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Everything posted by Jais
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Amazing Dogura v Ruu Set http://www.youtube.com/watch?v=7rddgGvskm0
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http://www.nicovideo.jp/watch/sm17993100 [Mugen(BR) vs. Samitto(CH)] set http://www.nicovideo.jp/watch/sm17992336 [FAB(PO) vs. Ruu(BR)] set
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Bridget is B tier in Reloead. That Good? - Yes. Punch Bear is over powered. You'll want to spam that. I personally think she's better in AC than #R b/c of options but for sheer 'performance relative to the cast' she's "better" in #R. Her air B&B does loads more damage and Punch Bear is amazing. OOh and starship frc is incredible. Sol - Venom - you can jump in on him 'straight down above his head' - he has no AA besides air throw ( and for #R online - that's difficult ) Ky - jump and flashblock them! You get all your jump options back and you can 2K under stunedge. And you can Starship > FRC. #R Bridget is not mix-up heavy. She is movement punish heavy. So snag ppl jumping, snag ppl trying to escape. HSS_6, f.S > HS > run in 2D > FRC > bread and butter 6P all jump ins. Throw punch bear until they jump at you and then 6P ? Bread and Butter them. UB! - no. BUT you can always do the fire wheel super after KD and do a landing low/airdash mix-up. AEGIS REFLECTOR. 5 - your OKI is good! Cause really, you're building guardbar! So when you nail that boring B&B it'll do like 70% damage. Ppl try and escape after the bear leaves. You can snag combos form opponents movement. 6- lockdown/rushdown . umm...lockdown is used for cyclic repetitive rushdown. You can usually - FD, CH trade, or starship to stop these loops. E.g. Venom running c.S(1)>c.S(2) > vertical carcass raid
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Thank you! ^^ It took years of losing, honestly. Bridget is an incredible character to learn, in that; you have to utilize the GG engine to get ahead. So learning Bridget really makes someone good at GG. Always analyzing your current tools and for the current situation. this is the opposite of, say Salyers; lets always backdash out of everything. or - lets always 2S for every AA. or - lets always j.HS for every jump in. etc. Bridget has to utilize IB, air throw, low profile, reversal DP, FD etc. to do what some other characters can do. This is a great way to re-enforce basics. tldr; I lost a lot of matches. and had to explore every option possible until I could win.
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http://www.dustloop.com/forums/showthread.php?3266-Accent-Core-Match-ups-FAQ/page2 http://www.youtube.com/watch?gl=JP&hl=ja&v=vs2UuSoj9RE
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http://www.dustloop.com/forums/showthread.php?3266-Accent-Core-Match-ups-FAQ/page2
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I'm looking forward to 3P'ing a lot of Kliff's junk hahah
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It's been done before! Ha. Found something. Maybe I could make this staple.... http://www.youtube.com/watch?feature=player_detailpage&v=8rMmhk50PZs#t=209s
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HSS_5 is 21Frames completion. 2K is 5F startup j.HSS_5 is 19F completion, her fastest set. I'll have to see if I can make that work if HSS_5 doesn't work out.
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It's worthy of saying now that Bridget's tier can very well bump! Of her worst match-ups ( Millia, Chipp) and ( Jam, Baiken, May, HOS ) 3 of the characters have straight nerfs. More specifically, nerfs to their abahre that lead to absurd damage - which was the biggest hurdle.
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Updated Header Aerial hit of regulah-ass RogerRush causes wallstick. ( This makes Kyle's idea even more applicable! ) Still translating more that was updated yesterday...
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I love it! Before we'd have to do a 2D>FRC for a buffered yoyo and a meaty normal on wake-up but that was never efficient, as 2D>FRC UB! was way safer and practically guaranteed. I love your thinking b/c , even if the bug loop is blocked ( or slashed back now D: ) we can still pressure into UB! Great ideas, lets keep em coming ppl :D
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You know this would make the fuzzy guard even more difficult to escape right?!?! shiiii I hope this goes through. Good find.
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@ Tujikarori ( to share some of my sources ) Has been saying c.S combos to FB RogerRush as well as 6S :3 I really want to mess with this b/c of damage scaling and UB set-ups, It would mostly be applicable, in combos, when you would already perform a HS callback into standingOpponentOnly IAD combo or crouchingOpponentOnly c.s(1) reverse gatling combo both already end with incredible KD and already take full advantage of the guard bar. So excchanging these options for a FB Punch bear, yes might yield a little extra damage but doesn't really open any more options for her and I would rather spend the meter on KD 2D > FRC> UB! anyways for a follow-up, if I had the meter to spend.( Unless it would kill of course ). I do prefer guaranteed damage over -chance at more damage-. it's just that the 2D FRC UB! is so safe against reversals, bursts and it's incredible damage. So ppl will waste their own resources DP'ing a bear and I still get a CH Punish...so much to consider, I love it! I'm thinking, if I wanted to give up KD ( which I hate doing )and use the new FB Punch bear link I could* launch opponent for even higher damage and give up KD. It's a trade off but here are some of my thoughts. 1) f.s>2S>2K(whiff), 2S>2D ( last hit of FB Roger Rush ) link a f.s > 6S > air B&B 2) f.s>2S>2K(whiff), IAD j.D for a launch so I can hit a 6S > air B&B But what I'm really wanting after the new FB Roger link combo is!!!!!!! f.s>2S>2K(whiff), 2S>2K(whiff), 66 *gather the FB Bear on the 5th hit* ,HSS_5 and still link a 2K(5F) into 2D so my same UB! is still set-up the same damage and in the end I just receive more damage :3
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I don't know why that list of changes still hasn't included my updates. Bridget FB Roger Rush has faster start-up, can combo off of 6S 6K can YO YO cancel FB Roger Rush will wall stick on aerial hit FB Jagged Roger homes
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http://wiki.livedoor.jp/ggxx_matome/lite/d/GGXXAC+R%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3 "Brigitte 6K Can required, can be canceled skill YOYO. Roger Rush Air when hit, to wall-induced stiction. Rush FB Early occurrence. S can combo from the near future." and the game is only 50% completed, we'll see more.
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dionore 最終段終わって設置>近Sor6S>FBロジャーとか出来ると思うし、そっからjc降り際JDとか楽しそう looks like 6S combos to FB Roger Rush too :3
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Looking like a it was discovered that cl.S(1)xxFB Rush combos o.o "ブリジット触った。FBラッシュが近Sから繋がる発生で強い。ワンチャンあるでー @Excelence - I have much to say and not enough time. I'm happy Bridget is a great char - she became better from Slash > AC. It was just that everybody else did too so her relative "tier" went down. But I think AC is 100% better than Slash. It's looking like the same for ACR! Only increases yay The changes outlined in the header don't "wow" me into thinking things will change too much for Bridget. She still has a very difficult time with fast ( Millia, Chipp ) and counter-zoners ( May, Jam, HOS ) I don't see the tools given to her above as really impacting those fights. I'm sitting tight for the "big changes" to come out in the Loke Test for me to believe she's really anywhere different. And I'm happily surprised with what I'm reading so far :D
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I strongly disagree Kyle I think that making that happen will deter any kind of posting. At this point - all credible posting anything is good for the community ( excitement, HYPE ) especially when it is actual new* content. This thread will be deleted anyways. Thoughts?
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V.1.10: j.D Gatling-able from j.K KSMH~K (Hassha) Can be gatling cancelled to Yo-Yo moves earlier FB Roger Rush Hits one and two have less knockback Hit three has more untechable time j.FB Roger Rush Before activation, Bridget keeps momentum Loop the loop Hits two through seven have less pushback Hit three has more untechable time Sources http://www.guiltygearx.com/ggxxacpr/location/ http://pastebin.com/wvvpK7Bq Mook ---------------------------------------------------------------------------------------------------------------------------------- V.1: 5P Preparation Glitch 立ちP仕込み is still out Color Variation Glitch is still in http://www.youtube.com/watch?v=fqNyMzuVG64 c.S Damage increased from 22 x 2 to 27 x 2 jP Startup decreased from 6f to 5f. jK Damage increased from 20 to 24. jS Damage increased from 26 to 30. jD Damage increased from 16 x 3 to 24 x 3. 2S Increased untechable time on hit with 2f 6S Forward hitbox longer. Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before any cancel can occur ) http://www.twitch.tv/joniosan/b/333284358 01hr19min44sec 6K Can be special cancelled. Aerial hit knocks down. http://www.youtube.com/watch?feature=player_detailpage&v=1z1NZKXw5Lw#t=3278s DAA Inv increased from 1-12 to 1-16. http://www.twitch.tv/joniosan/b/333284358 39min05sec Yoyo 7 SET Speed of the yo-yo has increased. http://www.twitch.tv/joniosan/b/333284358 25min32sec Yoyo Recall Cannot be cancelled to bear/buffer moves after yo-yo call back has started. Can be re-set ( Not buffered ) after yo-yo call back has started. http://www.twitch.tv/joniosan/b/333284358 42min49sec Rolling Has been effected due to gravity. Initial velocity increased. Starship Only having anti-hits inv. ( now throw vulnerable ) Anti hits inv -> f 1 - 16 http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=516s Mid-air Starship Sucks the opponent in on hit. Now has a FRC (f 19 – 20). Untechable time is now 24 http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=438s http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=1048s Kick Start My Heart~K( Forward Catapult) Damage increased from 50 to 65. Can now be cancelled into yoyo-moves during recovery http://www.twitch.tv/joniosan/b/333284358 16min17sec Jagged Roger Recovery time decreased from 39f to 32f Roger Rush Can now be deployed in air http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=568s Roger GET Proration increased from 85 % to 75 %. FB Roger Rush Amounts of hits decreased from 5 to 3. The third hit launches/wallsticks your opponent. Can be deployed in air. corner http://www.twitch.tv/joniosan/b/333284358 15min40sec midscreen http://www.twitch.tv/joniosan/b/333284358 01hr04min14sec FB Jagged Roger Now homes toward the opponent. http://www.twitch.tv/joniosan/b/333284358 13min07sec Loop the Loop The final hit now has a bounce. - unconfirmed with video. My Kill Machine - Second Version 8 hits Almost stationary http://www.twitch.tv/joniosan/b/333284358 12min12sec Sources: http://wiki.livedoor.jp/ggxx_matome/d/ACR%a1%a1%a5%d6%a5%ea%a5%b8%a5%c3%a5%c8%a1%a1%ca%d1%b9%b9%c5%c0 http://www.twitch.tv/joniosan/b/333010998 -------------------------------------------------------------------------------------------------------------------------- Location test 2: Change list c.S Damage increased from 22 x 2 to 27 x 2 2D Can now be cancelled to FB Roger Rush and FB Jagged Roger. Jais Theory - This is not new... why is it mentioned on the offical website as new? jP Startup decreased from 6f to 5f. jK Damage increased from 20 to 24. jS Damage increased from 26 to 30. jD Damage increased from 16 x 3 to 24 x 3. 2S [*]Increased untechable time on hit with 2f 6S [*]Forward hitbox bigger. [*]Can now be cancelled to YOYO-moves after the startup of the hit. 攻撃判定の発生直後でも YOYO技 でキャンセルが可能になりました。 [*]Jais Theory - cancelable later leads me to believe the window for SJI is easier too :3 6K [*]Can only be cancelled with special moves. [*]空中ヒット時に 叩き付け効果 が付与されました。 [*]Jais Theory - my Loke 1 theory confirmed DAA [*]Inv increased from 1-12 to 1-16. Yoyo 7 SET [*]Speed of the yoyo decreased. Yoyo Recall [*]Cannot be cancelled to FB Roger Rush and FB Jagged Roger anymore from recall charge. [*]Can be stopped at that location during yoyo callback with yoyo set. [*]Cannot be cancelled to Yoyo-moves after yoyo callback has starte [*]Jais Theory - comeback glitch removed - Jais Loke 1 speculation verified Rolling [*]Has been effected due to gravity. [*]Initial velocity increased. [*]Jais Theory - dash split combos removed ( Bridget too high to connect, even though j.P is faster ) Starship [*]Has gone from having full inv. To only having anti-hits inv. [*]Anti hits inv -> f 1 - 16 [*]Jais Theory - starship is no longer throw invul Mid-air Starship [*]Sucks the opponent in on hit. [*]Now has a FRC (f 19 – 20). [*]Untechable time is now 24 [*]Jais Theory - extended air B&B's are easier now w/ jumping starship FRC > j.S xx roll > j.S > j.2S xx roll j.S > j.2S [*]Jais Theory - b/c ground starhip is no longer throw invul - tiger knee starship > FRC > falling J.S \/ 6S > auto super jump install air B&B Kick Start My Heart( Forward Catapult) [*]Damage increased from 50 to 65. [*]Does not leap over the opponent anymore. [*]Jais Theory - removed cross-up shenanigans with RC > j.D [*]Can now be cancelled into yoyo-moves during the later half [*]Jais Theory - interesting as HS_B was already viable with this option Jagged Roger [*]Recovery time decreased from 39f to 32f [*]Jais Theory - my favorite move just became safer :3 Roger Rush [*]Can now be deployed in air. [*]Jais Theory - FRC will cause gravity same as BellyFlop Bear Roger GET [*]Proration increased from 85 % to 75 %. FB Roger Rush [*]Amounts of hits decreased from 5 to 3. [*]The third hit launches your opponent. [*]Can be deployed in air. FB Jagged Roger [*]Now homes toward the opponent. Loop the Loop [*]Forward hitbox increased. The final hit of roger now has引きはがし効果 [*]The final hit now has a bounces. My Kill Machine [*]A new and fresh move. The command is 412364 HS and uses 50 % tension (S: are they trolling?) Sources: http://www.guiltygearx.com/pdf/GGXXAC+R_2ndLocationTest.pdf http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480 ---------------------------------------------------------------------------------------------------------------------------------- Location test 1: FB RogerRush [*]Aerial activation is on command list but not implemented [*]Decreased start-up frames ( is active sooner ) can now combo off of c.S and 6S [*]Aerial hit causes wall stick [*]low wall stick causes KD FB JaggedRush [*]Homes to the opponent RogerRush [*]Aerial hit causes wall stick [*]low wall stick causes KD 6K [*]Gatling cancel to yo yo technique [*]Causes KD on aerial hit http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480 Speculation location test 1: 6K [*]can special cancel Comeback Glitch [*]cannot cancel comeback into any Bear specials - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE j.D [*]Landing recovery removed - Bridget's j.D is now an exception to the GG j.D rule - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE Sources: http://www.guiltygearx.com/character/ http://www.youtube.com/watch?feature=player_embedded&v=a8mwuFY0X4o http://wiki.livedoor.jp/ggxx_matome/lite/d/GGXXAC+R%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3 http://ggxx.jugem.jp/?eid=606 @ Tujikarori
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It's already +7 on block...super scary
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She's always had CH 5H > OHK.... but did you see that run speed? scary
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Bridget 6K>yoyo technique FB Roger Rush causes wallstick on aerial hit. FB Jagged Roger is homing.
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"3 main concepts for this new version : - Giving weak characters the tools to fight - Image change for the stronger ones - All this while preserving what makes each character unique It's sad to say, but in the previous version some chars had not enough power, so for them to fight the overpowered guys we didn't back down on giving them new weapons. For the others, those for who we did too much or those who where thought to have gone too far away from their base concept, we decided to proceed to a drastic change of their image (including Kliff and Justice). Now every character should be able to fight properly. We are looking forward to the new strategies and tactics that the players will find." This sounds lovely and all but here's to hoping I'm missing some goodness with Bridget's "didn't back down on giving them new weapons" - we'll have to wait and see aaah! :D
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Amazing NO vs Ruu set http://www.youtube.com/watch?v=JgEM-H0I6r4