User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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m (Replaced content with "{{GGST/CharacterLinks}} =={{clr|D|2D}} Yo-yoki== <tabber> Overhead = {{TheoryBox | Title = Overhead | Oneliner = {{clr|D|j.D}} Safejump | Difficulty = {{clr|K|Easy}} | Anchor = Roll Safejump | Video = GGST_Bridget_Midscreen_2D_Safejump.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. * Subc...")
Tag: Replaced
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<tabber>
<tabber>
Overhead ={{TheoryBox
Overhead = {{TheoryBox
| Title      = {{clr|D|j.D}} Safejump
| Title      = Overhead
| Oneliner  =
| Oneliner  = {{clr|D|j.D}} Safejump
| Difficulty = {{clr|K|Easy}}
| Difficulty = {{clr|K|Easy}}
| Anchor    = Roll Safejump
| Anchor    = Roll Safejump
Line 18: Line 18:
* Subceptible to Faultless Defense.
* Subceptible to Faultless Defense.


<code>j.D, c.S > 214K</code> or <code>j.D, 2S > 214K</code>
<code>j.D, c.S > 214K</code> or <code>j.D, 2S > 214K against Faultless Defense</code>


<code>j.D, c.S > 214K, c.S > Ender</code> or <code> j.D, c.S > 5[D], 66 > c.S > Ender </code>
<code>j.D, c.S / 2S > 214K, c.S > ...</code> or <code> j.D, c.S > 5[D], 66 > c.S > ... </code>


Your default overhead option.
Your default overhead option.
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| content    =
| content    =


}}
==Corner Setups==
===Setups by combo ender===
<tabber>
Grounded 2D =
{{TheoryBox
| Title      = Corner {{clr|D|2D}}
| Oneliner  = Buttons into yo-yoki and autotimed safejump
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Corner_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|D|2D}} > {{clr|S|214S}}, IAD {{clr|S|j.S}}
| content    =
A corner-only oki setup with very simple timing. Not quite autotimed from two-hit combos that end in {{clr|D|2D}} but very easy to time. Gives the same oki as midscreen airborne {{clr|H|2H}} ender but with no risk of Bridget's opponent being pushed out of the range of {{clr|S|214S}}'s return hit.
}}
|-|
Brake =
{{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.
}}
|-|
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
| Title      = Safejump after Overdrive Wallbreak
| Oneliner  =
| Difficulty = {{clr|K|Easy}}/{{clr|S|Medium}}
| 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.
}}
</tabber>
===Throws===
<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|S|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>
</tabber>
==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    =
| 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      =
| Recipe    =
| 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}}}}
'''Overhead > Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
<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}}.
'''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}}

Revision as of 16:46, 18 April 2024




2D Yo-yoki

Overheadj.D Safejump
Easy

2D > 214S, 214K ~ j.D

  • Safejumps.
  • Whiffs against backdashes, though you'll still be safe.
  • Subceptible to Faultless Defense.

j.D, c.S > 214K or j.D, 2S > 214K against Faultless Defense

j.D, c.S / 2S > 214K, c.S > ... or j.D, c.S > 5[D], 66 > c.S > ...

Your default overhead option.

2K Meaty
Medium


2D > 214S, 214K ~ (whiff) j.X, 2K