played ggxx at friends and its hella fun, and my fav character is bridget without a doubt.
anyways, i saw some immediate potential with her yo-yo (aegis reflector biter? i think so) whats some good combos with her?
and would p,k, qcf+k RC’ed into super work?
Sorry! I just couldn’t help it! :lol:
Are you sure you want to waste all your tension RC’ing into the super?
I wouldn’t waste meter RCing to super… but I’m new to the GG series…
Anyhow, a very basic, no tension combo:
Send yo-yo behind them, dash s.K > S > HS, dash K > Sx2 > sweep. Very easy, damage isn’t that great, but it’s a knockdown.
I think you can cancel the first set’s slash into a Roger move(maybe the bicycle super?) for more damage or longer combos.
I’m learning to use the ground pressure myself. Teddy Ruxpin is god.
Bridget is a guy.
haha, im hardcore ggxx noob but longtime cvs player…seeing something similar to lv2 canceling in ggxx i thought it would be Strong!
thanks for the combo CD…more starts plz!!
also, i use lk > lp > S > qcf+S > qcf+K for punishing…i need something that connects 100% though
roger is one scary ass bear, and the bike super is probably one of the best in the entire game: free cross-up madness and sick damage AND a BEAR!
of course, also learn to use/abuse his DP
that has sick invincibility frames
Definitely need some more Buri talk going on here, especially while GC is down. For Bridget veterans, there’s nothing really new here, I’m just trying to get some discussion going.
I tried playing Bridget as like super rushdown at first, with a lot of high/low games using the yo-yo rolling and dash-in gatling combos. That did me pretty well vs characters like Sol and Johnny, but I’d get eaten up by Zappa and Eddie because of their ability to keep you away.
So I’m looking for some more zoning-type strategies. I use a lot of standing S and f+S to cut off angles of attack, and using Razor Roger to cut off their attack options. It works to an extent, but eventually you have to get in to do damage, and that’s where I run into problems.
I use the ass (df+P) quite a bit for the lower body invulnerabilty, but vs people with good f+P attacks (Johnny) I mix it up with d+S, which will actually hit him out of it.
Combo-wise: I use the jump install combo that was discussed on GC awhile back:
ck, cS (1 hit then JI), down+S, down+D, KSMH, K extension, RC, j.S, j.down+S JC, j.S, j.down+S
JI = jump install
KSMH = Kick Start My Heart (qcf+k)
RC = Roman Cancel
If you have the yo-yo out, you can use rolling (qcb+k) cancelled by Faultless Defense to tack on some more hits, otherwise, you can finish up with an air Starship, or tossing out the yo yo to limit their tech options.
When you cancel the rolling attack with FD, Bridget flies pretty high up into the air, so you can use that to keep air combos going.
For example, at the end of the combo above, if the yo-yo was out, you could do:
Rolling xx FD, S, down+S xx Rolling xx FD, S, down+s
I can get one loop of that going, but I have problems with the 2nd.
Dust combo I use goes something like:
D /\ down+S, down+S, S, K, S, down+S, JC, K, S, down+S
There were variations on this with more hits posted, but this was the easiest one for me to do. Again, if you have the yo-yo out, you can extend the air combo using the rolling/FD trick mentioned above.
Anti-Air Combo:
f+P, f+S, JC, S, down+S JC, K, S, Starship (or throw out yo-yo)
Same caveat applies if you have the yo-yo out. You can do variants with more hits, but I don’t know what they are for sure, as I’m sitting here at work trying to remember
Strategy-wise, I could definitely use some points vs Zappa and Eddie. I use the ass a lot against Zappa since he likes to use a lot of low attacks, but you have to be so careful not to get hit by the summon, or he gets 3 free orbs (6 if he has 50% tension).
Mike
Good post Masaka. I’ve been messing around with a quazi air throw combo. Its the basic, Kick Start My Heart, off of a trip. As soon as Bridget is flying through the air (the second part of KSMH if you hit K) Roman Cancel it and throw the yo-yo directly behind you, as you fly through the air. You will mantain the momentum from the cancel, if they tech hit, usually its as soon as you toss the yo-yo back, you are in the perfect position to throw them. This is because throwing the yo-yo almost “freezes” Bridget for a few frames. If they tech hit, you can also call the yo-yo back, and if it tags them while they are still in the air, you can jump after them and do the classic combo: slash, down+slash, jump, slash, down+slash, starship. If for whatever reason they dont tech hit, you will land on the other side of them usually. Its a good idea to call the yo-yo back, as it will be going through your opponent to get back to you, resulting in some good cross-ups. Finally, if you get a knockdown in the corner with a full meter it should be game. Toss out the yo-yo and do “Me and my killing machine” aka, Bear in Flaming Circle on Bicycle. Just do Bridgets overhead, forward and kick, and if that connects, the bear will too, if they catch on just mix it up w/ his trip (d+dust). Then go into his classic air combo after roger wears off.
That’s not a bad option if you didn’t get to JI your combo that ended in the trip. If I did though, I think I’d rather finish off the JI combo for guaranteed damage. Getting tossed around in the air by Bridget though might just demoralize them even more
I haven’t had a chance to play vs anybody lately, so I haven’t been able to test any new theories or combos out in a real setting. So on with basic rush techniques for now
I tend to use standing Slash at the beginning a lot just because of the range. If they block it, i’ll KSMH-P extension to get closer, then use the ass, and throw out the yo-yo. From there, I can either immediately return if I think they’re going to try and retaliate, or do rolling->return->air dash->jK->jS land close K (or slash depending on the distance)->down+D. Then it’s toss out the yo-yo, dash in with ass->yo-yo return->dash in etc.
Instead of rolling, sometimes I’ll try the ass (I told you I used it alot ), especially if they use a lot of low attacks. I’ve built up quite a bit of tension by now, and usually I can throw out a Bear super at this point.
Switching gears: yo-yo setups. I’m kind of curious to see what people are doing besides the basic trip->6set. To mix things up, sometimes I’ll airdash after a knockdown, throw the yo-yo behind me, return, land on the opposite side, dash in while the yo-yo has them in blockstun-> commence rush. That’s about the extent of my elite yo-yo setups ;p
I find myself trying to use the yo-yo to keep them from attack from certain directions. Like from far away I’ll IAD->3set->land or razor roger, standing slash, KSMH->K extension if it hit, P extension if blocked.
What are other folks doing?
Doh. All of Josh’s posts are gone Don’t suppose anybody happened to keep them around?
i have a problem with my gamecombos account so i’ll ask it here.
what are the best setups for the yoyo?
can you give me the purpose for razor roger and boxing roger?
and setup for me and my filling machine?
i’ll be very thankfull
This thread needs to be revived. So, I’ll start. =)
Yo-Yo set-ups definitely depend on what you’re trying to accomplish. If you’re playing a bit defensively, I’d place it pretty close. Jump, 2HS. If you’re teching out of the air, and the person is beneath you, the yo yo can be a great help in this position. You can, FDcancel roll (which sends you straight up), then call the yo yo back as you airdash. This will hit your opponent, and give you an escape. Or, you can just call razor roger, which will, in many cases, let you land without getting hit.
If you’re on the attack, its best to set the yo yo behind your opponent.
If you’re zoning, I prefer setting in front of the opponent, and call out razor roger. This’ll prevent a run-in rush down, letting you focus on anti-air. Or, better yet, advance to roger. Razor roger should eat most projectiles, and stuff many pokes, give you a safe advance.
Razor Roger is better for zoning and defense. A well place roger will halt attacks, or better yet, interrupt combos. It can also be used to lock down. It can also be used as a meaty attack.
Boxing roger is better for pressuring / mix-up. Call roger, and air dash around your opponent. If boxing roger hits, it stuns 'em. You can knock 'em down, and re-start. Or, you can combo 'em. If you don’t wanna IAD around, you can mix up with 6k and 2k and 5d and 2d.
Boxing roger isn’t quite as good a shield as Razor roger, but its much faster.
Setting up the killing machine is pretty simple. Knock 'em down, throw out yo-yo, call killing machine. A KSMH->P Extension knockdown is ideal, because you recover faster.
Now, some questions from me. =)
I use 6P as my all around anti-air. 6S opportunities seem rarer. My main issue is that I have a hard time dealing with cross-ups. A good number of times, the 6P whiffs, and I hit. At times, the 6P will hit, but instead of getting 6S -> aircombo, I get close 5S. Basically, I dunno where the opponent will be if I hit them out of the air with 6P during a cross-up attempt, and thus I lose out on air-combo opportunities.
Can I jump cancel the close 5S to aircombo? Should I do 5s -> 6P -> 6S? Is 2S a more reliable anti-cross up? How do I deal with Testament’s air dust? If I’m cornered with Jam doing her freakin IAD P pressure tactics, how do I break out?
Gimme tactics!
What’re some anti-Bridget tactics, preferably tactics that will work close-range…show me the money
Switch to Millia.
Sorry, I try not to use the top tiers in games for the sole purpose of dominating in a particular matchup…stay on topic please thx
**Now, some questions from me. =)
Can I jump cancel the close 5S to aircombo? Should I do 5s -> 6P -> 6S? Is 2S a more reliable anti-cross up? How do I deal with Testament’s air dust? If I’m cornered with Jam doing her freakin IAD P pressure tactics, how do I break out?
**
Are you playing XX or reload?
You can continue the air combo from 5S. You want to JC after the first hit, then you can just do j.S, j.2S JC dj.S, dj.2S xx Starship. The last 2 hits (dj.2S/Starship) may or may not connect depending on distance, but you can do it.
You can 2K Testament’s j.D. It doesn’t sound like it should work, but you can.
Vs. Jam, if you FD, she’ll be pushed out far enough for you to be able to get out. You’re pretty safe low blocking until she gets in the air, but watch out for her 5D. It comes out really fast, especially in #R. Also, if she’s using lots of 5K, you can use the ass to keep her honest. It will stagger her if you CH with it.
For Slayer, his 2hs totally owns Bridgets frail ass. Seriously.
You will have to get Kugz to explain it, cause I am ganna be gone for a couple months.
Later.
Millia isn’t really the best “close in” fighter…she’s better at dashing in and mixups/okizeme. That being said, May can combo millia for like 80% life off of a sweep (!). This isn’t a capcom game…top tier isn’t that bad. Cept for maybe slayer. Counter characters is where its at.
Slayer’s 2HS has a disgusting amount of invincibility AND it travels forward. Invincibite that little yo-yo fetish cross-dresser. That’ll teach 'im.
Sorry to temporarily hijack the thread, but I’ll try my best to keep it on topic…are you saying that the Bridget vs May matchup is in May’s favor due to the 1 mistake Bridget could make? I haven’t seen or heard of this, and my May is the only character in my collection who can beat the local bridget scrub just because May’s range is slightly greater than Bridget’s.
What can May do that gives Bridget trouble, and how does Bridget counter this? Thanks a lot…I appreciate people sharing their knowledge about the game to strangers