#SKs Dorya-Notes [Bridget Edition]
1 messages · Page 1 of 1 (latest)
Dorya?
I don't see Kazuya anywhere....

This thread should be electric enough to cause a spark for some good notes that Kaz would be proud of.
Also @jovial osprey, do you have time to play today? I want you to cook me with Nago and help me improve.
I haven't played Strive in months so I probably would cook as well as Russell Willson has cooked this year.
Buuuut... I could probably find some time and play later if you're on
Coolio. I'll let you know then.
@river niche i got some free time if you're on
Heya @jovial osprey, just wanted to let you know I see this message. I will let know as soon as I am home to play.
Sure just let me know. Just chilling on the couch watching game of thrones
I have time to drop in for a FT10!
Should I launch PC or Xplay Strive?
WIll be heading out again in 30min but I should be bac fast
I'm on PS5 so I guess I'd have to download that beta
Ah no worries. Keep me up to date where you're at if you are going to DL.
Otherwise if you're maxed for the month, we can rain check
As soon as I figure out where to download it ill let you know
@raven hawk Thanks for the games!!!
If you feel like there's anything you want to note or identified to help me improve. Please feel free to post here!
ZyxDragon2 — Today at 5:02 PM
You pinged me somewhere about what I saw that you need to work on. On defense, fd'ing is important. But for offense, I just think you need to get some more damage out of your combos. use the meter to get some wall to walls
There it is. Also your anti airs were great! Much better than mine!
@primal carbon you can put notes for me here
So, you did a pretty good job looping knockdowns at one point. But I would say, on average, you are having too many neutral interactions and your probably have to optimize your combo routes a bit more. It doesn't have to be top of the shelf, but if you can do something like 40% off your strongest openers, that should be sufficient.
Meter usage could use a bit more thought I think.
Against Zato, I would have used YRC to shut down Eddie if I saw an opportunity. The killing machien super in neutral is somewhat speculative. I assume you are trying to whiff punish with it, but meter is a fairly precious resource and that super does like 70 damage.
You were doing a good job killing eddie with the air yoyo in the Zato MU.
One thing I would say is that you were getting hit too much by eddie without Zato's help. Eddie only does mids, so you can just keep blocking and wait it out. If he does too many eddie moves before closing the distance, he will run out of eddie gauge and his pressure without eddie is non existent.
Thanks, @primal carbon! Really appreciate all these notes.
Yeah, I've been trying to work on the reaction/recognition of combo routes. Just struggling a little as if it doesn't work (and if yo-yo has returned), I have to go back to neutral or Oki pathing
Definitely need to play against Zato more. This is one of my better runs against Zato but still not ideal.
@raven hawk in addition to keeping my eye on the blood meter against Nago.
What moves should I punish if possible?
You are mostly guessing against Nago most of the time. Because of the way his specials are special cancellable, he can remain safe as long as he has blood. The catch is that you can't wait it out forever as he can use his command grab to reset his blood gauge and if he ever opens you up, his normals will also restore his blood guage.
So, it's really about reading the Nago player well and figuring out when they will go for reset and then you can jump, mash or go for whatever defensive option that makes sense.
Oh that's super hard.
Zyx can probably tell you more.
I played FT20 against Zyx as a warm up. 0-20
That's really how most top tiers operate. You really have to get a sense of how they like to use their options. Otherwise they cna keep resetting you.
Thanks, @primal carbon. Always appreciate the help/points you provide.
One key point to note against Nago is once they hit blood level 2.
Then they can't throw out their big specials as they will pop and they need it to close the gap. So, at that point, you can start zoning them a bit more.
Also, watch out if they whiff 2H and 5H. Those moves have huge recovery attached to them.'
So, you can use that to gap close a bit.
sherlockkat got it 100%
nago's most dangerous moves are his fs ender and 623p
both restore huge amounts of blood and allow him to keep up his pressrure
you can up back to beat alot of things (DP, grab, for sure, beyblade and clone i think), but it doesnt beat fsss
bridgets kinda in an awkward space for BL2. shes got really good buttons and can zone nago, but 5h and 2h bot stuff alot of approach options
and her normals start to lose in bl2
Thanks, @raven hawk. I will also try to keep note of what you said (especially up back points)
punishable moves are fukyo(this is the big one)
beyblade, but beyblade is an RPS and its not in your favor
you can DP between Fss and Fsss
I'll go to lab and record myself mashing the FS string and learn the timing to DP
Yeah, also meter changes the equation a lot as they can do unsafe high reward stuff like fSSS and stay safe.
You also need to have a good blood rage punish in place.
If they exit blood rage, the immediate neutral situation is nago favored though long term, the health loss might come into play.
The path to learning Nago will be long and arduous
i wouldnt say its always favored
theres alot of factors post blood rage
most notably range and current pressure
Yeah, I agree. I mostly wanted to emphasize that if you are in neutral that it is nago favored. Partly because of clone fukyo.
Unless, I am right in his face and mashing cS as Gio, I feel like I have to play defensive in that situation. That's fine as it only happens if I didnt' bait burst or did something stupid.
Nago has a very cool moveset. My only gripe with that character is that he has too much health.
Very tough character to face. But I'll learn eventually(?)
HC too.
i agree, but think its a compounding problem with the overall damage in strive
he sits on a health threshold where you have to win 4-5 interactions with him vs every other character, where you have to win 2-3
i still do not understand the RRC buff
Yeah, that's the frustrating part. I feel like Nago players, on top of having a uniquely safe strike-throw game, are allowed far too much leeway in the RPS game. "Oh, I guess wrong, ok, I will take 30% I guess".
Pot can feel the same way at times.
But Pot doesn't have a safe pressure game.
The forgiving health pool means they can do stuff like wakeup throw and if they are wrong, ok, solid CH punish. But if it works, that's the round.
I think able described at as condition into high reward option all the time.
But, let me stop here instead of turning this into a Nago gripe fest. I think we answered SK's question.

lmao true
From Able:
@river niche I don’t think you got to set your usual pace, and in a conflict of zoners that’s often the most important part.
I don’t think you were allowed very much opportunity to play your favorable close range game either, but there are instances where allowing Axl to whiff a button is exactly what Bridget needs to get in and get her own pressure going (while being mindful of Axl’s 2K)
Looked like you weren’t really allowed to play to your strengths today but the neutral decisions weren’t as impatient as you think. Invading Axl’s space is always correct.
From compound:
yeah id give you more tips but i dont really know any. the one thing that gets me is when you toss out your yoyo. i will always 5p to prevent you flying into me. only a couple of bridgets were able to punish this but i dont remember what they did
dash in maybe?
just remember if you dash and i 5p, i will never hit you
and then it forces me to use lows, which are much more punishable, like i said 2h you can punish, jumping in if you sense it
all juicy stuff
Notes: https://www.youtube.com/watch?v=CoGCeNH0DcU
I'll be using timestamps.
0:27 - the gap between js and jd is around 3-4f, so you have to dp if you want to punish it
0:43 - give 0 respect to either stroke, as both are really minus. (you do this later in the set, but I'll still mention it)
1:13 - https://youtu.be/LI073BBr-wE
1:26 - YOU CAN PUNISH THIS SUPER. the gap between the first and second hit is huge, meaning that you can easily run up and cs. This works even if you block the first hit.
3:28 - you tend to give i-no far too much space to work with, effectively letting her push you to the corner without ever touching you.
3:51 - really wasteful use of meter.
4:47 - this has happened a few times now, but you really should abstain from mashing on wakeup against i-no (or most characters for that matter).
sorry for the sloppy writing
another thing
something I noticed was that you weren't very comfortable with rc combos
that could be something to work on
because you often didn't get as much out of your advantage as you really should have
effectively making the game go on for longer
there are some more minor things
that you need to work on in the mu
but that'll come with time
all of that considered
I think that you did pretty well
especially around the middle of the set
you've come a long way
if you're ever free, I can run some games as i-no against you
Thanks @buoyant crescent!!! Always appreciate everything you provide! 
@crude mist I'm up for Baiken 101 notes here!
ok, i'll update the doc a bit and send it
TY!
it's ready but it's such a textwall i'm just gonna attach it as a word doc instead of clogging the channel. It's got sections/subheadings so look for the stuff you need to know at the time and you can always return to it later.