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Kyle

May vs Bridget

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Posted ImageBridget

Stats 6.0/4.0 May up.

Great Video examples

http://www.youtube.com/watch?v=vgNUj9QR3qM '> http://www.youtube.com/watch?v=vgNUj9QR3qM

http://www.youtube.com/watch?v=Bhj0Fj2hUr0 '> http://www.youtube.com/watch?v=Bhj0Fj2hUr0

http://www.youtube.com/watch?v=5Q9IZVDKOSw '> http://www.youtube.com/watch?v=5Q9IZVDKOSw

Openers

Her initiative- your counter

Bridget J.P- Nothing as SVD and Air throw is risky

Bridget KSMH – CH 5K

Bridget 5FS- CH 5K

Bridget Starship- Delay, running OHK

Punishes-

Generally no tension-

OHK

General 25%-

66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, SVD, 5P, SVD.

Unless you can do Shinquickman’s combo - o.0

Starship (6323P)- Delay, running OHK or back dash OHK, or 5K, 5FS, FBHSHD, 3K.

KickStartMyHeart- CH 2HS o.0

Slash-Back her/his 6K, as it always gives you 5S punishes

You get free CH in between her 5D is it is SOOOO slow. Ch 5K, CH 5S, CH HS..

Counters

CH J.HS is pretty easy to land as Bridget usually plays around in the air at that range.

5K beats all of her shit except starship, & supers. Lots of CH, seriously it’s cool to throw it in close and mid range.

A little riskier but much greater reward is CH 6P as it beats most all of Bridget’s normals. Seriously, when I fight Johnny and Bridget I think, sweet I know I’m gonna get a CH 6P.

Kick-start my heart- CH 2HS o.0

You get free CH in between her 5D is it is SOOOO slow. Ch 5K, CH 5S, CH HS..

Anti Airing- PROPER anti-airing- 6P is not a catch all.

6P for Air Dash only

Air throws OFTEN.

SVD isn’t very effective

Zoning

Dolphin Hoops are AWESOME in this fight. ABUSE THEM.

5K is a great poke for zoning at max range as it beats her/his 2D and 5FS.

Don’t mindlessly throw out dolphins, she has a many options to beat them.

Their game plan

“To do any kind of truly threatening offense, you pretty much have to have the yo-yo behind the opponent and they haven't added anything that isn't just a redundant return on that since XX…now the other characters who are around as capable of irritating zoning and runaway -- like Dizzy and Venom -- can also set up situations where they have death mixups that either punish FD (pay close attention to how little tension the opponent loses for FDing an entire FB Roger Rush... you're basically wasting 25% tension hoping your opponent is shitty enough not to know to do this unless you're comboing into FB Roger) or set up additional mix-ups on block, sometimes counterintuitive mix-ups that are unique to that specific situation. Bridget's basically got:

high/low behind delayed yo-yo return

high/low behind Roger Rush

roll nonsense

Mix-up between frame trap/ yo-yo placement/ running throws

And except for the fourth (where it doesn't apply), the unjumpable setups for this are complete trick shots where you somehow get a knockdown with the yo-yo behind the guy, so you're constantly keeping track of that and trying to punish them for trying.

I'm completely fine with this because not every character in GG should be fighting for these opportunities to set up autopilot mix-ups where the opponent doesn't have a way out, but this game is just way too over-the-top for a character who does so little damage to have to put in all this risky guesswork just to set up a mix-up that's inferior to what even some of the other low-tier characters (Johnny, I-no) are capable of.”

Will do Delayed wake-up, makes some OKI difficult, but nothing like ABA, actually it IS the same timing as ABA by the way.

It’s also important for Bridget to avoid getting hit, lol. Poor-poor Bridget.

May's Strategy

Bridget character shines when people come to her/him as the zoning capability of Bridget is pretty good. Now here’s an idea. Make her come to you and all he has is his mix-up, which always yields shitty damage, SOMETIMES it can reset for a high low mix-up for some more shitty damage. But meh- By pulling a Dolphin hoop over your head you technically, gradually gain an advantage over her as your hoops are charging, her yo-yo doesn’t charge, comeback glitch only works well when gatlin’d into, not full screen. The match only comes down to a few things.

DON'T COME IN ON HER

Making her come to you with Dolphin hoops-

Nailing lots of CH J.HS

Baiting starship when he has 25% tension

If you have learned how to guard/deal with her little mix-ups this should be cake.

May’s Advantage in this fight is her DAMAGE. Because of Bridget’s innate ability to zone, Dolphin hoops take away Bridget best attribute.

General comments-

If he doesn’t special cancel KSMH, Throw him.

If he pressure KSMH Punch follow up in close, almost expect a starship as a counter poke.

She is very zoning oriented with little mix up opportunity, so guard low, and watch for 214K shit

Bait starship

It’s hard to tell you how FREE CH J.HS and CH 5K are.

Seriously, don’t rush in on him; he’s designed to rape people who rush in

This match is 6/4 because May’s broken (Gonna-be-changed) DAMAGE makes this feel as uphill as POT for Bridget.

Posted Image Damage, Ability to CH > Posted ImageMix-up, while Hoop set negates his zoning

I would like to give a special thanks to Jais and 722, as these contributions are scattered all over this match-up. Thanks, :yaaay:

_____________________________________________________________________

Combo Specific Details.

Bridget is a lightweight.

OHK combo

5S, HS, Delay, SVD, 5S, SVD, 5S, HSVD, 2P, SVD.

5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, HSVD, FRC, AirDash, J.HS, Land, J.HS, J.D, J.HS, J.D

5D combo

Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back cancel Impossible Dust combo works best on Bridget.

Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD

6P combo

Free wins.

IAD combo

Never IAD at Bridget, she is too short.

Jackhound reliability

Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration.

Double Dolphin Upper

2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD

5K, JI, 5S, 2D, FBHSVD, Air-dash, J.S, J.HS, Land, SVD, 5P, HSVD

2HS, 2D

2D wiffs and OTG’s when delayed

2D, FBSHD, 6P ... in corner

Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI, 5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS

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