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Jais

Bridget Unblocks

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in slash, i find myself using yoyo hold oki more and more. Roger get I just use to control space or sometimes do an unblockable like off CH 6S, but outside of that? nah.

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From KSMH~P to corner knockdown

2) 6+K technique Rarely but I Usually FRC then meaty 5K~6K

4)j.2S technique When I have no tension and I know their scared and going to block

5)air throw technique About 50% of the time I end a B&B

6) MAMKM technique Every single time I ever hit a MAMKM

7) KSMH~K technique Any and every single time I have tension

From KSMH~P to mid-screen knockdown

3) CH 6S technique Every CH 6S I land

5) j.2S technique If I have no tension and end a KSMH~P combo I do this about 50% of the time

6) KSMH~K technique Every single time I end a KSMH combo with tension

Even if their not solid I try and mix up my overhead and UB game as much as I can. I even do IAD j.D cross-up after a mid-screen KSMH~P just so I don't ever put myself in a set way of things and weave certain mix-ups out of my game.

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Here's one i came up with out of sheer boredom. The wierd(cool) thing about this is that it's actually 2 setups depending on how it's done. Check it out: when u get an AC opportunity in/near the corner, instead of the standard dj combo, 7 set after the first j2S. Then immediately Roger Get, and j2S them again on your way down. Sounds simple, right? Here's where it gets wierd. If the 7set in the air makes u dj, then u will arc forward and upwards, landing on them right when roger's breakin ankles. If it doesn't make u dj(this can be achieved by hitting HS, then 7 to perform the set), then u AD forwards and j.2S them right as Roger's sliding. Like all Get setups, u have to pick and choose when and who to use these on, but they double as great DP bait. I think u might be able to Airthrow the AD one, but that's only if u see it coming. So basically, it's this: j.S, j.2S, 7set, Get, (AD j.2S/Falling j.2S), 5K, 6S, AC again(u get the yo-yo back before the end of the full AC, so u can do yo-yo shit after that). :china:

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Just reporting from Evo, Ruu seems to use FRC, 9set, Roger Get, jump forward j.K (I think) and 236K, K, RC, 7set etc exclusively; I don't remember him doing any other unblockable setups but I'm sure they were there somewhere in the billions of matches he played over the weekend.

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Would you mind explaining those a little deeper for me. Specifially after his 236K, K, RC, 7set was he backdashing j.D, late forward dashing into them ( but cross over) j.k. What about the HSS_9~RogerGet~FRC stuff. Was that for a poke or after knockdown or what?

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Whoa, yeah, I did write that kind of funky. 2D FRC, 9set, 421H, running jump j.whatever. Sorry I don't have more than that, but it seemed to vary by situation and matchup quite a bit. The same goes for the 236K, K setup, which I only ever saw him do in the corner.

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7) DAA technique (137 Damage) (Credit goes to Bennie K's "Sunrise")

isn't bennie K the artist for the song, not the "author" for the CV?

just saying.

anyway, i love roger get now, it's a ranged guard-break that can be used for so much UBs.

i choose a UB during the match and just try to use it as much as possible. not a very smart thing to do, but hell i need to practice these things and for me real games are the best place to practice, just as useful as "training" mode.

on average though i use the KSMH-K one the most. i don't know why but i just do.

and about why he uses j.p>j.p. i'm guessing it's because it's easier to mash j.p twice than to hit j.p>j.k.

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isn't bennie K the artist for the song, not the "author" for the CV?

just saying.

I'll fix that, Thank you. If anyone knows who did this video please let me know.

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Oh, this thread still exists! I hope I'm not restating something already stated on the first post which I'm too lazy to read, but the most consistent midscreen unblockable off of 2D FRC (like I was blathering about before) is 9set, 421H, running j.K (UB), 5K 6S jc j.S j.2S dj j.S j.2S.

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this is really now in response to jais: "Pretty brutal. It looks like you'd have to rely on the surprise factor with it though, I couldn't find setups where there wasn't some sort of escape on wakeup (maybe after corner KSMH->P on lots of tensionless characters though)" so... I noticed something strange, and am not aware if it's been mentioned in one of these threads yet but... I was messing around with the HSB glitch UB setups, and noticed something really fun. throw -> RC, set5, jump back HSB -> glitched roger get, low airdash string for the UB. I was wondering if anyone else noticed that if you time the glitch part a tiny bit late, the actual yoyo HITS them before turning into roger, and puts them in enough stun while you fall to airdash range to allow full coverage with no gaps. Plus, it's doable with the japanese console version, which lacks the air set5. Kinda the same effect as removing the gap between a poke and FB roger rush (lets say 2D knockdown in the corner, FRCed into dash set5, HSB, 2K-2P-S(f) -> HSR -> delayed glitch FB roger rush) and how the yoyo hits them coming back, but turns into roger and keeps hitting. I like the teleporting effect of glitched roger moves as well =3 Especially a glitched out razor roger (not an FB one.. but those are fun too if you delay it just right... lets say set6 behind the opponent, 2P(-2P) -> HSB, S(f) -> 214D[HSR during startup] dash jump into low airdash mixup). edit: w00t, if you jump straight up instead of back, you can do this glitch setup at midscreen! Also, 2D -> FRC, 5set, jump forward HSB, HSR -> glitch roger get, falling j.P-2S(hit), land, K-6S -> aircombo is really fun, and easier to do than set9, roget get, dash jump falling kick. Also, i bet we could make the ksmh setups work again with this trick... just haven't figured out how yet. Personally, after KSHMH~P in the corner, i just go with the dp safe iad set3, falling 2S trick into rolling shenanigans.

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well, the thing about unblockables is this: 1) they know it's an UNBLOCKABLE, so they WILL try to get out if they can. That means one-frame jumping, SB or IB and then DP or throw or jump out, and then there's burst and DAA's and against people like anji or baiken, there might be special considerations... but they always try to escape. The exception to this is when your opponent sees you botch unblockables all day, he's just going to try and block it, thinking you suck enough at it that he'll have time to block high then low really fast (or low then high, as the case with bridget's UB's). 2) UB's don't deal much damage, and they don't set you up for damage (no knockdown). On the other hand, places where you could UB, you can also just do an effective mixup, and if you are already in the opponents head, it might as well be unblockable. So really, UB's are more like extensions of large bridget combos that knock down. By they time you finish your rolling/glitch/iad combo, you have massive tension, and doing the UB from there is generally easy, and at that point added damage. Good for ending a match, or drawing out their burst in round two.

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i did read all faq stuff, but wtf, i still understand not a single letter:

3) 6S technique: (154 damage) (Credit goes to 722)

CH 6S~jc.HSS_6,RogerGet,AD~j.S(Unblockable),land,2S~ 6S~jc.P~j.2S~jc.S~j.2S~HS__

CH ? ~ ? HSS_6 ?

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What do you guys think about Maintenance unblockable loop? Is it practical? Has it been done during matches?

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Loop? Do u mean...for instance...doing 2D, Maintenance, 7set Roger get, IAD 2S (unblock), Maintenance, 7set Roger get, IAD 2S, air combo? Cause if so, ive never seen anyone do this in any of the videos ive watched, and seeing how you need 100% for this, that lowers the practicality of it a good bit (tension is way too important to just not use and expect to land this setup....and u dont even get it (tension) that fast to boot)

Here's my analysis on doing it just once:

it depends on which character your going up against, but i suppose it has its moments...i dont personally use it very often but it does give some Ok damange (in terms of bridget damage) if it connects...its just that certain characters wont even get affected by the unblock portion due to some mechanic that works in their favor (Maintenance knocks the floaties to high so they can tech before they hit the ground [doesnt happen all the time, but it does occasionally], Baiken alpha countering before the unblock portion hits, Sol can DP thru allll of that shit if he felt like it....not to mention that its distance dependent, etc.)

Ive seen it used by Ruu once or twice back in the day when AC was still relatively new (as well as in the AC unblock setups video i believe) but that was about it...fast forward to now, and i almost never see it (Maintenance) used except to get outta pressure (Mugen), and even then, its a very low occurrence.

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Maintenance is the most reliable way to get a KD with a buffered Yo-Yo on there wake-up. It's like, if you DO get the right maintenance KD Bridget best option is using the yo-yo glitch for an "infinite" combo/chipp damage. This is mostly reversal safe as you can do a 5FS on their wake-up than "Bug loop" from there. It's suprisingly Danzai, DP, DAA safe... it's those damn wake-up supers that blow this set-up. Additionally this situation will give Bridget tension after the penalty releases. I might be wrong. Hopefully someone else can verify this as I just... watch Bridget.

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Maintenance is the most reliable way to get a KD with a buffered Yo-Yo on there wake-up. It's like, if you DO get the right maintenance KD Bridget best option is using the yo-yo glitch for an "infinite" combo/chipp damage.

This is mostly reversal safe as you can do a 5FS on their wake-up than "Bug loop" from there. It's suprisingly Danzai, DP, DAA safe... it's those damn wake-up supers that blow this set-up. Additionally this situation will give Bridget tension after the penalty releases.

I might be wrong. Hopefully someone else can verify this as I just... watch Bridget.

Id like to hear some input from someone else about this particular part b/c i havent ever had f.s (whether close or far) be a reliable meaty attack for stuffing DP's ever. I recall back when i was trying to figure out a means of using a glitch loop on oki but this particular option went out the window when DP's were CH'ing me.

Aside from that, starting the bug loop from f.s ALWAYS gives the opponent time to jump out (you have to run back in to get close enough for c.s + the yo yo doesnt do that much guard stun) . Any time f.s comes out, either roll back j.k glitch and hope they dont jump, or gatling into 2.S FB Roger Rush and be prepared to shoot out a 6S or air throw their escape attempt.

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Never a good idea. Best normal to use to bait and go into loop is a max range 2P. It will actually clash with shit. =P

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