MAMKM. 7) KSMH~K technique: (137 damage) Gatlin into c.S(2)~KSMH~K~RC~j.HSS_7~RogerGet, j.P~j.K(Unblockable),land 2S~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ Related-Mix-up: 1)6+k technique (142 damage): Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get~FRC, 6K (overhead on their wake-up), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ From KSMH~P to mid-screen knockdown 1) j.D technique: (59 damage) Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~ IAD, j.D(Unblockable) on their wake-up. 2) 6K technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~buffer run, 6K(Unblockable) 3) 6S technique: (154 damage) (Credit goes to 722) CH 6S~9,j.HSS_6,RogerGet,AD~j.S(Unblockable),land,2S~6S~9+j.P~j.2S~9+j.S~j.2S~HS__ Comments on 6S technique: A) The HSS_6 is almost at the apex of your jump. B) The trick is to let the first hit of RogerGet hit them on their wake-up. 4)6S technque pt.2 (145 damage) CH 6S~9~j.HSS_9~RogerGet~FRC~bufferAD~j.2S(Unblockable),land,5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ 5) j.2S technique (145 damage) Gatlin into c.S(2)~KSMH~P, HSS~7~Roger Get~IAD, j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ 6) KSMH~K technique: (140 damage) (Credit goes to Nekoran's "Happy Ending ") Gatlin into c.S(1)~JIKSMH~K~RC, j.HSS~7, RogerGet, AD, j.D, land 6S~9+j.S~j.2S~9+j.S~j.2S~HS__ Comments on the KSMH~K technique: A) JIKSMH~K is a jump installed KSMH~K performed by 2369+K. B) This set-up is alot easier to follow up with B&B if you do not AD back over them, but AD later on the same side you end up on. I prefer the dash back cross-up j.D though =] C) After some experimenting I've found that this is a solid Unblockable. I initally stated it wasn't worth the tension spent but after further examination, I am now hitting this after a midscreen RogerRush(3)~66~c.S(1)~6P~c.S(1)~JIKSMH~K. And after midscreen RogerRush, 6K 50/50. This is a nice guaranteed set-up and tenison spent after this combo. Especially as the damage isn't worth giving up knockdown for a 2D~FRC~B&B after the second c.S(1). This is a perfect mid-screen ender if you have tension available.This set-up is two free knockdowns on A.B.A. and the second knockdown is plenty of times to IK her. I'd recommend only doing the knockdown and not B&B A.B.A. but just going for the second knockdown to IK. 7) DAA technique (137 Damage) (Credit goes to Ruu's "Sunrise") DAA, 8~j.HSS_8~RogerGet, falling j.S (Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ 7) Tragedy technique A c.S(2)~Tragedy~9~j.HSS_9~RogerGet~FRC~AD j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ 8) Tragedy technique B c.S(2)~Tragedy~9~j.HSS_6~RogerGet~AD j.2S(Unblockable), 5P~6S~9+j.S~j.2S~9+j.S~j.2S~HS__ From 2D 1)2D~FRC~HSS_9,RogerGet, running j.K (UB), 5K~6S~jc~j.S~j.2S~dj~j.S~j.2S~(HSS_#/Starship) 2) FAR 2D~FRC~HSS_9,RogerGet,IAD~j.D, land, j.p~j.2S~(jc)j.S~j.2S~(HSS_#/Starship) note: You must input Roger Get as soon as physically possible after the HSS_# You can Gatlin into c.S(2) or a c.S(1) if you do c.S(1)~6P~c.S(1)~KSMH~P. The push back is very important for the corner combos. Right click~Save Link As ...Of course it's an error people, it a zip file.
  7. I believe that's just a middle man for MAS and as I have seen and heard for an American Stick they are the best. EDIT: Lol I'm ghey Edited to save myself the embarrasment. I was hooked on phonics as a child.
  8. T5 Hori From Electronics Boutique, honestly, especially for a being commercially produced: They are a solid stick.
  9. Smallest "Mod" ever Watercolor over a T5 Hori and a ball swap from a friend. I’m in the process of trying to get Finkle to get a hold of me to build me a stick with ROUGHLY this design this design
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