Labbed out a simple pattern to replicate the Offscreen KillingMachine then had some fun with helping teddy bears kiss during the Loop super.🐻💋🐻#GGST_BR pic.twitter.com/lrHuDjqRjH— Jais (@StarshipJais) December 4, 2022
Combining all I've learned lately, I presentThrow, 214S, 66 2SIt beats; jumps, backdashes, attacks & throws. See clipIt has a 50/50 built into the end. See clipIt has built in delays to beat buttons & jumping mid pressure. See here : https://t.co/99KRaTgw2q #GGST_BR 🪀 pic.twitter.com/QxMGeYWUrA— Jais (@StarshipJais) December 3, 2022
Yes, it does still work for opponent FD > jump. Opponent can not jump out, if Bridget's timing is precise.Bridget can stop opponent jumping by delay 2S to hit opponent pre-jump crouching frames. Even after Faultless Defense 🐢#GGST_BR 🪀 pic.twitter.com/WRSkdO6ybw— Jais (@StarshipJais) December 2, 2022
Rolling to the returning yoyo gives you a small bit of height and you then you can't true blockstring Roll v 2K. However, now you can mix with Roll > j.S(1) > j.S(2) (height gives the second hit!) or Roll > j.S(1) > j.H(whiff) v 2K and they're both true strings 🍻#GGST_BR 🪀 pic.twitter.com/EnqvdOvQ0z— Jais (@StarshipJais) December 2, 2022
You can charge roll to avoid hitting the opponent in launched state. Which allows you to keep the combo a standing combo. Ultimately netting the better safejump oki, 138 damage is respectable too!special note: hitting 2x roll is the damage equivalent of 2x HS 👌#GGST_BR 🪀 🐻 pic.twitter.com/khwlHgIzcV— Jais (@StarshipJais) December 2, 2022
Bridget blockstring concept. Tested against multiple chars and counter attacks it should work against the whole cast with fast enough execution #GGST_BR pic.twitter.com/8dqtYTiuU3— George_WT (@George__WT) December 1, 2022