GGXX: Bridget

weird… cuz i don’t see any instances of the inv. 5p bug anywhere on that particular vid. Are you sure we are seeing the same vid? The first part of the vid showcases an extended aircombo on dizzy, and bridget using 2k to duck a bunch of different attacks like stun edge and stinger aim. Next was the slew of combos where the opponents lifebar was deliberately lowered to the point where the combos killed on their last hit. The few B&B’s in a small screen, the mixup against dizzy, the split airdash loops, the EX bridget super, and an airthrow glitch thing at the end with jam. That’s what I saw in 04, I didn’t see the 5p glitch (though I have seen the vid that showcased it… it was against jam with her 214k)

Well i havnt seen the video but maybe he stored it? The bug can be stored and use in later instances, however when it is stored note that it also causes bad side effects as in the opponent can make bridget get hit ducking or force them to stand from a attack and vise versa. So its a double edged sword.

Theres practicle a bajillion bugs that can happen with it, if you look hard enough that is.

Also i am 99% sure johnnys super does damage each hit, it just can only be RCed on the first hit thats all.

baka- yea…hes talkin abotu the yuki combo vid…its on there…watch the whole thing

dialupsucky - yeah you are right…i bow to the ggxx master

its the explosion of the J super that doesnt hurt…thats where i got confused…so i apologize…and i have no idea whats up with razor roger in that sitch.

lol thanks…

Anyway as for the bridget with johnny super yes that can happen… If you want to be exact johnnys super does 21 points of damage when it happens.

baka- yea…hes talkin abotu the yuki combo vid…its on there…watch the whole thing

dialupsucky - yeah you are right…i bow to the ggxx master

its the explosion of the J super that doesnt hurt…thats where i got confused…so i apologize…and i have no idea whats up with razor roger in that sitch.

Ok… What airthrow glitch and what’s with the IK glitch? I’m kinda hoping that IK glitch is hard to set up, or it’ll be pretty cheap.

to be more precise…

you are only permitted 2 rolls per yoyo set, true. But a set in the air will not reset your roll count. A roll counts as one action in air; kind of like a second set of jumps. There is no need to jump install for any sort of rolling, because it automatically applies a jumping state to any GROUNDED roll, which is why you only get one jump in air after an initial ground roll… since they automatically add a jump to any roll off the ground. So the more appropriate way to say it would be “you get 2 rolls max everytime you enter a jumping state”. Which in effect means that everytime you land, you reset your roll count.

So if you roll, and hit with a j2s, you can JC out of it and pull, and then j2s on the way down. You still have one roll left, should you choose to set the yoyo in air from that position.

this is incorrect.

  1. every time you set yoyo you get two rolls. so if you retract in mid air after rolling twice, you can set once more and roll twice again.

  2. jump install is MAD helpful when you are rolling, cause it allows you to double jump out of a roll. or jump and then dash.

keep in mind the second roll does not count as your second air action, so you can do a grounded roll, reroll, and then dash or jump.

if you air roll after normal jumping, it doesnt count as your 2nd action.

not sure about super jumping…but i wanna say it does count.

as far as the IK glitch is concerened…its harder to set up and land than a normal IK…so dont worry
but i wont tell how its done :smiley:

the razor roger thing is just that roger takes the next two hits of the super. thats all. he blocks those just like any other hit in the game.

btw…yukinose is inhuman…fucking japanese ppl…

Actually, baka’s right in this case. You can’t roll more than twice without hitting the ground first, which makes sense. Otherwise Bridget would be able to run away infinitely.

And yes, yukinose is inhuman. But it gives us all something to shoot for :slight_smile:

NO NO NO NO NO!!! i mean Millia’s standing slash (wing) vs bridget’s jumping down slash (yoyo on his feet)

Does Buri’s roll have any different properties in GG#R then it has in GGXX at all? Also can you use the 623+HS move to extend air/ ground combos in the same way you can use a normal yo-yo roll to extend combos. I was playin around with it, but it seems I could’nt not get too much of anything to connected if they teched… I am trying to find “real” usefullness for the 623+HS, for all the many times I accidently activate the DP HS when I am going for a 236+HS or the Yo-Yo Roger Super.:mad: :bluu:

in #r, you can do any roger/yoyo move out of roger hug except another roger hug.

oh and zelda:

you see what I MEANT was that it’s like a SECOND set of actions in air, and jump installing the roll serves no purpose because it’s GIVEN the jumping state to begin with if you did it from the ground. The only time the roll would be affected by a jump install is if you JI’ed a move and HIGH JUMPED, and THEN you rolled, and after that, you could have access to your second jump. In truth it’s two seperate systems, so that’s just jump installing the highjump, the rolls arent even affected.

try it. throw out your yoyo, do a 5k> ji> s©> HJC> roll> j2s

… and you can JC the j2s at that point. Then try it without the ji… it won’t work. Again, this is because the rolls have nothing to do with the jumps except when doing a roll off the ground, it is given the jumping state. thats as far as those 2 intertwine.

and you can’t have TWO JC’s in air EVER. If you know anything about how jump install works, you’d know that. jump install adds a jumping state to a move that ends in the air. That jumping state IS your first jump, so why would jump installing the roll let you both jump THEN airdash? It wouldn’t. Well, it DOES, but the jump is stored in the roll itself, which it does anyway without actively jump installing. So if you were to jump out of a ground roll (lets say you FD it), and then airdash, you would effectively have just jumped 3 times… which is not possible.

jump installing with bridget comes from his aircombo (which you despise IIRC), which is jump installing the kick extention of ksmh.

that would be s©> JI> s(f)> 2d> 236k> k> RC> j2s> JC> js> j2s> starship for those who are interested…

lol, the IK glitch is pretty funny…way too situational though

Anyone know bridgets ID combo? I searched throught the whole thread so if its here and i missed it i apologize.

I use dust then dir dp dash up 6s, dunno if it is the best setup I will look more into it tonight.

ZeldaLeft Posting:

did you ever think thats because after you high jump, you dont EVER EVER get a double jump…cause its against the basic system of the game?

just a thought.

LF- did you mean Impossible dust? i think its like dust, homing jump, j.2s, fall, retract yoyo, 6s, aircombo. but Buri’s dust combo is good (170- 200 damage plus resets depending on what game you are playing) so you might just wanna do that.

bridget has no business using ID combos =P

AFAIK, his ID dust combos do less in XX than his regular dust combos…
I don’t know about #r though.

Destin: I don’t know whether you posting that means he’s talking through you, or whether you are helping prove my point because he’s already posted that… but just so it is said, JI can add the jumping state to the highjump. Look at that recent faust combo movie by elven shadow, a common combo in there is to JI the 5k or the 2s, and then highjump into jk> js> jp> jk> JC> jk> js> jh. Nope, can’t jump after a high jump, no siree…

That was him posting under my name because he was at my house.

well, i saw that yukinose vi and it was the shit! :eek: anyway,how did he do that pot combo was it fdr or roll and then fd?

okay thanks guys for the help and opinions on the impossible dust.