GGAC/Bridget/Frame Data

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< GGAC‎ | Bridget

Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 12 1.44 3 8 1 HLF cCJR 6 2 9 -1
  • Prorates 90%
K 22 2.64 10 7 3 HLF CJR 6 5 11 -2 -
c.S 22×2 3.84×2 14×2 6×2 4 HLF CJR 7 2(10)2 12 +3 -
f.S 34 2.64 10 7 3 HLF CR 7 6 18 -10
  • 3-4 feet invincibility
  • Fully extended on frame 11
6P 30 2.64 10 7 3 HLF CR 11 6 14 -6
  • 1-2, 13-14 upper body, 3-12 above the knees invincibility
  • Prorates 90%
3P 24 2.64 10 7 3 any CR 8 12 7 -5
  • 1-21 feet invincibility
  • Staggers on ground CH (max: 39F)
  • Untechable on air hit for 20F
  • Bridget is crouching during this move
6K 40 3.84 11 6 4 HF RF 23 6 15 -4
  • 9-19 feet invincibility
  • 23-24 low stance
  • Prorates 70%
  • FRC timing: 24-25
6S 46 3.84 14 6 4 HLF CJR 10 6 29 -18
  • Wall bounces on CH (untechable for 48F)
  • Fully extended on frame 13
Dust 17 2.64 8 20 3 HF CR 28 6 24 -16
  • Can be cancelled into Yoyo moves
DAA 25 2.64 10 7 3 any R 11 6 14 -6
  • 1-12 invincible
  • 13-14 upper body invincibility
  • 13-16 invincible to throws
  • Causes knockdown on ground hit
  • Prorates 50%
  • Can be cancelled into Yoyo moves
2P 8 1.44 3 8 1 HLF CR 7 4 3 +3
  • Prorates 80%
2K 12 1.44 3 8 1 LF CR 5 3 6 +1
  • 1-9 low stance
  • Prorates 70%
2S 30 2.64 10 7 3 HLF CJR 10 12 12 -10
  • 1-3, 30-33 low stance
  • 14-21 feet invincibility
  • Causes float and vacuum effect on CH (untechable for 28F)
2D 32 3.84 11 6 4 LF CRF 7 4 20 -7
  • 7-16 feet invincibility
  • FRC timing: 9-10
  • Can be cancelled into any non-yoyo specials
j.P 16 1.44 3 8 1 HA cCR 6 4 6 - -
j.K 20 2.64 6 7 2 HA CJR 6 8 12 - -
j.S 26 2.64 10 7 3 HA CR 10 6 19 -
  • Fully extended on frame 13
j.D 16×3 2.64×3 6×3 7×3 2 HA CR 15 3×6 16 -
  • Floats on hit (untechable for 22F)
  • 15-20, 24-29 causes vacuum effect on block or hit
  • Hit stop 6
  • Additional 4F of recovery after landing
  • Can hit up to a maximum of 3 times
  • Can be cancelled into any non-yoyo specials
j.2S 28 2.64 10 7 3 HA CJR 10 6 25 -
  • Staggers on ground CH (max: 39F)
Throw 48 6.88 - 6×2 - 45 pixels R - - - -
  • Causes ground bounce on hit
  • Forced prorate: 50%
Air Throw 55 4.00 - 6 - 88 pixels - - - - -
  • Causes knockdown on hit
  • Forced prorate: 50%



Note: The following count as Yoyo moves: Yoyo set, Yoyo Hikimodoshi, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Idou, Ore to Kill Machine (includes all air versions of the moves).

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Yoyo Haichi
direction + H
- - - - - - - - - See note -
  • Accepts direction input until frame 6
  • Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 21F (15F), 6: 27F (17F), 9: 23F (11F), 8: 26F (13F), 7 or 4: 22F (13F)
(air) Yoyo Haichi
(air) Direction + H
- - - - - - - - - See note -
  • Accepts direction input until frame 6
  • Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 19F (11F), 6 and 7: 22F (11F), 9: 20F(11F), 8: 21F(11F), 1: 29F(15F), all other directions: 25F (11F)
(downed) Yoyo Haichi
(while downed) H
- - - - - - - - - total: 38 -
  • Extends down time by 15F
Yoyo Hikimodoshi
(After Yoyo Haichi) H (hold to delay)
40 -/2.40 0 6 4 any - 12 - total: 20 +24
  • Hold down the button to delay the move. (can delay startup for a max of 152F)
  • Force Breaks and Rolling Idou can be used during this delay
  • Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
  • If hit on frames 1-4, the yoyo will not return
  • If Bridget gets hit, the yoyo disappears
  • see notes *2, *3, *4
(air) Yoyo Hikimodoshi
(After Yoyo Haichi) H (hold to delay)
40 -/2.40 0 6 4 any - 14 - total: 22 +22
  • Hold down the button to delay the move. (can delay startup for a max of 154F)
  • Force Breaks and Rolling Idou can be used during this delay
  • Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
  • If hit on frames 1-6, the yoyo will not return
  • If Bridget gets hit, the yoyo disappears
  • see notes *1, *2, *3, *4
Roger Rush
(After Yoyo Haichi) 236H
36×3 2.00/1.20×3 0 8×3 4 any F 28 See note total: 32 +80
  • Staggers on ground on hit (max: 49F)
  • FRC timing: 16-17
  • Can hit up to a maximum of 3 times
  • Roger disappears immediately if Bridget is hit
  • Roger can be hit from frame 20 on.
  • see notes *2, *4
  • Active time is as follows: 2(10) { 2(12) } x2 + { 2(10) }x2 + 2(12)2
Jagged Roger
(After Yoyo Haichi) 214H
20×3 2.00 / 1.20×3 0 7×3 3 any F 38 105 total: 39 +36
  • Causes vacuum effect on hit or block
  • Hit stop 6
  • FRC timing: 22-23
  • Can hit up to a maximum of 3 times
  • Past frame 22, Jagged Roger will activate, even if Bridget is hit
  • see notes *2, *4
(air) Jagged Roger
(After Yoyo Haichi) j.214H
20×3 2.00 / 1.20×3 0 7×3 3 any - 29 105 total: 37 +29
  • Causes vacuum effect on hit or block
  • Hit stop 6
  • FRC timing: 22-23
  • Can hit up to a maximum of 3 times
  • Past frame 13, Jagged Roger will activate, even if Bridget is hit
  • see notes *1, *2, *4
Roger Hug
(After Yoyo Haichi) 623H
30 2.00/4.80 0 6 4 any - 34 27 total: 40 +20
  • On hit, causes Yoyo to stick to opponent for 600F
  • see notes *2,*3,*4
Rolling Idou
(After Yoyo Haichi) 214K
- - - - - - - - - - -
  • From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping
(air) Rolling Idou
(After Yoyo Haichi) j.214K
- - - - - - - - - - -
  • From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping
Roger Get (low)
(After Yoyo Haichi) 421H
20 2.00/1.20 0 7 3 any F 19 till landing total: 30 -
  • Forced prorate: 85%
  • FRC timing: 20-21
  • Roger can be hit from frame 19 on
  • see notes *2,*3
Roger Get (high)
(After Yoyo Haichi) 421H
20×2 2.00/ 1.20×2 0 7×2 3 any, LF F 18 till landing (11)42 total: 30 -
  • Forced prorate: 85%
  • FRC timing: 20-21
  • 1st hit staggers on ground hit (max: 58F)
  • 2nd hit causes knockdown on ground hit
  • The distance Roger slides during the 2nd hit depends on high he was when the move was activated
  • Roger can be hit from frame 18 on
  • see notes *2,*3
(air) Roger Get (low)
(After Yoyo Haichi) j.421H
20 2.00/1.20 0 7 3 any F 19 till landing total: 34 -
  • Forced prorate: 85%
  • FRC timing: 20-21
  • Roger can be hit from frame 19 on
  • see notes *1,*2,*3
(air) Roger Get (high)
(After Yoyo Haichi) j.421H
20×2 2.00 / 1.20×2 0 7×2 3 any, LF F 18 till landing (11)42 total: 34 -
  • Forced prorate: 85%
  • FRC timing: 20-21
  • 1st hit staggers on ground hit (max: 58F)
  • 2nd hit causes knockdown on ground hit
  • The distance Roger slides during the 2nd hit depends on high he was when the move was activated
  • Roger can be hit from frame 18 on
  • see notes *1,*2,*3
Kick Start My Heart
236K
30 -/7.20 14 6 4 HLF R 11 34 9 -26
  • 3-4 feet invincibility
  • From frames 12-44, can cancel into Teishi or Hassha
  • Speed can be controled with 4/6 during motion
Teishi
(After KSMH) P
40 -/1.20 6 7 2 HLF - 11+7 6 28 -10
  • Causes knockdown on ground hit
Hassha
(After KSMH) K
50 -/7.20 10 7 3 HLF R 11+2 12 21 + landing 20 -39
  • Airborne from frame 2 on
  • Floats on hit (untechable for 24F)
Starship
623P
22×4 2.00 / 2.40×4 10×4 7×4 3 HLF RF 13 3×5 25 -17
  • 1-12 invincible
  • 13-26 invincible to throws
  • Floats on hit
  • Causes knockdown on ground hit
  • Hit stop 6
  • FRC timing: 19-20
  • Can hit up to a maximum of 4 times
(air) Starship
j.623P
18×3 2.00 / 3.00×3 6×3 7×3 2 any R 13 3×5 till landing + 10 -5
  • 1-13 invincible to throws
  • Floats on hit
  • Causes knockdown on ground hit
  • Hit stop 6
  • Can hit up to a maximum of 3 times
  • Listed SD is for a Starship performed as low to the ground and as quickly as possible (startup of 16F)

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Roger Rush
236D
36×4 -25% 14×4 8×4 4 any F 28 See note total: 32 +114
  • Staggers on ground hit (max: 49F)
  • FRC timing: 16-17
  • Can hit up to 4 times
  • Roger disappears immediately if Bridget is hit
  • Roger can be hit from frame 20 on
  • see notes *2
  • Active frames are as follows: { 2(10) 2 (12) 2(18) } x 2 + 2 (10) 2 (12) 2.
Jagged Roger
214D
20×5 -25% 10×5 7×5 3 any F 38 85 total: 39 +54
  • Hit stop 6
  • FRC timing: 22-23
  • Can hit up to 5 times
  • Past frame 22, Jagged Roger will activate, even if Bridget is hit
(air) Jagged Roger
j.214D
20×5 -25% 10×5 7×5 3 any - 29 85 total: 37 +47
  • Hit stop 6
  • Can hit up to a maximum of 5 times
  • Past frame 13, Jagged Roger will activate, even if Bridget is hit
*1: Landing during these moves causes Bridget to recover. (ignore listed recovery).
*2: CH state till end of recovery. Listed SD is for when the Yoyo is released right on top of the opponent.
*3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit.
*4: These moves do not raise the Guard Balance (Bar) at all on block.

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Loop the Loop
632146S
20×7, 60 -50% 20, 6×7 6, 7×7 5, 2×7 HLF RF 5+1 See note 16 -24
  • 5-7 invincible to strikes
  • 7th hit staggers on ground hit (max: 75F)
  • Hits 2-7 have hit stop 6
  • FRC timing: 42-45
  • Can hit up to a maximum of 8 times
  • Active frames are as follows: 3(6)3(3)30(12)20
  • The 8th hit must be blocked as follows: HF
Maintenance-chuu no Higeki
4123641236S
24×18 -50% 3×18 8×18 1 HLF - 4+0 48 total: 44 -
  • 1-4 invincible
  • 6-13 airborne
  • Opponent's inputs are frozen after the super flash until the 1st active frame
  • Floats on hit (untechable for 30F)
  • Explosion is guaranteed to go off once the command has been input
Ore to Kill Machine
(after Yoyo Haichi) 632146H
25×12 -50% 10×12 7×12 3 any - 1+23 117 total: 32 -
  • 1-14 invincible
  • 15-21 invincible to strikes
  • Causes knockdown on hit
  • Once the command has been input, Angry Flaming Roger on a Bicycle is guaranteed to appear
  • Roger can pass through projectiles

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Shoot the Moon
(IK mode activated) 236236H
Fatal KO - 14 - - any - 7+6 12 91 -86
  • IK mode activation: 60F
  • 1-7 invincible to strikes

Gatling Table

P K S Yo-Yo set/call back D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.5S, f.5S, 2S, 6S yes 5D, 2D j, sp
2P 5P, 2P, 6P 5D, 2K, 6K c.5S, f.5S, 2S, 6S yes 5D, 2D sp
6P - 6K c.5S, f.5S, 2S, 6S yes 5D, 2D sp
3P - - - yes - sp
5K 6P 6K c.5S, f.5S, 2S, 6S yes 5D, 2D j, sp
2K 2P, 6P 6K c.5S, f.5S, 2S yes 5D, 2D sp
6K - - - - - -
c.5S 6P - f.5S, 2S yes 5D, 2D j, sp
f.5S - - 2S, 6S yes - j, sp
2S - 2K 6S yes 5D, 2D j, sp
6S - - - yes - j, sp
5D - - - yes - homing jump
2D - - - - - sp
j.P j.P j.K j.S, j.2S yes j.D sp
j.K j.P - j.S yes - j, sp
j.S - j.K j.2S yes - sp
j.2S - - - yes - j, sp
j.D - - - - - sp