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'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
*Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos, and can be shut down very quickly against characters who have superior combo game such as Sol | *Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos. | ||
*Has few favorable matchups, and can be shut down very quickly against characters who have superior combo game such as Sol. | |||
*Good damage is extremely situational. | *Good damage is extremely situational. | ||
*Low damage output and low health combine to leave very little room for error. | *Low damage output and low health combine to leave very little room for error. |
Revision as of 06:49, 25 April 2015
Bridget (and Roger the Bear) |
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Defense Modifier: x 1.07
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Overview
Pros/Strengths:
- Excellent runaway/keepaway potential.
- Great mobility.
- Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.
- Overdrives also provide strong reversal options.
- Roger provides space control, aids defense, and more.
- Has unblockable setups.
- Delayed get up sets up yo-yo, and may mess up with other characters okizeme.
- Has one of the easiest times of getting out of pressure.
- May have up to 4 jumps.
- Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.
Cons/Weaknesses:
- Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
- Has few favorable matchups, and can be shut down very quickly against characters who have superior combo game such as Sol.
- Good damage is extremely situational.
- Low damage output and low health combine to leave very little room for error.
- Tension pulse system punishes runaway, making meter gain harder and putting him at risk of negative penalties.
- Movement being so dependent on FD canceling Rolling Movement means that movement is also dependent on having meter.
- Unblockable setups are unreliable because they can be beaten.
- Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.
- Variety of movement options, poor defensive options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.
Move List
Normals
5P |
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5K |
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c.S |
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f.S |
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6P |
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6K |
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6S |
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3P |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2D |
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j.P |
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j.K |
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j.S |
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j.2S |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Specials
Yoyo Placement |
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Knockdown Yoyo Placement hold H while knocked down |
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Yoyo Recall Yoyo Set -> H |
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Kick Start My Heart 236K |
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Stop KSMH -> P |
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Shoot KSMH -> K |
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Starship 623P air OK |
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Roger Rush Yoyo Set -> 236H air OK |
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Jagged Roger Yoyo Set -> 214H air OK |
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Roger Hug Yoyo Set -> 623H |
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Roger Get Yoyo Set -> 421H air OK |
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Rolling Movement Yoyo Set -> 214K air OK |
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Force Breaks
FB Roger Rush Yoyo Set -> 236D air OK |
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FB Jagged Roger Yoyo Set -> 214D air OK |
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Overdrives
Loop the Loop 632146S |
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Maintenance Disaster 4123641236S |
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Me and My Killing Machine Yoyo Set -> 632146H or 412364H |
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Instant Kill
Shoot the Moon in IK Mode: 236236H |
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Strategy
Movement is a huge part of neutral in Guilty Gear, and Bridget's movement options may be the strongest. There are a lot of ways to use that movement. The playstyle you're most likely to see is Bridget dictating the pace of the match, running away from the opponent and harassing with his long normals and yoyo specials (examples of players using this style to great effect include Ruu and Jais). But another popular strategy is rushing the opponent down, using Bridget's movement to get in the opponent's face and stay there, and using the yoyo to extend pressure (players to watch for this style include Mugen and Mahouko). You may find yourself playing somewhere in between, switching back and forth depending on the matchup or match situation.
No matter which end of the spectrum you favor, you'll want to utilize Rolling Movements (especially FD Canceled ones) to extend your air options. While Bridget would ordinarily only have one air option once in the air (a second jump or an air dash), using Rolling Movement changes that. You can get more height before your air dash (making corner escapes more difficult to stop). You can delay your falling or change where you're going to fall to make it harder for the opponent catch you coming down. You can even special cancel into it to extend combos.
Another important facet of Bridget's game to understand is good yoyo placement. While he can get some use out of the yoyo anywhere on the screen thanks to Rolling Movement alone, you'll want to maximize what you're getting from it. The yoyo is typically most threatening when it's behind the opponent, trapping them between Bridget and a possible recall or Roger move. 4H and 7H Set are very useful for getting the yoyo behind them. But sometimes, the yoyo is better off sitting high. This offers the threat of a Roger Get to control the ground, or Jagged Roger/yoyo recall to control air space. A high altitude Roger Get, in particular, can be scary for an opponent. The sliding low that makes up the second part of the move sets up an unblockable opportunity, and so opponents will often jump when it's called to avoid blocking it. This provides an easy chance to anti-air them or air throw them (especially easy since Bridget's H button won't do anything while Roger's on the screen).
Combos
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •