GGXX: Bridget

I don’t really play Bridget or May.

I wouldn’t say that the match is in necessarily May’s favor in GGXX. Maybe in reload. The primary problem for bridget is that he’s a little boy, and May has a huge ass anchor/dolphins/mysterious pink whale which hurt. May has the overhead (I think) dolphin that is pretty quick and can be FRCed for big damage combos. This creates a mixup situation with the sweep and other low hitting moves. May also has a BEASTLY command throw.

To keep from getting tore up, Bridget needs to avoid getting rushed down by May. Good zoning and prudent usage of the yoyo DP move could help. The local bridget player here goes for a knockdown, then starts crossing stuff up with bears, which sets up bridget’s rushdown.

If you’re playing May, try to avoid getting a yoyo setup behind you, and try to put bridget on the defensive. But watch out for the yoyo spin DP. The bicycle super is bad news. FRC Dolphins are a must.

Assuming that the May and Bridget player are equal in skill, and assuming that Arcadia’s rankings are credible, Bridget has a 6 - 4 advantage. But as someone stated, GGXX is relatively well balanced.

I don’t think May’s range is greater, but she definitely deals more damage per hit. And, May has certain moves that can be difficult to counter. Gamecombos has more on this matchup…

I’m pretty sure that Bridget’s 5S has longer reach than most of May’s pokes. May has that one long-reach poke, but Bridget block that, and counter. May’s slide goes under pretty much most of Bridget’s stuff, but it has horrendous lag. A whiffed or blocked slide can spell doom.

May might have a hard time advancing on Bridget because, from our previous play, I’ve figured that 6P beats out most dolphins charges, and segue into aircombos. 6P also beat out that spinny move, but its hard to connect.

Then again, May has some rough edges against most characters. Ask Scamp about this match-up.

Bridget > may. May has to WORK for damage, Bridget does not.

Bridget get free 50% damage off of a knockdown thanks to teddy-bear super and random high-low.

Bridget has superior anti-air options, and superior damage off of anti-air…

Bridget’s range > May’s range

May’s POTENTIAL damage = Bridget’s standard damage.

Huge factor; Bridget’s uppercut is PERFECT ANTIAIR/STUFFER. May has nothing CLOSE to a “perfect” anti-air.

just my opinion.

what things should i NOT do in xx that in #R buris do (excluding of not doing roger hugs)?

Bridget Changes in #Reload (from GCC)

Defense: Stun resistance 60->55. Defense 1.13->1.16. Guts 1->0
Jump 2S: Damage 46->35
Roger Rush: FRC point added at 16~17F. Startup 32->28F
Roger Razor: Active 185->105F. Roger moves twice as fast. FRC point added at 22~23F
Air Roger Razor: Startup 27->29F. Entire move 32->37F. Time after which the move will still active even if hit changed from 11->13F
Starship: Damage 21x4->22x4
Air Starship: Landing recovery 4->10F. Damage 21x3->18x3. Invincibility 1-14F inv. to strikes -> 1-13F inv. to strikes. Bridget floats a little after doing the move. Falls slower. Hit causes opponent to float instead of downing them
Loop the Loop: Startup 4+2F->5+1F
Super Roger: Damage 30x12->25x12. Active 129->117F
Bad Trick: Entire move 49->47F. Startup 1+43F->1+7F. Active 44->48F. Damage 30x18->24x16. Appears diagonally in front of Bridget
Jump: Startup 2->3F
Throw: Range 49->45 dots
3P: Startup 7->8F. Recovery 6->7F. Doesn’t move as far. Invincibility changed from 1-18F foot inv. to 1-19F foot inv.
Dead Angle Attack: Invincibility from 1-13F complete inv. 14F upper body inv. 14-16 throw inv. to 1-12F complete inv. 13-14 upper body inv. 13-16 throw inv.
Roger Hug: Startup 27->30F. Active 42->27F. Damage 12->30. Homing speed lowered.
After Roger Hug Hits: Can do all yoyo moves other than Roger Hug.

Check out the Venom vs. Bridget video on a-cho. Its crazy stuff. Best venom I ever seen, ball formation-wise. Bridget still wins. Filename is acho_ggxx_20040415c.wmv. Down the page on the right side.

a-cho website

This is more or less directed at Kugler –

Hey, I was wondering if you describe Ricky Ortiz’s Bridget to me. I hope this isn’t a sore subject or anything, but I heard you’ve played his Bridget before, and was wondering what made his Bridget so effective.

… and yes, I was that one bridget scrub you slaughtered at GGXX during casual play at Davis. But one day…!

Ricky Ortiz’s bridget?.. It’s not very effective, IMO. It’s just lots and lots of trips. He plays deceptive ranges with trip, and does like 80% in one combo. Then does chipping instant air uppercuts.

After I played it a few times, I have no trouble with it anymore…

^^ w00 we should play more often. :smiley:

80% combo? Is that an exaggeration? What combo is this? AggieFan said that Ricky has some funky 9 hit combo that “ended in stars”. I have no idea what this is.

Anyway, next time you’re in Davis, I’ll be ready… hopefully.

question.
you know there are 3 kinds of things you can do after the yoyo is out, not including the regular HS. the boxer one, the razor one, and one that sticks to the opponent and looks like a clock. what does that one do? I never notice anything bad that happens to the opponent when it hits.

In XX, Roger Hug just makes rolling track your opponent.

In #R, you can do the other Roger moves and have Roger appear right where your opponent is… or was when you activated the move.

hmmm…

80% combo with bridget?

not without a jacked up guard guage im afraid, or atleast a counterhit.

combo off super does about 50%
dust combo does about 35%
extended dust combo does about 40%
B&B from 2s> 2d> ksmh does about 55%
JI B&B from a 2s> 2d> ksmh does about 60%
JI B&B with extension does about 65%
B&B extended off a j2s jumpin does about 70% (maybe that what you thought was 80%?)

That’s the way I see it. The most bridget can take away without counterhit or knocked up guard gauge is barely a 3/4 life combo.

What’re the best jump-in strings with Bridget? I always end up getting thrown (I usually jump in with j.P -> j.2S).

Also, Ky gives me a hard time. Any tips?

for IAD, I use jk> jp> j2s, or jk> jp> jp> j2s, or jk> js> j2s (depends on character).

for jump in:

I use a very low j2s by itself for any covered jump ins (like with roger). You can either land and continue pressure, or throw out a yoyo set3 for a mixup. If the j2s connects, just land and go into a combo.

for non-covered jump in, a simple-
jk> delayed js
-will usually be fine to keep you from being thrown upon landing(follow with a 2p upon landing if they FD your js, because 2k won’t reach, and 2p is faster than 5k).

a neat string that works on the taller people would be to jump in with jk and do this:

initial jk> jp> jk> JC> jp> jp> js> j2s

if you do it right, the 2 jp’s will nail them barely. This is good as a mixup, and it combos (crap damage though, but it connects, which means you can knock them down and that’s always good). Another very good thing about this string is that you can practically cancel any of it into a yoyo set3 for extended mixups.

ok, it’s time to remedy an outlook I’ve had for sometime that is rather scrubbish…

KSMH, JI or not, is not the best option. It’s the EASIEST option, and it deals the most damage.

…but i have severely underestimated 2d> FRC as a link to aircombos.

if you gatling to the point where your 2d can be FRC’ed immediately, you can dash out of the FRC, and do a 2p/5k> (s(f)>) 6s> aircombo.

does 20 less damage, but costs only 25%. Tension is precious to bridget, because in most cases, you will want to save as much as possible incase you knock them down, and manage to have 50% left for the super.

the gatling usually depends on the momentum you enter into the gatling, the range you start from, and the character you are facing. For point blank and running:

s©> 6p> s©> s(f)> 2s> 2d> FRC> DASH> 5k/2p> 6s> JC> js> j2s> JC> js> j2s

(note: use this only as a reference, because it’s better to do option 1 or 2 from a point blank and running)

2d(far) or 2d(near) are 2 of those “near instant” FRC’s, so you have to FRC it at the moment of startup.

theres 3 ways to connect the FRC with a combo…

1)be point blank for the close version
2)be somewhat close, use normal FRC into 2p/5k> 6s (no dash)
3)gatling to far version (see above)

a good use of 1 would be if you connect with some point blank yoyo mixups and connect with a s©. A good use of 2 is after landing from an IAD, 2d> FRC> 5k> 6s> AIRCOMBO. If you are too far though, it wont work. A good example: yoyo behind opp…

pull> IAD> jk> js> j2s> LAND> 2d> FRC> 5k/2p> 6s> AIRCOMBO

3 Is used when you are too far for 2 to work, or the character falls too fast for 2 to work.

Anyone wanna explain the dynamics of Axl vs Bridget?

I’m not sure how to advance on him because he’s on of the few that out ranges Bridget. I usually throw out razor roger, but sometimes he just jumps around with J.S which seems hard to counter.

just getting a knockdown with bridget is FAR better than doing aircombo. unless of course the air combo kills. or if itll put them in the corner and you can do reset tricks.

if you have 1/4 tension, i would save it. not do the FRC sweep combo, set 6, and then start okizeme.

any good punch roger string/combo does 150-200 into knockdown. aircombo with punch roger can do 250. if they block all of it, their guard gauge is up hella and you got more meter, and you should be at advantage to do another mixup/keep pressure, or yoyo should be out and you can slash and do it all again, building more pressure…and more guard gauge.

sooo…you can frc/rc into aircombo, lose 25%/50% tension and get 150-170 damage, into poor spacing (unless they are in the corner…and even then they can airdash out) or you can knockdown, and okizeme, build meter, do more damage, or build hella guard to do insane damage when you do win the mixup game. (bear super at 65% guard [lowest it can be and still be flashing] does like 300+ the aircombo you get afterward…not to mention it knocks down. aircombo does about 270 with guard up, thats with out punch roger, which you are likely to land as well. two decent blocked punch roger chains will get guard way up over 65)

spacing is mad important too. take buri vs. axl, since that guy asked… after JI combo or standard air combo (i like standard WAY better…it has more setups afterward) unless you knock em into the corner, they can tech and land where they please…standard backtech puts axl pretty much where he wants to be in that fight…so yeah you got 1/4 damage…but you also put yourself at a disadvantage. its like that with so many fights… in buri vs millia doing that combo lets millia get away…and then you are fucked. knockdown~set~okizeme keeps you right there where you wanna be, and makes them play YOUR game. remember, as long as they arent b/n you and your yoyo, they are playing thier game (cept faust and potemkin)

axl vs buri involves axl poking and buri punishing him for whiffing with the yoyo. set 6 behind him. or hug him (#r only) and then jump around or do something that makes you think he will poke. then pull yoyo. axl has mad ass lag. punish that shit. you cant out poke him. you at full screen is good for axl. you wanna stay at just under half screen and keep hitting him here and there until you can knockdown and/or get up on him with some punch roger. his 6p sucks so dash in with slash all you want. once in the mixup, axl is at a MAD disadvantage cause hes so tall that its hard to tell which side buri is gonna hit on. early ass beats his 6hs and gets you free aircombo, starship is gonna save you a lot during pressure stings…but if you get greedy he will block it and sweep and then you get bomberlooped. axl players want to build up your guard and make you panic in the corner and then they land bomberloop and do hella. relax. axl has no real mixup game. everything is low except 6hs and dust and those are mad slow. just block low till you think you have a chance. it doesnt really matter how high your guard gauge gets if he never hits you. if you keep blocking, every axl ive ever seen will either throw (2p,2p,2s,2d that shit, then set 6 and call punch/razor and airdash to the other side, getting out of the corner) or go for the unblockable, which means you get free sweep or free iad combo into sweep, or, if you arent sure about it, free jump out. now that i think about it, you can jump/iad out, to the other side, and land and still attack him for free…it has MAD LAG. then you are rushing him down and thats how axl dies. stay away from poke games…ass, 6s, 5s…these are all gonna get you torn up sooner or later, just set yoyo and look for your moment. razor is good if its right on him so it keeps him busy while you get in. punch is good cause its really really good and if its b/n you and him it will take most pokes he can throw out, getting you closer. simple return will prolly hit on counter and reel stun off that is long… run in and re set if you have to.

I have to disagree.

With most pure okiseme characters, nailing them to the floor is usually the best option. The problem is bridget is not a pure okiseme character. His zoning and poking options are more a credit to him than millia for her. Also, unlike other pure okiseme characters, the difference in damage between knockdown, and non-knockdown combos is HUGE. 170 is the usual ground combo, while 220 is the usual aircombo. But add in guard guage and we are talking atleast 60 points of extra damage. That’s because bridgets aircombos START where his ground combos END (sweep). Also, bridget is actually in a very good position after an aircombo. After the second j2s, throw out a set 3, and either a) activate razor roger if they tech back (which = free combo/pressure), or do a well placed fd roll to airthrow the forward tech (which = free okiseme). Far from garunteed, but still much better than you give it credit for. Also, sometimes your pressure will connect at a point where the only feasible continuation is a sweep, and to get any damage at all, you need to take to the air.

Bridget does not need garunteed okiseme, as his zoning tools are more than adequate to get him back on the person. Another reason for sticking with damage over knockdown with bridget is that bridget’s okiseme and pressure are so full of holes, he’s actually quite easy to hit out of it. His ZONING has less risk than his pressure, which is actually really funny, cuz it’s usually the other way around with most characters. Everytime you throw out the yoyo, you leave yourself wide open. a sweep or 6p will kill bridget pressure in mid-friggin-string, at many points during it. That’s what he gets for having the second longest non-IAD resetting in the game. Rolling is safe because you can FD it, raising you so you dodge airthrows, and blocking hits, which you can recall the yoyo after, and simply combo/pressure them again. But there are too many holes otherwise to rely on bridget pressure/okiseme, it can’t compare with millia/eddie/venom.

This is why you see pro’s in Japan go for aircombos when they have the tension, especially if they have the yoyo out, cuz the extended aircombo does HUGE damage.

Unless he’s in the corner, a good Axl will just IAD back, put the yo-yo in front of him, and poke you for free. Axl only has lag on his pokes if they whiff, when blocked they can be canceled with 623P.

How do you figure? If you eat a 6P from Axl you lose around 150 life. He can also react 623P counter you into super or wall bounce combo.

In #r, you no longer have to be at the corner to bomber…depending on the character you can be one FRC rensen from the corner, get thrown, and still eat a bomber loop.

Mixup isn’t just high/low. Against a good Axl, you have to always be ready for [4]6H, tick throw, 63214S, etc. Axl isn’t about high/lows, he’s about making you think twice about what he is going to do.

If Axl has you in the corner, he will option select throw you with 5H. So, if you aren’t in throw range, ie. you jump, dash back, you are probably going to get hit by the 5H, which gatlings into 2D, rensen FRC, bomber.

Against Axl you just need to be patient; keep him away with the yo-yo specials so that he is forced to come to you, score a knockdown, and stay on him. His uppercut has horrible recovery and is only really deadly when he can RC it, so bait those and punish him.

ok…i numbered your post so i can better respond.

  1. there are no pure okizeme characters. but bridget is far more of one than most. definitly more than millia (not so much as say venom or ino tho.) also, the debate, as i understood it was about damage, which zoning ang poking do not get you. (also, there are several matchups in the game where trying to poke and zone will get you killed)

  2. apparently you didnt read my post. long run damage is MUCH greater when going for okizeme. (please keep in mind that i didnt mean you should NEVER aircombo, just when it is most benificial.) and the damage specs i listed were for #r, where her combos do less damage. but lets use your stats, cause i assume they are accurate. you land a combo, end it with sweep and you have half tension. you just did 170 damage. you can then get that extra 50 pts of damage by aircomboing, or you can take the knockdown and set yourself up for another 170 (prolly more if you use punch roger) or possibly that 220 this time, all the while gaining more meter, and getting more momentum (do i need to mention the mind games that result from landing two mixups in a row? or from buri and roger being all up on someone for that long?) wait…for a second…forget about mindgames, extra meter, future setups. and think about what you just said. 1/4-1/2 TENSION FOR 50 MEASLEY DAMAGE??? oh HELL no. not unless it kills. at the end of this scenario, i have 170-400 damage landed, some guard gauge, almost full meter, a mentally shaken opponent, and the opportunity to do it all over again, where as you have 170-220 damage, almost no meter, and you have to go back to poking and zoning. ill take my way

  3. this is a REALLY old trick that doesnt work anymore. in fact, it gets you nothing/loss of momentum/or airthrown…depending on what your opponent does.

  4. again, why go for minimal damage? just take the knockdown. go for the mixup. get more damage/meter/guard. the point of my post was knockdown is better/all you need

  5. i would like to see you zone chipp, millia, slayer(bad example), axl, and xx faust. do it, capture it, and host it online. i wanna know how zoning is an effective way to WIN against these characters. besides, even if she DOESNT need it, she has it. it does sick ass damage, AND it doesnt allow the other guy to do what THEY wanna do? what if they WANT to play poke/zone games?

  6. im trying not to sound like an ass…but this paragraph makes me think you need to watch some videos and go back into training mode. buri’s pressure is GOOD. and it can be constant. there are block strings that just keep going cause they set themselves back up. there are yukinose roll chains that keep you in constant block stun, there is stuff that you have to IB/DA/be poti, slayer, millia to get out of. yoyo actions cover up the holes in it, at any moment she can drop it and do super…its too good. its PRESSURE. if 6p or sweep beats it, then you need to learn to do it better (there are some exceptions…but few) and before you start talking about getting dp’ed, well, thats the point as well, its a whole other mind game, that YOU control. on the other side of things, zoning is MAD risky. its why she loses to ppl like ky/millia/slayer. her farthest poke has MAD lag. granted, her zoning IS good, but her pressure is better, and it reaps MUCH better rewards. there are SAFE ways to throw yoyo…like…after a sweep, which was my whole point.

  7. rolling gets you airthrown. fd’ing it does too. im not saying dont do it. its good sometimes, but it is risky, and not crucial to buri’s pressure game at ALL

  8. this is wrong. thats all i have to say. its just incorrect mio and yukinose (top 2 buri’s in japan, as fas as i can tell/what my friends have told me…yuki invented bridget basically, was on this years winning SBO team, and pretty much owns. Mio is a regular Acho champion and pretty damn rediculous.) both go for knockdown and then super/punch roger mixup. the only times ive seen them do aircombo in a very long time was when it killed or when ppl jumped in/screwed up. as a matter of fact, i havent seen a single japanese bridget do the JI RC combo since early xx days…i mean like a year and a half ago.[btw…mio is a zone player and yuki goes rush…but regardless of which style you choose, they both do what ive been talking about, its just how they get to that point is where they differ] )

please read my post again, cause we both have sidetracked quite a bit. i simply said that not comboing, and instead going for okizeme/pressure is far more advantageous…and more universally applicable. i didnt mean to talk about buri’s strengths and weakenesses…but i did wind up addressing them so everyone could learn. but that was the point i was going for, and what i meant to defend in this post.

also…sorry if i sound like a dick, its unintentional, i’m all about open debate about games…i just happen to think you are very much wrong on this issue.

same deal with the numbers

  1. as buri, i have no problem with you doing that. i can hug, razor, or punch and use any of those to get me closer to you. esp punch like i said earlier. while i agree that it is a solution, and prolly a good tactic… its a temporary one, and isnt winning you the round.

  2. i meant in terms of range and priority, not in terms of potential. anything can be good with the right timing, but axl’s 6p is not among the better ones (i think its much better in XX than in #r) im not even gonna adress counters cause thats a mind game, not a technical advantage, but you are right, axl counters suck ass (in the “doing 1/5 damage sorta way, as opposed to the"not good” sorta way"

  3. yeah…i hate that. but regardless of that, wouldnt you agree that hat is the main tactic…i mean… rensen does all that guard for a reason…

  4. axl is not without his mixups…im just saying that all that stuff is still hella slow. if you cant deal with tick throws you have bigger problems than just the buri vs axl matchup. 63214S is slow, so is 6H, like i said…a little practice and axl is easy to block, as opposed to millia, bridget, magneto

  5. i gotta mess around with this… if this becomes someones main problem…tell me and ill try to figure it out…but i dont have a concrete answer off the top of my head…seems like good tech…and i hate to say something banal like “he wont do it everytime”, or “bait it”, or “air block and blah blah blah”

  6. i agree pretty much. except ive spent time finding ways in…so i feel pretty comfy trying to rush down. either way, patience is key.

fuck it. The only comp i get around here is burning vigor, pulsr, kuro(cary), homer (josh) and random people at camelot (which i haven’t gone to for awhile). So If my game SUCKS, blame it on burning vigor and combofiend, since I just copy their bridgets anyway…

i need to move to japan or something, I’m fucking sick of being out of the loop and out of date. Fucking hell.