GGXX: Bridget

combofiend is actually a fairly good example of good pressure. his problem is that there isnt much variation, so once you learn the way out, there prolly isnt much he can do (i dunno…i didnt play him much) but he is solid.

bring your comp up. go play sirlin…hes really good. and smart too. watch mio and yukinose vids…they are SOOOO good, and thats how i learned to play (plus the help of Josh the FUNKDOC!) ask questions here, ill answer everyone i can, and argue about the rest.

if you value your knockdowns more, and add punch roger mixups to some of the stings and combos you mentioned eariler…you will wreck some shop.

i like this thread…as long as it doesnt get retarded like every other GGXX thread on this site…ill keep popping in to say more stuff.

CF is simply scary. I never played someone who could adapt that easily, and that quickly before I played him in one of those little thursday comps that used to be at camelot.

Well, what can I say… I do watch a hefty amount of yukinose and mio and muh, but I guess knowledge is different from acknowledgement.

Oh yeah, I actually don’t find myself using combos as much in the game as I praise them here, so go fig.

As for #5, if executed properly, low/throw is possibly the fastest mixup in the game. But, to break a small part down…

If, persay, axl is attempting to throw you by using 4H (as the post suggests, even though option selecting was mentioned, it said you would eat a 5h, meaning, the only option select would be between the throw and the H, which, is much easier to understand if it is called a “throw attempt”.) If he were doing a 5H at any time even RESEMBLING a good time for a throw, you would be able to jump out. Simple matter of frames really. Assuming he throws it out when you are at neutral, (+/- 0), it executes in 16 frames, so, with your 3/4 frames to jump, you are most likely in the clear. If he was option selecting with FD, then, its a low throw situation, obvoiusly, if you think he is going low, block low, if you think he is going to throw, jump/counter throw (jumping is safer, counter throwing is obvoiusly more damaging).

combo i invented…

chack this out:

in corner:yoyo in back. example: (because it’s character specific):

johnny: 2d, ksmh,ksmh jump, rc,before he hits the ground; 2s,pull,fall to ground, j.s, 2s,jc,s 2s

it damages more than an air extention and it’s good in the corner (since a.e. is not easy in the corner). what do you guys think of it?

Yeah, I made it sound a little confusing by saying option select. If you think about it it really is option select, you just don’t have to hit any extra buttons. Anyways…

If you run up and 4H you will either get a throw if they are in throw range, or once they backdash or attempt to jump they will most likely eat the H that comes out instead. Even though H executes in 16 frames, it has really great range above Axl’s head.

I’ve only just recently begun playing Axl, but from what I’ve seen the frame advantage you get from FRC rensen let’s you pretty much do whatever you want. In all of the videos I’ve seen if they get rensen’d into the corner they will usually eat a bomber loop; unless Axl was out of range to begin with and they can backdash before he has a chance to fully run up and pressure.

Anyways, back to Bridget discussion…although I guess knowing how to deal with Axl’s pressure could be considered relevant.

(i thought i said the same thing about option selecting, we are running in circles). Anyhow, you can’t throw in guard stun, so its kinda pointless how much + you get, you have to throw around the point that someone is getting out of guard stun, and if you force the game to choose between throwing and H, and the H comes out, the char will be able to jump away. If you throw the H out crazy early, then it never was a throw attempt to begin with, and you could very well be counter thrown =(.

My bridget speaks for himself, BEST BURI IN DA US!
Just mash on slash, throw yoyo repeat. Add some 2d and 6p in there and you have a solid buri…

She is like another faust =D ^_^, SLASH YOYO(ITEM), easy mode 50% combos!

The point is that when you run up into throw range they are just then coming out of guardstun.

Maybe I used the wrong words…but, if you try to throw someone and you are no longer in throw range then your H will come out. Axl’s 5H is an awesome move in the corner because it hits so high above him.

Kugz just told me that when you recover from guardstun there are 5 extra frames in which you cannot be thrown. Jump startup is 6 for Potemkin, 5 for Slayer…both of these characters will eat a throw. I suppose then that Bridget can jump out. Still, when Axl whiffs a throw and you jump away the H will come out…check out the crazy hitbox on that move. Unless you jump + FD, H will hit you right as you jump.

oh by the way…

  1. I already watch yukinose and mio vids. I like Mio better, clever use of 2p. When I said they go for an aircombo, I was wrong there, but then again, I didn’t see them go for a tension aircombo even if they DID have tension and it WOULD have killed them (I rewatched the vids and figured out a use for sols 214p… which has nothing to do with bridget. Hehe.).

  2. I use the boxing roger. Just because I didn’t mention it yet doesn’t mean I don’t use it.

  3. I never said aircombos were the best option. I was debating over WHICH aircombo is more effective, or atleast a version that is available when you have low tension. And when you said aircombos where knockdown is possible were obsolete unless they kill, I was already well aware of that. The comments about follow ups to aircombos assumes that knowledge. I never said that tension aircombos were better, only that bridget has those options, and they aren’t as weak as you make them out to be (though when I mentioned the OLD trick, I was off, but I still use it once in a blue moon and it usually works so I had no reason to doubt it.).

I’m responding now because I only JUST now caught your condescending comments. Don’t be a dick and assume you are good enough to dictate to me how to play the game when you’ve never met me, let alone played me, nor seen my playstyle. I may have said some erroneous things, but that doesn’t preclude that I know NOTHING. Debates don’t work when you look down on your opponents.

2 things,

  1. he can’t eat a throw if hes trying to jump away
  2. what about counter throws?

Other than that, i didn’t recall axls 5H being that good at grounding opponents, but if you say so, ill take you word on it. I don’t care enough to load it up and check.

umm…i wasnt being condescending…sorry you feel that way.

if mio doesnt go for aircombos when it DOES kill, then that further proves my point that ground games and okizeme is better

if you use boxing roger so much i would assume that you know its importance to buri’s game and that you would agree with me. same thing when it comes to watching those videos. its not like i made all this up…i just stole it from the japanese like everyone else.

im glad that those tricks after aircombo still work on your competition…i wish it was that easy for me…itd make my world a lot better.

you were debating over which aircombo was better and i simply pointed out that the whole arguement was moot. if you already knew that then why did you argue with me? you could have said “yeah, i know…but im just talking about which aircombo is better, should you choose to perform one.” to which i would have said, “oh…then the non-JI aircombo is better. it does more damage, its easier to get into, you can extend it with RC, and it has more mindgames and setups after it.” then it woulda been over.

anyway, i never assumed you knew NOTHING. you were just wrong, i happened to know the truth, so i corrected you. if you cant handle that, i suggest you stop reading the bridget HELP thread. if you ever come in here and tell me the time when im incorrect about it, ill thank you and apply it to my gameplay. sorry if i came off as a dick, it wasnt my intention. anyway, im done, and i dont want to have a flame war in an otherwise productive thread. i apologize, and i hope everything is cool.

capconian - thats a dope combo…althogh i dont think ill ever land it in a match. i also got it to work on testy, faust, and potemkin…its just a timing issue. but then…my execution is ass…so maybe you can pull it on some lighter characters too.

did someone say they can combo off the far FRC on buri’s sweep? i cant even come close to that happening. i thought someone said you could 6p or 5k into aircombo. im trying 2k, 2px3, 2d frc and then dash (the 3 or 4 crouching punches put you at max sweep range, which gives you the fastest FRC timing) cant come close…even with momentum. any tips?

works on ky, among others…

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

oh, and since ground combos are now SO much more important…

catch someone with the yoyo behind them. Lets say you got them with a CH s© right after tossing out the yoyo out next to them at midscreen while they did a standing move:

s©(2hits)(CH)> s(f)> 6s> pull> IAD> jk> js> j2s> LAND> s©> 236k§

Even if it’s not CH, that’s a good 214 damage on ky.

Corner and crouching? catch them with a low j2s> LAND> s© while the yoyo is set at their feet and combo:

j2s> LAND> s©> roll> jp> j2s> LAND> 5k> s(f)> pull> 236k§

got someone with a 3p CH for stagger, but have no yoyo out?

3p(CH)> set6> s(f)> 6s> pull> IAD> jk> js> j2s> LAND> s©> 236k§

I guess you can play bridget like venom.

capconian:

A variation of that which would be pretty B&B in reload is simply if they have roger hug on them. Interesting concept. yoyo pull is just plain fun to use as a link…

My local Jam-player is improving considerable, and now gives me a really hard time. I’m not sure what beats what. I don’t feel that I can zone properly.

Here’s what’s going down.

If I throw out razor roger, Jam usually runs back. I pursue. I usually throw out 6S, in hopes of catch Jam mid IAD. But more often then not, Jam dashes in while I whiff.

I’m not sure how safe it is to throw out random 5S’, because she can jump, or side-step. I get thrown quite a bit, can’t seem to jump in on her. He’s gotten pretty good at crossing up with Jam’s flaming kick, and I can’t seem to anti-air on reaction. And it usually gets blocked anyway.

If someone can break this fight down, I’d appreciate it.

actually, you can do that combo is possible,but you need LIMITED hits to make more damage.
oh,the lighter characters are the hardest to hit it with. (millia and venom the hardest).

ummm…gimme a day or two to REALLY break it down… but heres what i got off the top of my head.

DONT throw out 6s. SOO laggy…and jam can just mistime or run on the ground. stop doing this move as a poke. (i feel this is a general rule for ALL bridget players…STOP doing 6s as a poke! its too laggy and gets ppl killed. i know, i reaches half screen and has great priority and is pretty fast on startup…but it kinda sucks in most matches. vs venom/eddie/poti are exceptions. oh…her 6s IS better in XX than in #r…but still not a good idea most of the time) if jam IAD in…you have 3 options: 5s(best but useless), airthrow (really good) 6p. (good). japanese players use 5s a lot to ward off/combo jams (5s, 6s, aircombo) this doesnt really work in america cause japanese jams IAD INSANELY LOW. american jam’s dont go this low at all…so they run right over 5s. CB has the best jam in the country and he doesnt dash that low…so you dotn need to worry… but i guess its something to keep in mind for when IAD skills improve. airthrow is my preferred option cause it knocks down (we all know how much i loves my buri knockdown) and it beats everything. this is why i rank it above 6p, beacause even tho 6p leads to aircombo, damage, and knockdown, jam flamekick (214k) beats 6p for free. also…you have to 6p REAL early against jam. play around with it…and see what works best for you.

i dont use razor roger much anymore…but in this fight its golden. 5set, razor just messes up jam’s approach so badly.

jam doesnt seem to be able to do much against punch roger/super mixups…try to implement those.

im she charges…just run away…landing a charge combo is the only real way jam does damage…esp in XX…just keep running away and put that yoyo b/n the two of you around that 5set/jump 3set area as much as possible…jam has to be REALLY close to hit you…so keep running…she cant catch bridget when shes doing rollaways

let me know some other probs you have with that matchup…im learning it myself…so ill try to get more specific as i play the matchup more.

FD, roll, and yoyo set/pull are some good ways to keep jam from pulling a js or airthrow on you after you tech from the end of her aircombos. In xx, tk starship keeps her off pretty well because of her extremely short range.

Does her flame kick really beat out 6P? I can usually knock her out of it if its in front, but its the cross up that kills me. I’ve always been worried to throw anyone with Buri, because I’m afraid the yo yo will come out instead. And up close, it might screw me over.

I played our local Jam and beat him 3/3 times, but it was casual play.

throw problem solved: option select! :cool:

… What’s option select?

"Option Select is the act of performing one technique that has multiple outcomes depending on the state of the opponent. At the moment, there are two main types of Option Select: Air Throw/FD, and Ground Throw/Basic Attack. The first type involves attempting to air throw an opponent, then cancelling into Faultless Defense immediately after. This way, no air H is executed. The second type involves attempting to ground throw an opponent but buffering a basic attack to strike if the opponent is in a non-ground-throwable state (such as jumping). Both techniques are very useful and should be incorperated into your gameplan to maximize effectiveness. "

I don’t think I’ve ever seen any of our players use that technique, is Nor Cal really that scrubby? :frowning: