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  1. I can't believe I'm coming out of, like, a 6-year break from the online GG community over something so petty, but whatever. Have you completely lost sight of the target audience for these videos? They're for people who are completely new to the game and need guidance. Don't pretend you've never seen a new player mistake stomp crossups and Fuujin followups for Anji's B&B mixups while completely missing the butterfly wakeups, or get themselves killed trying to throw out his awkward-ass normals like he's Faust or something. Sure, there are ways for Anji to pressure the fuck out of people after Fuujin, there are times he can use his normals to control space really effectively, and there are times he can't rely on lather-rinse-repeat wakeups to win. That all requires a sophisticated understanding of matchups and obscure move properties. In other words, it's completely outside the scope of a video that's designed to give guidance to people who are diving into GG sight unseen. And then all of this bickering over whether to call his wakeups "powerful" or just "good?" Are you kidding me? Since GG came out, the biggest barrier to the growth of the American scene has been the lack of easy-to-understand resources for new players. Someone is finally putting in hours of thankless work to solve this problem and you're nitpicking over an inconsequential word choice?
  2. 722

    Bridget Basics

    Bridget is actually one of the easiest characters to airthrow with (it's not a range thing, I think his airthrow range is standard, it's just his jump arc) but good luck airthrowing Chipp. It's a matchup thing. He wasn't meant to be anti-aired. And feri basically summed up the Millia matchup :P She's Bridget's worst matchup again in this game IMO.
  3. 722

    Moves you can BBU on block.

    That shouldn't be possible, S disc is completely safe. Even though it's -1, I'm pretty sure most characters can't even interrupt 5K after blocked S disc because of the distancing.
  4. 722

    Bridget Basics

    I'm pretty sure he means hitting with 2D FRC, then doing a yo-yo set and Roger Get immediately so they're forced to block it on their wakeup.
  5. 722

    Bridget Basics

    I agree, but I don't think this is necessarily a bad rule of thumb for new players: If you started the combo with something with heavy proration, like 2K, or if you're comboing after something that reduces the guard gauge by a lot, like Jagged Roger, go for the unblockable setup. In the event that they get out, you sacrificed very little potential damage. On the other hand, if it's something like a combo starting with 5K or close 5S, you might as well go for the air combo -- the damage is actually pretty close, it's inescapable (well, bursts... but who's counting) and since it's an air combo (just like the unblockable admittedly) you have tech pursuit options, so the damage tradeoff isn't quite as bad. edit: Oh sorry Cardinal I didn't even realize this hadn't been addressed: Whether you have to short dash before the 5K depends on which version of the 2D FRC you're doing. As you know, the move hits sooner the closer you are to the opponent, which changes the timing of the FRC, but they float the same way regardless of when they were hit -- if you're in very deep, the FRC timing is a few frames after you hit with it, so the opponent has had more time to fall before the cancel point. Thankfully, you shouldn't need to dash in this case. I forget if this is written in the guide (probably not) but if you didn't know, the easiest way to get a really fast 5K after the 2D FRC is by FRCing with P, S and H and then immediately tapping the K button. Careful because you can get accidental IK activation this way. If you're doing the late 2D FRC -- the one that's immediately as you hit, toward the end of the 2D's range -- you do need to dash, but you have the time to do it. Something that might help you: there's a minimum distance you're required to move when you dash (unless you cancel it by FD, but don't worry about that -- you won't be for this combo), your character will take a few steps and go through their skid-stop animation regardless of how long you held down the second 6 in the dash input. It just so happens that Bridget's minimum dash distance covers the space necessary to combo 5K->6S after the late 2D FRC. What this means is you don't have to hold the second 6 at all to get late 2D FRC, dash, 5K->6S to combo, which makes it less awkward to time -- this way, you're not holding 6, then releasing it right before you hit K to avoid 6K, so the input is a lot cleaner.
  6. 722

    Combo Movie Soundtracks

    Awesome, thanks. I just searched for them on Youtube and it sounds like the rest of their stuff is just as good :3
  7. 722

    Combo Movie Soundtracks

    Can anyone identify the dork metal in the EX Testament video War Emblem http://www.youtube.com/watch?v=0lSgmIkXh_Y I think I like this band but I have no idea who they are
  8. 722

    Bridget Q & A

    Fucking hell. What do you guys do after midscreen gold bursts? Just a standard running jump mixup like every other character?
  9. 722

    GG:AC Official Tier List Thread

    Yeah I was going to translate the Bridget one but it's pretty straightforward and uninformative so don't wait on me, I decided not to do it :P
  10. 722

    GG:AC Official Tier List Thread

    So let's review: Guard gauge doesn't have any effect on high-level play, except in all those situations where it does. Which can be written off because gold bursts are cheap. With that out of the way... Has anyone translated Bridget yet? I haven't seen it, but I don't want to go through the work if someone else already did.
  11. 722

    Bridget Q & A

    lol, oh shit, I'm getting called out I had some old, old vids of me but they died when my last computer did. I haven't been playing very much for the past month but if I get back into it I'll try to get some stuff that's not my finger-quotes Ky end-finger-quotes up on the Internet. I can't really promise anything though.
  12. 722

    Bridget Q & A

    You use 7set more than even air 6set? The true key to zoning with Bridget, much like the true key to anything with Bridget, is to lose repeatedly and do the complain about your character/complain about the other guy's character 50/50. It's a mixup, they can't see it coming. I do this dust combo most of the time: 5D, j.P, djc, j.S, land, 6S, air combo But only because I do 2147K~P after dust, regardless of whether the dust hit. I can't hit-confirm it. Otherwise uhhh I think if the yo-yo isn't out I just do something basic like... 2S 2S S K S K djc S K S 2S I don't even know, I tried to do it on an imaginary joystick in front of me and it's not even in my muscle memory apparently. But I know it has a lot of S and K in it!
  13. 722

    Bridget Q & A

    Are you on a joystick? I do it by positioning my ring finger on the H button with the middle finger close by, then sliding the ring finger off and tapping with the middle finger immediately. For cases when you need to do it repeatedly (like close S infinite), I don't switch fingers the way most people are probably thinking (and doing successfully); I'll keep the button held down and switch to the ring finger without releasing it, so that each actual rep of the glitch is going from the ring finger to the middle finger and there's no alternation. I can't do it by alternating fingers. Don't worry if you can't get it, it's a peripheral tactic.
  14. 722

    [Accent Core] Sol Badguy General Discussion

    If I recall, the guard gauge doesn't have to be too high (maybe not even blinking) for this to kill: 5K 5S 6P CLGV, Fafnir (whiff) Charge Drive, jump back j.S CLSW, jump forward j.S CLSW, then... something. Those Charge Drive combos really hurt with the guard gauge up.
  15. 722

    Ky Beginner Guide

    Hey, since the guide seems to be written with players new to GG but not other fighting games in mind (which is a great idea), you might want to explain why it's bad for moves to deplete the guard gauge on hit (you mentioned it a few times) or link to an explanation. Also, you might specify that May's 3K and Robo's 2K are sliding moves, since it's not guaranteed that a new player is going to know right away. Great work though.
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