I see it in Japanese vids mostly (and in v-ryu eddie vs. umm… someones johnny). I use it sometimes, but for the most part I forget it exists…
Option select throwing is useful stuff. It’s not even hard, it’ll take you like 5 seconds to get it down. If you’ve ever seen someone jump into the air and randomly spaz on FD, they’re going for airthrows. Just an example you’ve probably seen at least a few times.
deep/crossup flame kicks beat 6p. throwing with buri is a lot harder than with most other characters…even if you option select…but you get it down once you practice.
So, I’m guessing what I’d do is jump, then hit back+H, and immediate hit another button to cancel into FD, just in case. Right?
YES.
I saw a vid where bridget looked like she was doing a triple jump combo off the 6p, 6s, jump s,2s, jump, s,2s, jump 2s. Can anyone tell me how to do this?
That was probably just a FDC’ed rolling. you do 6P, 6S, JC S, 2S, JC S, 2S, and then do 214K. Cancel that into more air attacks. I think this technique is explained in more detail earlier in the thread.
the actual combo:
6p> 6s> JC> js> j2s> roll> j2s> JC> js> j2s> roll> js
pretty much the jist of it.
most roll strings are variations of the “jc, roll, jc, roll” order.
I’m pretty sure Buri cannot FD cancel yoyo throws. He can only option select throws if Roger is already doing something, so no yoyo comes out. Or is that only in #R?
And… How does that IK glitch work?
Winterbourne is correct. in both games.
there are far better rollcancel combos than the one bakablitz posted…so play around with it…some are character specific.
that is true, but I only posted it as an example =P
the “jc, roll, jc, roll” thing is what someone should focus on…
it’s good to think of the roll as extending the amount of hits/damage PER jump. Roll one extends jump 1, roll 2 extends jump 2. The reasoning behind doing it this way is that the “hops” you get from each roll does not have any forward momentum. You can only gain that momentum by jumping. So the jump resets your “closeness” to the target. If you are the diggity at FDing the roll though, you can get the vertical hops required for longer strings, but the horizontal must still follow the “jc, roll, jc, roll” formula.
Also, if you feel it’s so important, then name a few of those combos.
Oh yeah, I guess I should state this:
no, bridget doesn’t really have an option select airthrow… but while the yoyo is doing something, you can get multiple attempts without wasting tension. I guess thats the trade off.
can buri’s 2S beat millia’s 5S?
Dunno if anyone’s seen this Yukinose video, footage is from #reload. I understand most of the stuff he’s doing in the video. Except in one segment, he just seemingly stands there and avoids countless attacks such as Sol’s gunflame, Eddie’s Buzzsaw, Testament’s Barney etc. Is this a bug or what, I don’t get it. It’s the bottom link of this website: http://www.globetown.net/~yukinose/
are you sure it’s the 04?
because I’m pretty sure thats the vid where yuki does the split FD airdash loops. I’m pretty sure the things you mentioned are not in the vid labeled “04” in its filename.
yes it can. go into training mode and test it out. buris 6p has like 14 frames of upper body invincibility and millias 5 hits mid.
the thing in that vid is a glitch. anytime you do 5p, buri does that little mini taunt where she drops the yoyo. so even if you do a chain that has 5s in it, as long as you dont put a joystick direction into it…she will do that at the end of the chain. if you get knocked down in the middle of this chain…she will get up, and still do the mini- taunt…and she will be invincible.
not the most useful thing…you can set 6, run up, 5p, 5s, 214k (this is fine as long as you are quick enuf for it to count as a COMMAND, not as a non-neutral joystick state) and get dped by sol…and when you get up you will be invincible… thats its only use…that i have found…play with it for a while
Wow thanks for the insight. That is pretty wild. Yeah Baka it is in the 04 video. I noticed the lil’ drop of his yo-yo and was curious as to what exactly was going on. The video also had some good uses for Buri’s 2D FRC’s.
Can someone help me understand rolling a bit better? I’ve been playing around with it to improve my mix-up games and such.
After you roll, can you still jump and air-dash? What’re the properties? After you FDC a roll, at what point can you start attacking again? What’re the options
Thanks in advance.
He was actually asking about 5S. I’m sure it can beat it, since it’s got more range than Millia’s 5S, but if you’re in range of her 5S, I think hers activates faster. Without a PS2 or frame data handy though, I can’t say for sure.
the thing in that vid is a glitch. anytime you do 5p, buri does that little mini taunt where she drops the yoyo. so even if you do a chain that has 5s in it, as long as you dont put a joystick direction into it…she will do that at the end of the chain. if you get knocked down in the middle of this chain…she will get up, and still do the mini- taunt…and she will be invincible.
One thing I never bothered to check was if that worked with delayed get-up. Like you said, it’s not really terribly useful, but it’d make delaying your wake up even more annoying to opponents.
From the realm of the random: What’s the deal with Johnny’s super and Razor Roger? I don’t remember the exact circumstances, but on multiple occassions, I’ve activated razor roger on top of Johnny and had him reversal super and hit me, but only the first hit of his super does any damage. The last 2 don’t do anything. I’m guessing it’s some kind of glitch with the way Roger can absorb hits.
i forgot to say it was JUMPING 2S vs millia’s S.S sorry
capconian - ok…yes…it does beat millias j.s (same deal with the invincibility, BUT, any good millia will dash in, throw pin, and THEN do j.s. you can make the pin whiff with the invincibility of 6p (which is hard to time anyway), but then you eat the 5s cause it doesnt last long. and it combos, so if you block/eat the pin, you block/eat the j.s. bridgets best anti air against millia seems to be jump back slash…but its not like thats a free thing for you either…i posted a friggin NOVEL abotu the buri v millia matchup a while back in the GGXX matchup thread…go look for that…it should help.
thatonescrub - rolling is like jumping in that it has the properties of a jump, meaning you can jump again after you roll, or you can dash, or you can roll again. its a little complicated. there are times when doing a roll will count as your second air action, and other times when it wont. another thing is that you can roll twice for every fresh yoyo set. so you can roll as much as you want (and that means you can roll cancel as well) as long as you find a way to keep setting and retracting the yoyo.
play with it…theres too many things and possibilities to remember…ESP once you start jump installing… but learn them well…buri’s main strength right now is her unpredicatability in the air
masaka - i dont remember specifically…but if you delay get up…any thing your opponent does to you will have otg properties, which means, NO damage, knocks down, and you can tech it
no hit of johnny’s super ever does damage but the first one. the other two are just for show. thats why if you block it, he doesnt follow thru (i say this cause there arent a lot of supers in GGXX with this property, even tho its frequent in SF and KOF) im not sure what you are talking about specifically, but razor roger usually takes the J super for me.