Jais Report post Posted May 28, 2012 V.1.10: j.D Gatling-able from j.KKSMH~K (Hassha)Can be gatling cancelled to Yo-Yo moves earlierFB Roger RushHits one and two have less knockbackHit three has more untechable time j.FB Roger Rush Before activation, Bridget keeps momentum Loop the loopHits two through seven have less pushbackHit three has more untechable timeInfo from frame data comparison - P - block HLF -> All - K - block HLF -> All - c.S - block HLF -> All - f.S - block HLF -> All, untechable 14F -> 16F - 6P - block HLF -> All - 6K - special cancellable (any special but yo-yo moves), pulls in opponent on air hit (Untechable for 16F) - 6S - lvl 4 -> 5 (but SD is unchanged, as are start-up, active and recovery frames), fully extended on frame 13 -> 14, can cancel in yo-yo moves - D - start-up 28F -> 30F, recovery 24F -> 14F, SD -16 -> -6 - DAA - 1-16F fully invincible (was 1-12F invincible, 13-14F upper body invincibility, 13-16F invincible to throws) - 2P - block HLF -> All - 2S - block HLF -> All - j.P - start-up 6F -> 5F - j.K - damage 20 -> 24 - j.S - damage 26 -> 30 - j.D - damage 16x3 -> 24x3, - air Yo-yo set - down-back direction set 29F(15F) -> 25F(15F) - Roger Rush - Roger can be hit from frame 20 -> 15, - Roger Get (low) (After Yoyo Set, 421H) - forced prorate 85% -> 75% - air Roger Get (low) (After Yoyo Set, j.421H) - forced prorate 85% -> 75% - Roger Get (high) (After Yoyo Set, 421H) - forced prorate 85% -> 75%, - air Roger Get (high) (After Yoyo Set, j.421H) - forced prorate 85% -> 75% - Shoot (Kick Start My Heart -> K) - can cancel into Yoyo moves during the second half of the move - Starship (623P) - (1-12F invincible, 13-26F invincible to throws) -> (1-16F strike invincible, 1-9F throw invincible), prorates 80% - air Starship (j.623P) - 1-13F invincible to throws -> 1-13F strike invincible, prorates 75%, FRC point 19-20F, untechable 12F -> 24F - FB Roger Rush (After Yoyo Set, 236D) - damage 36x4 -> 20x2, 50, start-up 28F -> 16F, total 32F -> 36F, SD +114 -> +87, 1st hit staggers opponent (max 48F), 1st and 2nd hit knock down opponent on air hit (untechable for 40F), 3rd hit wallsticks opponent (untechable for 50F, sticks for 30F), active frames are: 10(10)10(18)16, Roger can be hit from frame 20 -> 8, - FB Jagged Roger and air FB Jagged Roger (214D and j.214D with Yo-yo set) - CH state till end of recovery, homes on opponent - Loop the Loop (632146S) - strike invincible 5-7F -> 1-7F, 8th hit ground bounces opponent, 8th hit ignores OTG, - Maintenance-chuu no Higeki (4123641236S) - Bridget is airborne 6-13F -> 5-13F - air Roger Rush - new move, frame data identical to ground one, but start-up 23F (ground one is 28F), total 42F (ground 32F), no FRC, Bridget is in CH state until end of his own animation - air FB Roger Rush - new FB, frame data identical to ground one, no FRC, Bridget is in CH state until end of his own animation - Me and My Killing Machine (Teitai) (412364H after Yoyo set) - new OD (flaming cycle bear, but moves slower), damage 25x6, lvl 3, block all, start-up 1+13F, active 129F, recovery 24F total, fully invincible 1F, can hit up to 6 times, knocks down opponent on hit (untechable for 60F), attack is guaranteed to activate once the command has been input, Roger can pass through other projectiles, hitstop 6F ---- some of that is mentioned in the first post, some isn't Sources http://www.guiltygearx.com/ggxxacpr/location/http://pastebin.com/wvvpK7Bq Mook ---------------------------------------------------------------------------------------------------------------------------------- V.1: 5PPreparation Glitch 立ちP仕込み is still outColor Variation Glitch is still inhttp://www.youtube.com/watch?v=fqNyMzuVG64c.SDamage increased from 22 x 2 to 27 x 2jPStartup decreased from 6f to 5f.jKDamage increased from 20 to 24.jSDamage increased from 26 to 30.jDDamage increased from 16 x 3 to 24 x 3.2SIncreased untechable time on hit with 2f6SForward hitbox longer.Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before any cancel can occur )http://www.twitch.tv/joniosan/b/333284358 01hr19min44sec6KCan be special cancelled.Aerial hit knocks down.http://www.youtube.com/watch?feature=player_detailpage&v=1z1NZKXw5Lw#t=3278sDAAInv increased from 1-12 to 1-16.http://www.twitch.tv/joniosan/b/333284358 39min05secYoyo 7 SETSpeed of the yo-yo has increased.http://www.twitch.tv/joniosan/b/333284358 25min32secYoyo RecallCannot be cancelled to bear/buffer moves after yo-yo call back has started.Can be re-set ( Not buffered ) after yo-yo call back has started.http://www.twitch.tv/joniosan/b/333284358 42min49secRolling Has been effected due to gravity.Initial velocity increased.StarshipOnly having anti-hits inv. ( now throw vulnerable )Anti hits inv -> f 1 - 16http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=516sMid-air StarshipSucks the opponent in on hit.Now has a FRC (f 19 – 20).Untechable time is now 24http://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=438shttp://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=1048sKick Start My Heart~K( Forward Catapult)Damage increased from 50 to 65.Can now be cancelled into yoyo-moves during recoveryhttp://www.twitch.tv/joniosan/b/333284358 16min17secJagged RogerRecovery time decreased from 39f to 32fRoger RushCan now be deployed in airhttp://www.youtube.com/watch?v=6PkXwtXZlUE&feature=player_detailpage#t=568sRoger GETProration increased from 85 % to 75 %.FB Roger RushAmounts of hits decreased from 5 to 3.The third hit launches/wallsticks your opponent.Can be deployed in air.corner http://www.twitch.tv/joniosan/b/333284358 15min40secmidscreen http://www.twitch.tv/joniosan/b/333284358 01hr04min14secFB Jagged RogerNow homes toward the opponent.http://www.twitch.tv/joniosan/b/333284358 13min07secLoop the LoopThe final hit now has a bounce. - unconfirmed with video. My Kill Machine - Second Version8 hitsAlmost stationaryhttp://www.twitch.tv/joniosan/b/333284358 12min12sec Sources: http://wiki.livedoor.jp/ggxx_matome/d/ACR%a1%a1%a5%d6%a5%ea%a5%b8%a5%c3%a5%c8%a1%a1%ca%d1%b9%b9%c5%c0http://www.twitch.tv/joniosan/b/333010998 -------------------------------------------------------------------------------------------------------------------------- Location test 2: Change listc.SDamage increased from 22 x 2 to 27 x 22DCan now be cancelled to FB Roger Rush and FB Jagged Roger.Jais Theory - This is not new... why is it mentioned on the offical website as new?jPStartup decreased from 6f to 5f.jKDamage increased from 20 to 24.jSDamage increased from 26 to 30.jDDamage increased from 16 x 3 to 24 x 3. 2S [*]Increased untechable time on hit with 2f 6S [*]Forward hitbox bigger. [*]Can now be cancelled to YOYO-moves after the startup of the hit. 攻撃判定の発生直後でも YOYO技 でキャンセルが可能になりました。 [*]Jais Theory - cancelable later leads me to believe the window for SJI is easier too :3 6K [*]Can only be cancelled with special moves. [*]空中ヒット時に 叩き付け効果 が付与されました。 [*]Jais Theory - my Loke 1 theory confirmed DAA [*]Inv increased from 1-12 to 1-16. Yoyo 7 SET [*]Speed of the yoyo decreased. Yoyo Recall [*]Cannot be cancelled to FB Roger Rush and FB Jagged Roger anymore from recall charge. [*]Can be stopped at that location during yoyo callback with yoyo set. [*]Cannot be cancelled to Yoyo-moves after yoyo callback has starte [*]Jais Theory - comeback glitch removed - Jais Loke 1 speculation verified Rolling [*]Has been effected due to gravity. [*]Initial velocity increased. [*]Jais Theory - dash split combos removed ( Bridget too high to connect, even though j.P is faster ) Starship [*]Has gone from having full inv. To only having anti-hits inv. [*]Anti hits inv -> f 1 - 16 [*]Jais Theory - starship is no longer throw invul Mid-air Starship [*]Sucks the opponent in on hit. [*]Now has a FRC (f 19 – 20). [*]Untechable time is now 24 [*]Jais Theory - extended air B&B's are easier now w/ jumping starship FRC > j.S xx roll > j.S > j.2S xx roll j.S > j.2S [*]Jais Theory - b/c ground starhip is no longer throw invul - tiger knee starship > FRC > falling J.S \/ 6S > auto super jump install air B&B Kick Start My Heart( Forward Catapult) [*]Damage increased from 50 to 65. [*]Does not leap over the opponent anymore. [*]Jais Theory - removed cross-up shenanigans with RC > j.D [*]Can now be cancelled into yoyo-moves during the later half [*]Jais Theory - interesting as HS_B was already viable with this option Jagged Roger [*]Recovery time decreased from 39f to 32f [*]Jais Theory - my favorite move just became safer :3 Roger Rush [*]Can now be deployed in air. [*]Jais Theory - FRC will cause gravity same as BellyFlop Bear Roger GET [*]Proration increased from 85 % to 75 %. FB Roger Rush [*]Amounts of hits decreased from 5 to 3. [*]The third hit launches your opponent. [*]Can be deployed in air. FB Jagged Roger [*]Now homes toward the opponent. Loop the Loop [*]Forward hitbox increased. The final hit of roger now has引きはがし効果 [*]The final hit now has a bounces. My Kill Machine [*]A new and fresh move. The command is 412364 HS and uses 50 % tension (S: are they trolling?) Sources: http://www.guiltygearx.com/pdf/GGXXAC+R_2ndLocationTest.pdf http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480 ---------------------------------------------------------------------------------------------------------------------------------- Location test 1: FB RogerRush [*]Aerial activation is on command list but not implemented [*]Decreased start-up frames ( is active sooner ) can now combo off of c.S and 6S [*]Aerial hit causes wall stick [*]low wall stick causes KD FB JaggedRush [*]Homes to the opponent RogerRush [*]Aerial hit causes wall stick [*]low wall stick causes KD 6K [*]Gatling cancel to yo yo technique [*]Causes KD on aerial hit http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480 Speculation location test 1: 6K [*]can special cancel Comeback Glitch [*]cannot cancel comeback into any Bear specials - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE j.D [*]Landing recovery removed - Bridget's j.D is now an exception to the GG j.D rule - NEEDS FURTHER TESTING BECAUSE OF LAG ON MACHINE Sources: http://www.guiltygearx.com/character/ http://www.youtube.com/watch?feature=player_embedded&v=a8mwuFY0X4o http://wiki.livedoor.jp/ggxx_matome/lite/d/GGXXAC+R%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3 http://ggxx.jugem.jp/?eid=606 @ Tujikarori Share this post Link to post Share on other sites
excelence Report post Posted May 31, 2012 @Jais : I'm curious what do you think about this change? 6k Gatling is definitely a plus, but i'm not sure with FB Rush Wall slam and FB jagged homes ... mini Kill Machine? Share this post Link to post Share on other sites
Jais Report post Posted June 2, 2012 Looking like a it was discovered that cl.S(1)xxFB Rush combos o.o "ブリジット触った。FBラッシュが近Sから繋がる発生で強い。ワンチャンあるでー @Excelence - I have much to say and not enough time. I'm happy Bridget is a great char - she became better from Slash > AC. It was just that everybody else did too so her relative "tier" went down. But I think AC is 100% better than Slash. It's looking like the same for ACR! Only increases yay The changes outlined in the header don't "wow" me into thinking things will change too much for Bridget. She still has a very difficult time with fast ( Millia, Chipp ) and counter-zoners ( May, Jam, HOS ) I don't see the tools given to her above as really impacting those fights. I'm sitting tight for the "big changes" to come out in the Loke Test for me to believe she's really anywhere different. And I'm happily surprised with what I'm reading so far :D Share this post Link to post Share on other sites
Jais Report post Posted June 2, 2012 dionore 最終段終わって設置>近Sor6S>FBロジャーとか出来ると思うし、そっからjc降り際JDとか楽しそう looks like 6S combos to FB Roger Rush too :3 Share this post Link to post Share on other sites
Jais Report post Posted June 3, 2012 http://wiki.livedoor.jp/ggxx_matome/lite/d/GGXXAC+R%a1%a1%a5%ed%a5%b1%a5%c6%a1%a1%c2%e81%b2%f3 "Brigitte 6K Can required, can be canceled skill YOYO. Roger Rush Air when hit, to wall-induced stiction. Rush FB Early occurrence. S can combo from the near future." and the game is only 50% completed, we'll see more. Share this post Link to post Share on other sites
Braver Report post Posted June 3, 2012 - ブリジット ・FBラッシュが近Sから繋がる 壁張り付き後は(確定かどうかは不明だが)ダウン ・溜め戻し永久は健在 ・公式のコマンドリストに書いてある空中FBラッシュが存在しない Bridget -Can combo FB Bear Rush from S ^That's the most i can get from it :< -( I don't understand the second one at all ) -Air FB rush is in the command list but doesn't exist in the game. Can someone confirm? My Japanese is still terrible. Source: http://ggxx.jugem.jp/?eid=606 Share this post Link to post Share on other sites
Jais Report post Posted June 3, 2012 @ Tujikarori ( to share some of my sources ) Has been saying c.S combos to FB RogerRush as well as 6S :3 I really want to mess with this b/c of damage scaling and UB set-ups, It would mostly be applicable, in combos, when you would already perform a HS callback into standingOpponentOnly IAD combo or crouchingOpponentOnly c.s(1) reverse gatling combo both already end with incredible KD and already take full advantage of the guard bar. So excchanging these options for a FB Punch bear, yes might yield a little extra damage but doesn't really open any more options for her and I would rather spend the meter on KD 2D > FRC> UB! anyways for a follow-up, if I had the meter to spend.( Unless it would kill of course ). I do prefer guaranteed damage over -chance at more damage-. it's just that the 2D FRC UB! is so safe against reversals, bursts and it's incredible damage. So ppl will waste their own resources DP'ing a bear and I still get a CH Punish...so much to consider, I love it! I'm thinking, if I wanted to give up KD ( which I hate doing )and use the new FB Punch bear link I could* launch opponent for even higher damage and give up KD. It's a trade off but here are some of my thoughts. 1) f.s>2S>2K(whiff), 2S>2D ( last hit of FB Roger Rush ) link a f.s > 6S > air B&B 2) f.s>2S>2K(whiff), IAD j.D for a launch so I can hit a 6S > air B&B But what I'm really wanting after the new FB Roger link combo is!!!!!!! f.s>2S>2K(whiff), 2S>2K(whiff), 66 *gather the FB Bear on the 5th hit* ,HSS_5 and still link a 2K(5F) into 2D so my same UB! is still set-up the same damage and in the end I just receive more damage :3 Share this post Link to post Share on other sites
Jais Report post Posted June 3, 2012 -Air FB rush is in the command list but doesn't exist in the game. You know this would make the fuzzy guard even more difficult to escape right?!?! shiiii I hope this goes through. Good find. Share this post Link to post Share on other sites
excelence Report post Posted June 4, 2012 C.s combos to FB roger??? wtf ... Ok, his abare definitely get a buff from this :3 Share this post Link to post Share on other sites
Kyle Report post Posted June 4, 2012 a il theory fighter here: Similar to Anji, does wall stick knockdown when done low enough to the ground? If so, this would give buri the chance a strong buffered yoyo & meaty OKI. She is currently lacking that. This is why the Bug-Loop is so hard to setup. Share this post Link to post Share on other sites
Jais Report post Posted June 4, 2012 a il theory fighter here: Similar to Anji, does wall stick knockdown when done low enough to the ground? If so, this would give buri the chance a strong buffered yoyo & meaty OKI. She is currently lacking that. This is why the Bug-Loop is so hard to setup. I love it! Before we'd have to do a 2D>FRC for a buffered yoyo and a meaty normal on wake-up but that was never efficient, as 2D>FRC UB! was way safer and practically guaranteed. I love your thinking b/c , even if the bug loop is blocked ( or slashed back now D: ) we can still pressure into UB! Great ideas, lets keep em coming ppl :D Share this post Link to post Share on other sites
Jais Report post Posted June 4, 2012 Updated Header Aerial hit of regulah-ass RogerRush causes wallstick. ( This makes Kyle's idea even more applicable! ) Still translating more that was updated yesterday... Share this post Link to post Share on other sites
Jais Report post Posted June 4, 2012 It's worthy of saying now that Bridget's tier can very well bump! Of her worst match-ups ( Millia, Chipp) and ( Jam, Baiken, May, HOS ) 3 of the characters have straight nerfs. More specifically, nerfs to their abahre that lead to absurd damage - which was the biggest hurdle. Share this post Link to post Share on other sites
Jais Report post Posted June 5, 2012 But what I'm really wanting after the new FB Roger link combo is!!!!!!! 66 *gather the FB Bear on the 5th hit* ,HSS_5 and still link a 2K(5F) HSS_5 is 21Frames completion. 2K is 5F startup j.HSS_5 is 19F completion, her fastest set. I'll have to see if I can make that work if HSS_5 doesn't work out. Share this post Link to post Share on other sites
Jais Report post Posted June 5, 2012 HSS_5 is 21Frames completion. 2K is 5F startup j.HSS_5 is 19F completion, her fastest set. I'll have to see if I can make that work if HSS_5 doesn't work out. It's been done before! Ha. Found something. Maybe I could make this staple.... http://www.youtube.com/watch?feature=player_detailpage&v=8rMmhk50PZs#t=209s Share this post Link to post Share on other sites
Braver Report post Posted June 5, 2012 It's worthy of saying now that Bridget's tier can very well bump! Of her worst match-ups ( Millia, Chipp) and ( Jam, Baiken, May, HOS ) 3 of the characters have straight nerfs. More specifically, nerfs to their abahre that lead to absurd damage - which was the biggest hurdle. I am content from this post. Finally. Share this post Link to post Share on other sites
doragonkoroshi Report post Posted June 5, 2012 - ブリジット ・FBラッシュが近Sから繋がる 壁張り付き後は(確定かどうかは不明だが)ダウン ・溜め戻し永久は健在 ・公式のコマンドリストに書いてある空中FBラッシュが存在しない Bridget -Can combo FB Bear Rush from S ^That's the most i can get from it :< -( I don't understand the second one at all ) -Air FB rush is in the command list but doesn't exist in the game. Can someone confirm? My Japanese is still terrible. Source: http://ggxx.jugem.jp/?eid=606 for the first note, it says they're unsure about whether it's guaranteed or not, but there is knockdown after the wall stick. Next it says that yoyo return stall is alive and well. I can't tell if this means the bug or not, but it seems like holding hs return is almost a given, so i wonder why it's in there unless they are talking about an instance of the bug. Share this post Link to post Share on other sites
Jais Report post Posted June 9, 2012 I'm looking forward to 3P'ing a lot of Kliff's junk hahah Share this post Link to post Share on other sites
SmileJunkie Report post Posted June 9, 2012 I'm looking forward to 3P'ing a lot of Kliff's junk hahah Lol pedobear? *pun intended* Share this post Link to post Share on other sites
Jais Report post Posted June 28, 2012 Loke Test II changes up on the header alongside the Sweedish translations from the official gg website. Jais Theory - Bridget is really being pushed for more damage/playstyle oriented towars air B&B usage like back in #R days Share this post Link to post Share on other sites
excelence Report post Posted June 29, 2012 AC air B&B damage reduction is too severe imho, and he didn't get knock down ;_; Share this post Link to post Share on other sites
Jais Report post Posted July 3, 2012 http://www.youtube.com/watch?v=bjt13UqPVw8&feature=player_detailpage#t=151s really curious about how the mechanics of "3rd" hit is wallstick. we could always special cancel to KSMH after the FB and shove the opponent away from the third hit and maybe combo more THEN let the fifth? punch ( but the opponents actual 3rd ) hit of Punch Bear connect.... Share this post Link to post Share on other sites
Jais Report post Posted July 3, 2012 Updated header for Final Build Share this post Link to post Share on other sites
Jais Report post Posted September 24, 2012 I want to Jump Install that new KSMH~K so bad... I'm hoping after the HSS_# I have airdash options >:3 Secondly - the new gravity changes to Roll, I wonder if it means we can roll while on top of the yo-yo. E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S > Roll, j.K ( fuzzy ) E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S v c.S(1) > PunchBear E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S v c.S(1) > Roll, j.P > j.2S > HS I'd also like to try some Oki, chicken block set-ups where air punchbear comes barreling in behind the opponent while I'm block ( out of throw range ) in their face. If they swing it a huge hit, if they block I have mix-up, it's reversal safe, and so forth. Nice! J.RogerRush stalls momentum http://www.twitch.tv/joniosan/b/333284358 01hr08min30sec Share this post Link to post Share on other sites
Jais Report post Posted October 1, 2012 Tk.starship is a no-meter launch Share this post Link to post Share on other sites