User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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{{GGST/CharacterLinks}}




==Kickstart My Heart ({{clr|K|236K}})==
<div class="tabber-shadows-fix">
<tabber>
(whiff) 236[K]= {{TheoryBox
| Title      = {{clr|S|S}} and {{clr|H|H}} Follow-ups
| Oneliner  = Turn your pokes intro pressure
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_SH_Followup_Meaty_cS.mp4
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    =
| content    =
<code>{{clr|S|2S}} or {{clr|S|f.S}} ~ {{clr|S|S}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code> or
<code>{{clr|H|5H}} ~ {{clr|H|H}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code>


* Leaves Bridget at maximum +10 if done from {{clr|H|5HH}}.
==Kickstart My Heart ({{clr|K|236K}}) Okizeme==
** Advantage decreases based on starter and length of combo, but {{clr|S|c.S}} should always beat throw.


If {{clr|S|2S}}, {{clr|S|f.S}}, or {{clr|H|5H}} is followed up with its respective button ({{clr|S|S}} or {{clr|H|H}}), it will launch the opponent full screen, and wall bounce if near the corner.
{{TheoryBox
 
| Title      = {{MMC|game=GGST|chara=Bridget|input=236K|label=Kickstart My Heart}} After {{clr|S|{{MMC|game=GGST|chara=Bridget|input=S|label=S}}}} or {{clr|H|{{MMC|game=GGST|chara=Bridget|input=H|label=H}}}} Follow-Up
Midscreen hits from these normals when followed up with {{MMC|game=GGST|chara=Bridget|input=236K|label=Kick Start My Heart}} [6], will automatically time and space Bridget for {{keyword|meaty}} {{clr|S|c.S}}.
| Oneliner  = Turn your pokes into pressure
 
Near the corner and from counter hit, Kick Start My Heart [6] and {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}} will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
 
Note: {{clr|K|236K}}[6] does not always leave Bridget close enough for a meaty {{clr|S|c.S}}, and {{clr|S|2S}} might be preferable instead.
}}
|-|
Brake Okizeme = {{TheoryBox
| Title      = Brake Ender into Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Brake
| Video      = GGST_Bridget_Corner_Brake_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}}
| content    =
 
* Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s.
* Can catch backdash as well depending on timing
A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly.
}}
 
</tabber>
</div>
 
===Brake Okizeme===
 
<div class="tabber-shadows-fix">
<tabber>
Brake Okizeme = {{TheoryBox
| Title      = Brake Ender into Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Brake
| Video      = GGST_Bridget_Corner_Brake_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}}
| content    =
 
* Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s.
* Can catch backdash as well depending on timing
A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly.
}}
|-|
Brake Okizeme = {{TheoryBox
| Title      = Brake Ender into Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Brake
| Video      = GGST_Bridget_Corner_Brake_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}}
| content    =
 
* Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s.
* Can catch backdash as well depending on timing
A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly.
</tabber>
</div>
 
=={{clr|D|2D}} Yo-yoki==
 
{{clr|D|2D}} yo-yoki offers you:
* Being available from Bridget's fastest normal, {{clr|K|2K}}.
* A true fifty-fifty in the form of {{clr|D|j.D}} and {{clr|K|2K}} both being {{Keyword|meaty}}.
* Very favourable {{Keyword|RPS}} on block.
* A second chance at opening your opponent up from some setups with another {{clr|K|214K}}—which always offers {{clr|D|j.D}} or {{clr|K|2K}} on block for another true fifty-fifty.
* Many, many layers of mix and a ton of options to choose from, though not ''all'' of them are covered here.
 
==== The Basic Mix ====
<div class="tabber-shadows-fix">
<tabber>
Overhead = {{TheoryBox
| Title      = {{Keyword|Overhead}}
| Oneliner  = {{clr|D|j.D}} {{Keyword|Safejump}}
| Difficulty = Easy
| Anchor    = 2D Oki j.D
| Video      = GGST Bridget 2D Oki jD Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}}
| content    =
* Safejumps.
* Whiffs against backdashes, though you'll still be safe.
* Susceptible to Faultless Defense.
 
'''Blockstrings:'''
* <code>{{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|K|214K}}</code>
* <code>{{clr|D|j.D}}, {{clr|S|2S}} > {{clr|K|214K}} against Faultless Defense</code>
 
'''Confirms:'''
* <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > dl. {{clr|K|214K}}, dl. {{clr|S|c.S}} > ...</code>
* <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ...</code>
* <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) / {{clr|S|2S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ... if Bridget is cornered</code>
 
Your default overhead option.
 
Backdashes can be {{Keyword|OS}}ed by pressing {{clr|S|S}} when {{clr|D|j.D}} ''would'' hit, netting you a strong combo in <code>AA {{clr|S|c.S}} > dl. {{clr|D|5[D]}}, {{clr|K|5K}} > dc > {{clr|S|c.S}} > ...</code>— though this sacrifices the safejump aspect of the setup. Meterless reversals can be OSed by doing {{clr|P|623P}} instead, but this will whiff against most backdashes midscreen and leave Bridget extremely punishable.
}}
 
|-|
Low = {{TheoryBox
| Title      = Low
| Oneliner  = Meaty 2K
| Difficulty = Medium
| Anchor    = Meaty 2K
| Video      = GGST Bridget 2D Oki 2K Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}}
| content    =
 
* Not reversal safe.
* Whiffs against backdashes, though you'll still be safe.
 
'''Blockstring:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}</code>
* There's a gap between {{clr|S|214S}}'s return and {{clr|K|j.214K}} where the opponent can {{clr|P|6P}} or use a reversal.
** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|j.214[K]}} or {{clr|K|j.214K}} ~ {{clr|P|j.P}}.
'''Confirm:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}, {{clr|S|c.S}} > ... </code>
 
The low component of Bridget's basic mix.
 
Any of her air buttons (except {{clr|D|j.D}}) can be used to cancel {{clr|K|214K}}, and it's optimal to switch up the one you're using.
 
This option can be consistently punished midscreen if your opponent guesses correctly: blocking {{clr|K|2K}} with Faultless Defense and backdashing {{clr|H|6H}} will grant them a big punish. If this happens, consider alternate blockstrings like <code>{{clr|K|2K}} > {{clr|K|214K}}</code> or <code> {{clr|K|2K}}, {{clr|H|5H}} > {{clr|K|214K}}</code> to catch backdashes or <code>{{clr|K|2K}} > {{clr|K|236K}} ~ {{clr|P|P}}</code> for a gapless pressure extender which combos on hit and leaves Bridget +7 on block.
}}
</tabber>
</div>
 
==== Other Options ====
<div class="tabber-shadows-fix">
<tabber>
Throw = {{TheoryBox
| Title      = Throw
| Oneliner  = For passive opponents
| Difficulty = Medium
| Anchor    = Throw
| Video      = GGST Bridget 2D Oki Throw.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. (whiff) j.X, {{clr|D|4D}}
| content    =
* Beats meterless reversals.
Good for catching passive opponents focused on blocking your basic fifty-fifty.
 
Very risky as it'll lose against against backdashes, which are also useful against some of your other options. Use after either enough conditioning or if you have meter to cancel your (possibly) whiffed throw.
 
Using {{clr|D|6D}} will result in {{clr|S|214S}}'s return hitting {{Keyword|OTG}} and losing you any oki you might've gotten—always use {{clr|D|4D}}.
}}
|-|
Delayed Overhead = {{TheoryBox
| Title      = Delayed Overhead
| Oneliner  = Catch their fuzzies!
| Difficulty = Easy
| Difficulty = Easy
| Anchor    = dl. j.D
| Video      = GGST Bridget 2D Oki dljD Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. {{clr|D|j.D}}
| content    =
*Not reversal safe.
*Catches backdashes, fuzzy jumps, and fuzzy throws.
*Not meaty—can be mashed.
**Can't be {{clr|P|6P}}d or thrown.
*Susceptible to Faultless Defense.
'''Blockstrings:'''
* <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code>
* <code>{{clr|D|j.D}}, {{clr|S|2S}}(1) > {{clr|K|214K}} against Faultless Defense</code>
'''Confirms:'''
* <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code>
* <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ... </code>
A solid option after representing throw, since it'll beat both fuzzy jumps and backdashes. Although mashing on wake-up beats it, it’s quite unlikely your opponent will do this because of the risk/reward involved, so it's fairly safe in practice.
{{clr|S|c.S}} / {{clr|S|2S}} hitting only once in the blockstring is key to making it safe—your second {{clr|K|214K}} can be {{clr|P|6P}}d otherwise.
}}
|-|
Meaty 214K = {{TheoryBox
| Title      = Meaty {{clr|K|214K}}
| Oneliner  = For the strike / throw enthusiasts
| Difficulty = Medium
| Anchor    = Meaty 214K
| Video      = GGST_Bridget_2D_Oki_214K_Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}}
| content    =
* {{clr|K|214[K]}} needs to be held for only one frame for the setup to work, but can be held more if necessary.
* Catches backdashes...
** Unless the initial {{clr|D|2D}} is point blank, then Bridget will stop rolling right in front of the opponent's face.
* Not {{clr|P|6P}} or reversal safe...
** Unless the initial {{clr|D|2D}} is point blank, then Bridget will block both {{clr|P|6P}}s and reversals.
'''Blockstring:''' <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code>
'''Confirms:'''
* <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code>
* <code>{{clr|K|214[K]}} > {{clr|S|c.S}}(1) > {{clr|D|5[D]}}, {{clr|S|c.S}} > ...</code>
'''Anti-air confirms:'''
* <code> AA {{clr|K|214[K]}}, {{clr|S|c.S}} > 9 > {{clr|S|j.S}} > j.66 > {{clr|S|j.S}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} ~ {{clr|P|P}} WS {{clr|D|5[D]}}</code>
** Wallsplats from anywhere on the screen.
** Doesn't work on Anji.
* <code>AA {{clr|K|214[K]}} > {{clr|D|j.D}}, {{clr|K|5K}} > dc > ({{clr|K|2K}}), {{clr|S|c.S}} > ...</code>
Another good option to catch backdashes with ''amazing'' almost full-screen corner carry as a reward if it does so. Incredibly safe if the opponent doesn't have a reversal since there's only a 1f gap between {{clr|K|214[K]}} and {{clr|S|c.S}}(1) in the entire blockstring, even against Faultless Defense.
{{clr|K|214[K]}} will leave Bridget +6 right in front of her opponent after landing, making it so {{clr|S|c.S}} catches any mashes, throws, jumps, and most backdashes. This turns it into a great spot to rotate between striking and throwing your opponent. You can also opt to go for <code>{{clr|K|214[K]}} > {{clr|D|j.D}}</code> or <code>{{clr|K|214[K]}}, {{clr|K|2K}}</code> to mix up your options even more (though a re-roll won't be safe.)
}}
</tabber>
</div>
==Throw Okizeme==
===Midscreen===
<div class="tabber-shadows-fix">
<tabber>
66 > 214S, c.S = {{TheoryBox
| Title      = 66 > {{clr|S|214S}}, {{clr|S|c.S}}
| Oneliner  = Your go-to
| Difficulty = Medium
| Anchor    = Throw
| Video      = GGST Bridget Throw Oki 66 cS.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4D}} / {{clr|D|6D}}, 66 > {{clr|S|214S}}, {{clr|S|c.S}}
| content    =
* Allows for a meaty {{clr|S|c.S}}.
* Gaplessly leads into {{clr|K|214K}} for a true {{Keyword|fifty-fifty|def=50/50}}, even against Faultless Defense.
* Most backdashes will make {{clr|S|c.S}} whiff.
** Can be called out by slightly delaying the attack.
* Not reversal safe.
'''Blockstring:''' <code>{{clr|S|c.S}} > {{clr|S|2S}}(1) > {{clr|H|5H}} > {{clr|K|214K}} ...</code>
'''Confirms:'''
* <code>{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code>
* <code>{{clr|S|c.S}} > dl. {{clr|H|6H}}, {{clr|D|5[D]}}, {{clr|S|c.S}} > ...</code>
** Doesn't work if Bridget is cornered.
'''Counter-hit Confirm:''' <code>{{clr|D|5[D]}}, {{clr|D|5[D]}}, {{clr|K|5K}} > dc > {{clr|S|c.S}} > ...</code>
Bridget's best setup out of a throw midscreen, and the one you should always try to use if you opponent doesn't have a reversal.
}}
|-|
214S, 2S = {{TheoryBox
| Title      = {{clr|S|214S}}, {{clr|S|2S}}
| Oneliner  = Messed up? No problem!
| Difficulty = Easy without microdash<br>
Medium with microdash
| Anchor    = dl. j.D
| Video      = GGST Bridget 2D Oki dljD Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4D}} / {{clr|D|6D}}, {{clr|S|214S}}, (66) > {{clr|S|2S}}
| content    =
====Without microdrash====...
* Catches backdashes.
}}
|-|
Safejump = {{TheoryBox
| Title      = Safejump
| Oneliner  = No setup, but safe to reversals
| Difficulty = Medium
| Anchor    = Meaty 214K
| Video      = GGST_Bridget_2D_Oki_214K_Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = 4D / 6D, 2 > 9 > (whiff) j.K, j.S
| content    =
}}
</tabber>
</div>
===Corner===
<div class="tabber-shadows-fix">
<tabber>
Regular throw =
{{TheoryBox
| Title      = Yo-yoki + Autotimed Meaty {{clr|S|c.S}}
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Regular_throw-4
| Video      = GGST_Bridget_Corner_Throw_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|214S}} > {{clr|S|c.S}}
| content    =
*Not safe to reversals
Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for {{clr|S|c.S}} after OTG {{clr|H|2H}}. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use {{clr|K|5K}} or {{clr|K|2K}} instead.
}}
|-|
Regular throw alternate =
{{TheoryBox
| Title      = Manually Timed Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    = Regular_throw_alternate
| Video      = GGST_Bridget_Corner_Throw_Oki_1.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|236S}}
| content    =
Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it.
}}
</tabber>
</div>
<tabber>
Rock the Baby =
{{TheoryBox
| Title      = Rock the Baby Safejump
| Oneliner  = In case you somehow hit it raw
| Difficulty = {{clr|S|Medium}}
| Anchor    =  
| Anchor    =  
| Video      = GGST_Bridget_Midscreen_63214P_Oki.webm
| Video      = GGST_Bridget_SH_Followup_Meaty_cS.mp4
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|P|63214P}} > 66 > IAD > {{clr|S|j.S}}
| Recipe    =  
| content    =
| content    =
{{MCB|{{clr|S|f.S}} / {{clr|S|2S}} ~ {{clr|S|S}} > ({{keyword|whiff}}) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}} or {{MCB|({{clr|S|f.S}} / {{clr|S|2S}}) > {{clr|H|5H}} ~ {{clr|H|H}} > (whiff) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}}
* Allows Bridget to zoom fullscreen to start her pressure with a {{keyword|meaty}} attack after launching the opponent.
* Leaves her +7~+9 after {{clr|K|236K}} depending on {{tt|combo starter and scaling|<p>+7: {{MCB|{{clr|S|2S}} > {{clr|H|5H}} ~ {{clr|H|H}}}}</p><p>+8: {{MCB|{{clr|S|f.S}} > {{clr|H|5H}} ~ {{clr|H|H}}}} and {{MCB|{{clr|S|2S}} ~ {{clr|S|S}}}}</p><p>+9: {{MCB|{{clr|S|f.S}} ~ {{clr|S|S}}}} and {{MCB|{{clr|H|5H}} ~ {{clr|H|H}}}}</p>}}.


Rock the Baby puts the opponent extremely far from Bridget, giving it a lot of corner carry at the cost of any yo-yoki at all. Instead, the most she gets is a manually timed safejump. An easier option is a full speed Kick Start My Heart. It's less safe, but much easier to do and leaves Bridget perfectly spaced for a meaty {{clr|S|c.S}}. If close to the corner, it may also hit OTG for some extra damage while still leaving Bridget at a significant advantage.
'''This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.'''
}}
</tabber>


==Reset Oki==
A great way for Bridget to convert her long range buttons ({{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}) into an advantage over her opponent. After routing into either her {{clr|H|H}} or {{clr|S|S}} follow-up, she can set up an  automatically spaced and timed meaty {{clr|S|c.S}} with a max-speed {{clr|K|236K}}.
<div class="tabber-shadows-fix">
<tabber>
IAD Setup =
{{TheoryBox
| Title      = {{clr|H|2H}} Airborne Hit into Yo-Yoki
| Oneliner  = End your combo early for better oki
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Midscreen_Reset_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|H|2H}} > {{clr|S|214S}} > IAD {{clr|S|j.S}}
| content    =
Usually, all Bridget gets from airborne combos is a simple meaty {{clr|S|c.S}} and a whole lot of corner carry. However, if she ends prematurely by setting up {{clr|S|214S}} and doing IAD {{clr|S|j.S}}, she gets both a safejump and some yo-yo oki.


This setup is easy and gives significantly better oki than her other airborne combo enders. However, it has a few notable weaknesses, mainly that yo-yo is usually positioned extremely close to the back of Bridget's opponent and the return hit is prone to whiffing after one or two hits of pushback, especially if they FD. Another is that the timing for the safejump can vary wildly due to gravity scaling and the height at which {{clr|H|2H}} connects. Still, these weaknesses can be played around and the pressure from the setup is still very strong.
Note that in some edge cases Bridget will end up too far away to {{clr|S|c.S}} the opponent after {{clr|K|236K}}, in which case she might opt for meaty {{clr|K|5K}} or {{clr|S|2S}}, or {{keyword|microdashing|term=microdash}} before {{clr|S|c.S}}—though running the risk of it not being meaty and getting punished for it.
}}
|-|
Roll setup =
{{TheoryBox
| Title      = {{clr|H|2H}} Airborne Hit into Yo-Yoki
| Oneliner  = End your combo early for better oki
| Difficulty = {{clr|K|Easy}}
| Anchor    = Roll_setup-2
| Video      = GGST_Bridget_Midscreen_Reset_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|H|2H}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|S|j.S}}
| content    =
Essentially the same setup, but uses Roll instead. While it is slightly harder to time than the IAD setup, roll safejump giving only one hit of {{clr|S|j.S}} allows for stronger offense, as the reduced pushback will mean Bridget's opponent will be less likely to pass by the yo-yo position before it returns. Additionally, the momentum from roll will also help to mitigate the effects of Faultless Defense.
}}
</tabber>
</div>






|-|
5K airborne =
{{TheoryBox
| Title      = Airborne {{clr|K|5K}} Reset
| Oneliner  = End your combo early for better oki, in the corner
| Difficulty = {{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Corner_Reset_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|5K}} > {{clr|S|214S}}, {{clr|K|214K}}~{{clr|K|K}}
| content    =
* Manually timed depending on gravity scaling and the height which {{clr|K|5K}} connects
Similar in use to the midscreen {{clr|H|2H}} reset, but gives Bridget significantly more time to utilise Rolling Movement in pressure. Due to {{clr|H|2H}}'s enormous wall damage, this also wallsplats much later if attempted.
}}
}}


|-|
Super Wallbreak =
{{TheoryBox
{{TheoryBox
| Title      = Safejump after Overdrive Wallbreak
| Title      = Ending Combos With {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}}
| Oneliner  =
| Oneliner  = Keep the pressure up
| Difficulty = {{clr|K|Easy}}/{{clr|S|Medium}}
| Difficulty = Easy
| Anchor    =  
| Video      = GGST_Bridget_Wallbreak_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|S|632146S}}/{{clr|H|H}} > Wallbreak > IAD {{clr|S|j.S}} OR IAD FDC {{clr|K|j.K}}
| content    =
 
Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD {{clr|S|j.S}} is autotimed but can lose to niche options like Giovanna {{clr|S|623S}}, while IAD FDC {{clr|K|j.K}} will beat it but is more difficult to execute.
 
}}
 
 
===Throws===
<div class="tabber-shadows-fix">
<tabber>
Regular throw =
{{TheoryBox
| Title      = Yo-yoki + Autotimed Meaty {{clr|S|c.S}}
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Regular_throw-4
| Video      = GGST_Bridget_Corner_Throw_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|214S}} > {{clr|S|c.S}}
| content    =
*Not safe to reversals
Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for {{clr|S|c.S}} after OTG {{clr|H|2H}}. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use {{clr|K|5K}} or {{clr|K|2K}} instead.
}}
 
|-|
Regular throw alternate =
{{TheoryBox
| Title      = Manually Timed Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    = Regular_throw_alternate
| Video      = GGST_Bridget_Corner_Throw_Oki_1.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|236S}}
| content    =
 
Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it.
}}
 
|-|
Rock the Baby =
{{TheoryBox
| Title      = Safejump + Yo-Yoki!
| Oneliner  =  
| Difficulty = {{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Corner_63214P_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|P|63214P}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|K|j.K}}
| content    =
 
The platonic ideal of Bridget oki once again, a safejump and yo-yo setup in one. It's unlikely Bridget will hit Rock the Baby raw, though.
}}
</tabber>
</div>
 
 
 
 
==Wallslump==
===What is wall slump?===
[[File:GGST_Bridget_Wallslump_F-Shiki_Example.webm|poster=File:GGST Bridget Thumbnail.png|thumb|right|350px|Even slumping from a move with an animation as long as Kick Start My Heart's allows Bridget to set up devastating (manually timed) mixups.]]
If sufficient wall damage is built during a combo that does not launch, the opponent will be put in a unique wallslump state that can't be teched out of, granting it significantly more frame advantage than the standard wall stick. Bridget can take advantage of this unique state to box her opponent in the corner and continue running mixups on them.
 
Due to the abundant frame advantage from wallslumps (much higher than from {{clr|D|2D}}, her second most advantageous knockdown), Bridget can essentially run any mixup she wants so long as she correctly predicts when the wall will crack.
 
===How do I set up a wall slump?===
Bridget can use any of the following moves in a combo to set up a wall slump:
* Any normal EXCEPT {{clr|P|6P}}, {{clr|H|6H}}, {{clr|S|S}} Follow-Up, {{clr|H|H}} Follow-Up, or {{clr|D|j.D}}
* Any version of Stop and Dash
* Any version of Rolling Movement
 
Although this may seem like a lot of room to work with, from most starters Bridget will need to rely on the return hitbox of Stop and Dash in order to build up enough wall damage to for a slump. She might even want to forgo the idea entirely if she lands a hit while wall health is high, instead doing [[{{PAGENAME}}#5K_airborne-3|reset oki]] and going for another mixup to build up more wall damage.
 
===What if I buffered a move before reacting to the wall slump?===
Bridget can cancel into {{clr|S|214S}} from any grounded normal to do this mixup, overriding any action that might have been buffered from said normal beforehand. She can also cancel the second hit of multi-hit normals such as {{clr|S|c.S}} or {{clr|S|2S}} in case they wall slump on the first hit.
<tabber>
High =
{{TheoryBox
| Title      = Wallslump with a Normal > 214S > High
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    =  
| Anchor    =  
| Video      = GGST_Bridget_Wallslump_Oki_High.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > Wallslump > {{clr|S|214S}} > (66)9 > dl.{{clr|K|j.214K}} > dl.44 > {{clr|P|j.P}} > {{clr|S|214S}} (hit) > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}}
| content    =
Can be tricky to time airdash back {{clr|P|j.P}} to be as late as possible and is not autotimed. However, loops the situation on itself and the high/low is very ambiguous.
}}
|-|
Low =
{{TheoryBox
| Title      = Wallslump with a Normal > 214S > Low
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Wallslump_Oki_Low.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > Wallslump > {{clr|S|214S}} > (66)9 > dl.{{clr|K|j.214K}} (whiff) > {{clr|K|2K}} > {{clr|S|214S}} (hit) > {{clr|K|6K}} > {{clr|S|214S}}
| content    =
Lower executional requirement but also lower reward than the high option.
}}
</tabber>
===Why should I do wall slump at all?===
Wallslump setups allow Bridget to loop corner oki and keep advantage until her opponent guesses right. She can do this until she gets 50 tension to get post-wallbreak okizeme with one of her Overdrives, or just keep doing it until her opponent escapes or dies. Frankly, it's not all that important to learn, and the setups sacrifice a lot of damage in favour of the looping mixup, but in the rare matchups where Bridget loses neutral hard, it might be worth considering.
==Air Roll Oki (TK Roll)==
<!--Someone who knows this tech please do a review because some of this stuff looks super weird but I don't know what I'm looking at to fix it-->
Air Roll (often called {{Keyword|TK}} Roll) is an advanced oki option for Bridget that unlocks a few more mix options. Due to its difficult execution and the present strength of her other options, Air Roll is not considered a necessary technique to learn or recommended for new players.
Air Roll is performed by jumping before a roll on oki to perform it from a short distance off the ground. Done correctly, this causes the {{clr|S|j.S}} safejump to land both hits, which opens up new possibilities.
{{TheoryBox
| Title      = Air Roll Layer One
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =
| Recipe    =
| content    =
'''Empty Roll into Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
<br>'''Confirm:''' {{MCB|{{clr|K|6K}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
'''Empty Roll into Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > dl.{{clr|D|6/4D}}}}
'''Air Roll Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) >}}
<br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > {{clr|K|5K}} > dc > {{clr|S|c.S}} > {{clr|D|2D}}}}
}}
{{TheoryBox
| Title      = Air Roll Layer Two
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =  
| Video      =  
| Recipe    =  
| Thumbnail  =
| content    =
| Recipe    = ... > {{clr|K|236K}} ~ {{clr|K|K}}, 66 > {{clr|S|c.S}}
| content    =  


'''Overhead Tick Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|D|6/4D}}}}
* Will sometimes sideswitch if 6 is being held just before {{clr|K|K}} is input.
** Leaves Bridget further away from the opponent, resulting in much weaker oki.


'''Overhead > Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty {{clr|S|c.S}}.
<br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}


'''Double Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) >}}
<br>'''Low Confirm:''' {{MCB|{{clr|K|2K}} > {{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
<br>'''F=Shiki Confirm:''' {{MCB|9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
}}
}}
{{TheoryBox
| Title      = Air Roll The Actual Mix
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =
| Recipe    =
| content    =
'''High (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) 9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
<!--is this not just the same route as the one at the end of the last section?-->
<br>Use {{clr|P|j.P}} instead of {{clr|K|j.K}} against short characters like Giovanna.


'''Low (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) > {{clr|K|2K}} >}}
<br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|S|c.S}}(2) > {{clr|D|2D}}}}
<!--and why is this one different from the low option above? Something is weird.-->


'''Backdash OS:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) (whiff) > {{clr|S|c.S}}(2) >}}
<br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > j.66 > {{clr|S|j.S}}(2) > {{clr|H|j.H}} > {{clr|S|c.S}}(1) > {{clr|D|5D}} > WS > {{clr|D|5[D]}} }} (Works from midscreen)
}}
===Air Roll FAQ===
<div style="float:right;>{{#ev:youtube|S8DFt2pUUXs}} {{clear}}</div>
'''Do I TK ({{Keyword|Tiger Knee}}) the roll?'''


Performing Air Roll with a 2147 is possible, but must be performed as either {{clr|K|[2]147K}} or {{clr|K|21[4]7K}} to not get a high jump. Additionally, the setup won't work if done too close to the ground, which is often the result in a TK input.


Because of this, Air Roll is usually not performed with a traditional TK input but rather 7 / 8 / 9 {{clr|K|j.214K}}.
===Brake Okizeme===
 
 
'''Why use this over regular roll?'''
 
Immediate grounded roll cancelled into {{clr|S|j.S}} only gives {{clr|S|j.S}}(1) which isn't enough to enforce the fuzzy and all the fun things that come with it.
 
 
'''Should I use 7, 8 or 9 Jump for Air Roll?'''
 
You can jump with either 7 / 8 / 9. Which direction you jump in impacts your spacing, and can make certain options of mix stronger.
 
Consider if you wish to be closer or farther from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.
 
 
'''Can I stay on the same side after an F-Shiki confirm if I do it from a point-blank knockdown?'''
 
Yep! Use 8jc {{clr|K|j.K}} / {{clr|P|j.P}} instead of 9jc {{clr|K|j.K}} / {{clr|P|j.P}} to same-side on closer HKDs.
 
 
'''Why can't I double jump cancel the {{clr|S|j.S}}?'''
 
If this happens, it means you're getting a high jump instead of a regular jump. This generally happens when you try to perform a traditional tiger knee input. As mentioned above, performing the input this way will require you to hold 2 or 4 before completing the input in order to avoid the high jump.
 
==Navigation==
{{GGST/Navigation|British = 1}}

Latest revision as of 13:38, 1 May 2024



Kickstart My Heart (236K) Okizeme

Kickstart My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 After SGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 or HGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13 Follow-UpTurn your pokes into pressure
Easy

f.S / 2S ~ S > (whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack.) 236K ~ [6], c.S or (f.S / 2S) > 5H ~ H > (whiff) 236K ~ [6], c.S

  • Allows Bridget to zoom fullscreen to start her pressure with a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack after launching the opponent.
  • Leaves her +7~+9 after 236K depending on combo starter and scaling

    +7: 2S > 5H ~ H

    +8: f.S > 5H ~ H and 2S ~ S

    +9: f.S ~ S and 5H ~ H

    .

This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.

A great way for Bridget to convert her long range buttons (f.S, 2S, and 5H) into an advantage over her opponent. After routing into either her H or S follow-up, she can set up an automatically spaced and timed meaty c.S with a max-speed 236K.

Note that in some edge cases Bridget will end up too far away to c.S the opponent after 236K, in which case she might opt for meaty 5K or 2S, or microdashing The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. before c.S—though running the risk of it not being meaty and getting punished for it.


Ending Combos With ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35Keep the pressure up
Easy


... > 236K ~ K, 66 > c.S

  • Will sometimes sideswitch if 6 is being held just before K is input.
    • Leaves Bridget further away from the opponent, resulting in much weaker oki.

Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty c.S.



Brake Okizeme