GGACR/Bridget

From Dustloop Wiki

Overview

Overview

Bridget is known for her extensive air mobility and keepaway game, and she comes with some particularly strong high/low mixups and unblockable setups.

Bridget can fly well over the top of the screen with her universal air movement options, as well as quickly get in and go for very quick overheads in pressure. Her yo-yo attacks and setup replace the functions of her H button, allowing Bridget to place slow-moving, lingering hitboxes in places that some characters can have a very difficult time getting through. Attacking in tandem with Roger allows Bridget to maintain pressure, and using Roger defensively lets Bridget get out of harm's way.

In exchange, Bridget suffers from low health and poor damage output, as well as generally not being able to score knockdowns out of air combos. This, combined with her unusual movement options, makes for a character that can be difficult to pick up but rewards those who put in the effort with an unconventional hit-and-run playstyle.

If you can master Bridget's movement, then players who love filling the screen with hitboxes and playing a hardcore keepaway game will love what she brings to the table.
GGACR Bridget Nameplate.png
GGACR Bridget Portrait.png
Damage Received Mod
×1.07
Guts Rating
0/5
Gravity Mod
×1.1
Stun Resistance
55
Prejump
3F
Backdash
15F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
2K (5F)
Reversals
623P (13F)
4123641236S (4F)

 Bridget has great mobility and the game's best runaway, but also has very strong high/low and unblockable mixups.

Pros
Cons
  • Excellent Runaway/Keepaway Potential: Unparalleled air mobility lets Bridget control the pace from far away. Up to four "jumps" lets Bridget escape from nearly anywhere.
  • Long-Range Pokes: Bridget's buttons reach farther than those of most of the cast, letting her set up her yoyo safely for extra space control, conversions, or aerial movement.
  • Strong Reversal Options: Starship is a grounded, FRC'able DP that can be difficult to punish, and Overdrives can come in clutch. Her delayed wakeup also lets her set up yoyo and mess up other characters' setups.
  • Roger Cover and Tandems: Roger provides space control, aids defense, and lets Bridget set up strong pressure, strike-throw/high-low mixups, and unblockables.
  • Auto Throw OS: H buttons not having any normals attached to them allows for free throw attempts when Roger is active.
  • Great Anti Airs: 6P, 2S and 6S are great buttons to hit the opponent out of the sky with, all of them lead to combos depending on spacing.
  • Killing Machine: One of the best supers in the game: works as a pseudo-safe reversal, aids in high damage conversions, long inescapable pressure sequences, mixups, neutral interactions, etc.
  • Limited Pressure Without Setup: Lack of coverage tools without yoyo mean Bridget is better suited to a hit-and-run style than fully pressing an advantage.
  • Poor Damage and Limited Confirms: Low damage and lacks means of scoring a knockdown out of air combos without setup and/or meter.
  • Low Margin of Error: Committal buttons and some very low health combine to make a character who can be notoriously difficult to manage.
  • Lack of Throw OS: Bridget's H moves count as Specials, which have priority over normals. As a result, Bridget cannot perform Throw OSes unless Roger is active.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 6 2 9 -1
Total: 16

Simple, horizontal jab that makes for a clutch anti-air. Usually falls out of favor to 2P for mashing.

  • Hits far above the ground, can be ducked under. Useful for tick throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 6 5 11 -2
Total: 21

Makes for a decent meaty with some okay range, but otherwise not spectacular.

  • Mostly useful in relaunch combos into 6S.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

c.S

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 7 2(10)2 12 +3
Total: 32

2-hit yo-yo pull trick mostly for combos.

  • Can make for a good stopping point in pressure.
  • Has a large gap between hits which might make second hit whiff on FD, but it can be special canceled at any point after the first hit which mitigates this problem.
  • Combos to KSMHGGAC Bridget 236K.pngGuardMidStartup11Recovery9Advantage-26, but only on crouching hit or by canceling into KSMH before the second hit.

Gatling Options: 6P, f.S, 2S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×2 6×2 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 7 6 18 -10 3~4F Feet
Total: 30

Bridget's most frequent ranged poke. Hits a great distance away, but is easily low profiled, IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.'d over, or upper body invul'd through.

  • Comes out pretty fast, but takes a while to fully extend afterwards.
  • Frequently gatling'd to 2D for short, sweet combos at moderate range.
  • Combos into 6S against big bodies, or can be used to gatling into a Yoyo SetGGAC Bridget GroundSet.pngGuardStartupRecoveryVaries on directionAdvantage-.

Gatling Options: 2S, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 30 6 24 -16
Total: 59

One of the slowest 5Ds in the game. Really only useful with Roger coverage, but with Bridget's lack of air knockdowns you'll have to go for an ID with minimal damage. Generally not worth the bother.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 11 6 14 -6 1~2F, 13~14F Upper Body
3~12F Above Knees
Total: 30

Big anti-air but don't get caught in the deadzone.

  • Confirms into 6S for further air combos.
  • Avoid use as a poke, as the opening hitbox is almost strictly against the air.

Gatling Options: 6K, c.S, f.S, 2S, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3

3P

Damage Guard Startup Active Recovery On-Block Invuln
24 All 8 12 7 -5 1~19F Lower Body
20~21F Feet
Total: 26

Buttslam. Forward moving, difficult to contest, big stagger on CH making it perfect for frametraps. One of Bridget's best normals.

  • Has enough of a hop off the ground to go over low attacks.
  • Active for forever and a real pain for some characters to deal with.
  • Cancel into Starship for some tacked on damage on normal hit if that's what you want.
  • Will completely stuff a surprising number of normals thanks to its rather disjointed hitbox. Anything Kick Start My Heart can beat, this can and more.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Staggers on ground CH (max 35F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
40 High 23 6 15 -4 9~19F Feet
23~34F Low Profile
Total: 43

Your main overhead tool for opening up. Despite the slower startup speed, it goes slightly airborne at the beginning and low profiles as it hits, meaning 2P mashers can eat it.

  • Special cancellable except into yo-yo specials for small conversions.
  • Has an FRC right after it goes active to mitigate a miss, or make for better conversions.
  • Works best in tandem with Roger coverage.
FRC Window Proration Guard Bar+ Guard Bar- Level
24~25F 70% 11 6 4
  • Slams down opponent on air hit

6S

Damage Guard Startup Active Recovery On-Block Invuln
46 Mid 10 6 29 -18
Total: 44

Big anti-air yo-yo haymaker. The pinnacle of Bridget's reach.

  • Preemptively covers a lot of IAD attempts.
  • Wallbounce on CH for a combo or setup.
  • Whiffs on crouching, don't throw it out haphazardly.
  • Can hit taller characters, such as  Potemkin and  Justice, from extremely far away.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4
  • Wallbounces on CH (untechable for 40F)

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 7 4 3 +3
Total: 13

Amazingly plus 2P that trades some speed for frame advantage.

  • Good range and low recovery making this great for pestering.
  • Excellent for Burst baits.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 3 6 +1 1~9F Low Profile
Total: 13

Short ranged, low profile 2K for opening upbackers or opponents expecting 6K.

  • Low profiles immediately. Can be useful for going under things on reaction (e.g.  Sol's Bandit BringerGGAC Sol 236Khold.pngGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1), and if properly spaced can bait some reversal options (e.g.  Ky's Vapor ThrustGGAC Ky VaporThrust.pngGuardMidStartup9Recovery32+13 after landingAdvantage-34).
  • Plus on block to offset the poor hitbox.

Gatling Options: 2P, 6P, 6K, c.S, f.S, 2S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 10 12 12 -10 1~3F, 30~33F Low Profile
14~21F Feet
Total: 33

Large, slow anti-air and frametrap button.

  • Launches on Counter Hit for nice reward.
  • Jump cancellable for anybody you tag out of the air.
  • Gatling into 2K is advised on block for building distance or pressure resets.

Gatling Options: 2K, 6S, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Floats on CH (untechable for 26F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
32 Low 7 4 20 -7 7~16F Feet
Total: 30

Hopping sweep with some low crush and a nice hitbox.

  • Vital for knockdowns into yo-yo setups.
  • FRC at the end of the active window for pressure resets on block or extended time for setups, particularly unblockables.
  • Not unsafe enough to be particularly punishable at range.
  • Horrid on whiff. Don't get carried away.
FRC Window Proration Guard Bar+ Guard Bar- Level
9~10F 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 5 4 6
Total: 14

Fairly decent air-to-air poke or for hitting anybody below you. Self-cancellable for gaining height in air combos.

  • Can be used with Rolling MovementGGAC Bridget 214K.pngGuardStartupRecoveryAdvantage- to perform a "fake jump" by starting the move and pressing P.


Gatling Options: j.P, j.K, j.S, j.2S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
24 High/Air 6 8 12
Total: 25

Primarily air combo fodder.

  • Pretty active for an air normal but the hurtbox means you'll probably get tagged a lot if used in neutral.
  • Unfortunately doesn't lead to j.2S, you'll probably have to back gatling to j.P.
  • Can sometimes cross up.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 10 6 19
Total: 34

Great air-to-air button, even if on the slower side. Useful in tandem with j.2S for air combos.

Gatling Options: j.K, j.2S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.2S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 10 6 25
Total: 40

Upwards swinging hit that covers in front of Bridget. Acts as a j.H in place of Bridget not having one.

  • Makes for a decent jump-in, particularly with CH stagger.
  • Jump cancellable for air-combo fodder.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Staggers on ground CH (max 35F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
24×3 High/Air 15 3×6 16+4 after landing
Total: 48

Multi-hit aerial useful for crossups in conjunction with Roger setups.

  • Launches and vacuums for air combo shenanigans.
  • Very low hitstop, making Roger setups particularly tricky.
  • Can be special canceled into Starship or Force Breaks.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5×3 7×3 2
  • 1st and 2nd hitboxes pull opponent in

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
48 45 pixels

Bridget throws her opponent over her shoulder in the opposite of the direction held, then lands on them with her butt. Iyaaaaah!

  • Plenty of time for whichever yo-yo set you'd prefer to start your next setup with.
  • You can use 2K 2P immediately after to OTG, at which point they can air tech. Particularly useful in the corner for airthrow resets or to force them to FD block 6S or 6P.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6×2

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 88 pixels

A rather average air throw, but one of the keys to Bridget.

  • Bridget's only method of air knockdown outside of certain moves on Counter Hit.
  • As your throw button is the same as yo-yo set the punishment for whiffing this is much steeper than other characters if you do not either have Roger active in some way, or the yo-yo returning to you as a poor yo-yo set is timely to recover from and only rarely useful.
  • You can throw your opponent into an active Roger for a combo, or for a reset into another potential air throw.
  • Great way to catch tech outs after a combo by rolling to your yo-yo and using air throw to put them back in a corner.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 6 14 -6 1~16F All
Total: 30

Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6P animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Can cancel into Yoyo Moves

Special Moves

Yo-Yo Placement

Any Direction + H

Version Damage Guard Startup Active Recovery On-Block Invuln
XH Varies on direction
j.XH Varies on direction

Bridget sets her yo-yo. A directional input will change where she sets the yo-yo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. Using a throw is a good way to set this up.

The yo-yo will remain stationary once it reaches its destination, with some limitations. If it's beyond the horizontal limits of the stage or above the height the camera can reach, it will gradually move back to within camera range on its own. If you recall and stop the yo-yo you can prevent this from happening, which can be useful if you want to have the yo-yo really high to fly off-screen.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
XH N/A
j.XH N/A

XH:

  • Accepts direction input until 6F
  • Total length of each set: Neutral Set: 21F (15F), 6 Set: 27F (17F), 9 Set: 23F (11F), 8 Set: 26F (13F), 7 Set or 4 Set: 22F (13F)
  • Yoyo will be set even if Bridget gets after the frames listed in ( )

j.XH:

  • Accepts direction input until 6F
  • Total length of each set: Neutral Set: 19F (11F), 6/7/8 Set: 22F (11F), 9 Set: 20F (11F), 1 Set: 29F (15F), Other Sets: 25F (11F)
  • Yoyo will be set even if Bridget gets after the frames listed in ( )

Knockdown Yo-Yo Placement

[H] while knocked down

Damage Guard Startup Active Recovery On-Block Invuln
Total 38 1~End All

Delays wakeup, potentially throwing off an opponent's oki timing. Only available when yo-yo is not set.

  • Great when used in conjunction with other reversals like throw or 623P.
  • Since you're placing a yo-yo out, that also grants access to wakeup 632146H.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Extends Bridget's knockdown time by 15F

Yo-Yo Recall

Yo-Yo Set > H (Air & Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
Ground Yoyo Recall 40 All 12 Total 20 +22
Air Yoyo Recall 40 All 14 Total 22 +22

Bridget recalls her yo-yo.

  • Pressing H will trigger the startup animation, while holding H will delay the yo-yo's actual movement for up to ~2.5 seconds.
    • Pressing H again can cancel the callback, allowing you to move the yo-yo closer without having to set it again.
  • Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit.
  • As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.

It's actually still possible for Bridget to use Rolling Movement while delaying a yo-yo recall, but the input has to either be returned to neutral or TKed An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. to avoid just Faultless Defending in place (in other words, the input becomes 2145K or 2147K).

Version FRC Window Proration Guard Bar+ Guard Bar- Level
Ground Yoyo Recall N/A 0 6 4
Air Yoyo Recall N/A 0 6 4

Ground Yoyo Recall:

  • Hold down the button to delay the move, can delay startup for up to 152F
  • Rolling Movement 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 Bridget is hit on 1~4F, the yoyo will not return
  • If Bridget gets hit or blocks, the yoyo loses its hitbox
  • See notes ※2, ※3

Air Yoyo Recall:

  • Hold down the button to delay the move, can delay startup for up to 154F
  • Force Breaks and Rolling Movement 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 Bridget is hit on 1~6F, the yoyo will not return
  • If Bridget gets hit or blocks, the yoyo loses its hitbox
  • See notes ※1, ※2, ※3

Kick Start My Heart

236K

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 11 34 9 -26 3~4F Feet
Total: 53

Bridget uses her yo-yos like roller blades and rides on them across the screen.

  • The speed of the move can be increased or decreased by holding forward or back respectively at any point during the move. Holding forward from frame 1 will clear the entire screen, not holding anything moves roughly two thirds, and by holding back you move less than the distance of a forward yo-yo set.
  • Can be canceled into Stop or Shoot at any point during the active frames even if it has already been blocked, giving it the potential to bait potential punishes with proper timing.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4
  • Can cancel into followups 12~44F
  • Speed can be controlled with 4/6 during movement

Stop

236K > P

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 7 6 28 -10
Total: 40

A follow up to KSMH. Bridget stops on her tracks.

  • When used at maximum range it is extremely difficult for the majority of the cast to actually punish.
  • Knocks down the opponent on hit so trades are generally in Bridget's favor, and gives time for a yo-yo set after knockdown.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

Shoot

236K > K

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 2 12 21+20 after landing -39
Total: 54

A follow up to KSMH. Bridget flings herself across the screen while swinging the yo-yos around. Stupidly high corner carry.

  • Can be special canceled into any air yo-yo set after the active frames end before Bridget hits the ground.
  • Extremely fast and needs to be FD blocked in the air, lending it some utility as an anti-air.
  • You can be air thrown if they block it so watch out.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Bridget is airborne from 2F onwards
  • Can cancel into Yoyo moves 28~33F on hit or block

Starship

623P (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623P 22×4 Mid 13 3×5 25 -17 1~9 All
10~16F Strike
j.623P 18×3 All 13 3×5 Until landing+10 -5 1~13F Strike
Total: 52

A surprisingly incredible DP with a set of quirks setting it apart from others.

  • Grounded, up to 4 hits, and nonstandard hitstop can make this very difficult to bait or even punish.
  • Combos on hit or sets up a tech situation. Can knockdown if it hits an extended hurtbox.
  • Has an FRC right at the tail end of it, guaranteeing it stays perfectly safe.
  • The hitbox of Starship does not extend to the floor, so some character's moves that keep them low to the floor will not be hit by it ( Ky's Stun DipperGGAC Ky StunDipper-1.pngGuardLow, MidStartup8Recovery26Advantage-15,  Millia's Forward RollGGAC Millia 214K.pngGuardStartupRecoveryTotal 24Advantage-,  A.B.A's DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-, etc).
  • How to punish: It has a deceptive recovery animation that looks like Bridget's idle animation but remember it's still -17 with a bit of pushback so at worst you might have to do a small dash before inputting your punish.

The air version is just as versatile as the grounded version. Used to end air combos or bait reversals.

  • Can be used for knockdowns at low height, though this is more an edge case than anything.
  • Surprisingly safe-ish at only -5, especially if TK'd at range.
  • Has the same FRC as the grounded version.
  • Completely vulnerable to air throws.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623P 19~20F 80% 10×4 7×4 3
j.623P 19~20F 80% 6×3 5×3 2

623P:

  • Max 4 hits

j.623P:

  • Max 3 hits
  • Listed Frame Adv is for fastest possible TK Air Starship (startup 16F)

Roger Rush

Yo-Yo Set > 236H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236H 36×3 All 28 See notes Total 32 +80
j.236H 36×3 All 23 See notes Total 42

Bridget summons Roger ready to punch people's faces.

  • Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching.
  • Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times.
  • Staggers on hit usually long enough to run up and confirm into 5K, and is faster than Jagged Roger.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236H 16~17F 0 8×3 4
j.236H N/A 0 8×3 4

236H:

  • Max 3 hits
  • Roger disappears immediately if Bridget is hit
  • Active frames: 2(10){2(12)}×2+{2(10)}×2+2(12)2
  • Roger can be hit from 20F onward
  • See note ※2
  • Staggers on normal hit for a max of 35f

j.236H:

  • Max 3 hits
  • Roger disappears immediately if Bridget is hit
  • Active frames: 2(10){2(12)}×2+{2(10)}×2+2(12)2
  • Roger can be hit from 15F onward
  • Bridget is in CH state during move

Jagged Roger

Yo-Yo Set > 214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214H 20×3 All 38 105 Total 32 +36
j.214H 20×3 All 29 105 Total 37 +29

Bridget summons Roger equipped with a saw around its body.

  • Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins.
  • As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F.
  • Jagged Roger will end once 105 frames have passed, he makes it back to Bridget, or if it hits an opponent 3 times.
  • Can use the number of hits it has remaining to instead nullify an equivalent number of hits of a projectile. These act on the total number of hits remaining the same as if it was hitting an opponent.
  • Rather good at raising the opponent's guard bar if they don't FD.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214H 22~23F 0 7×3 3
j.214H N/A 0 7×3 3

214H:

  • Pulls opponent in on hit or block
  • Max 3 hits
  • Jagged Roger will activate even if Bridget is hit after 22F
  • See note ※2

j.214H:

  • Pulls opponent in on hit or block
  • Max 3 hits
  • Jagged Roger will activate even if Bridget is hit after 13F
  • See notes ※1, ※2

Roger Hug

Yo-Yo Set > 623H

Damage Guard Startup Active Recovery On-Block Invuln
30 All 34 27 Total 40 +20

The yo-yo becomes a sort of mechanism and homes in on the the opponent for a set distance.

  • Will stick with the opponent both on hit and block.
  • The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is).
  • Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Movement is done.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 3
  • Yoyo sticks to opponent for 600F on hit or block
  • See notes ※2, ※3

Roger Get

Yo-Yo Set > 421H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
421H 20 All 19 Until landing Total 30
421H High 20×2 All, Low 18 Until landing, (11)42 Total 30
j.421H 20 All 19 Until landing Total 34
j.421H High 20×2 All, Low 18 Until landing, (11)42 Total 34

Bridget summons Roger who will then do a body slam and slide upon landing on the ground.

  • The direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what).
  • Depending on the height at which the yo-yo is placed, the move will have different properties.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
421H 20~21F Forced 75% 0 7 3
421H High 20~21F Forced 75% 0 7×2 3
j.421H 20~21F Forced 75% 0 7 3
j.421H High 20~21F Forced 75% 0 7×2 3

421H:

  • Roger can be hit from 19F onwards
  • See notes ※2, ※3

421H High:

  • The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
  • Roger can be hit from 18F onwards
  • See notes ※2, ※3,Staggers on normal hit for a max of 45f

j.421H:

  • Roger can be hit from 19F onwards
  • See notes ※1, ※2, ※3

j.421H High:

  • The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
  • Roger can be hit from 18F onwards
  • See notes ※1, ※2, ※3
  • Staggers on normal hit for a max of 45f

Rolling Movement

Yo-Yo Set > 214K (Air OK)

Damage Guard Startup Active Recovery On-Block Invuln

Bridget rolls to her yo-yo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Very strong mobility option. Canceling into it allows Bridget to extend pressure, confirm from situations she normally couldn't, and escape after a potentially unsafe poke.

  • Airborne frame 1 allowing her to go over lows.
  • Allows for very quick and low overheads since this leaves Bridget in an aerial state.
  • When immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air.
  • It can also be immediately canceled into a normal, making it extremely useful for extending combos.
  • Can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S).
    • Exceptions are: 6K, 2D and j.D.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can cancel into any action other than blocking, air dashing and double jumping from 2F onwards

Force Breaks

FB Roger Rush

Yo-Yo Set > 236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236D 20×2, 50 All 16 10(10)10(18)16 Total 36 +87
j.236D 20×2, 50 All 23 10(10)10(18)16 Total 33

Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them.

  • Opens the way for some strong combos on hit, and for mixup opportunities on block.
  • There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.
    • You can also use this window to crossup the opponent, by jumping over them right after the second punch.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236D 16~17F 10×2,20 8×2,15 3×2, 5
j.236D N/A 10×2,20 8×2,15 3×2, 5

236D:

  • Roger disappears immediately if Bridget is hit
  • Bridget is in CH state during move
  • Roger can be hit from 8F onwards
  • Staggers on normal hit for a max of 35f

j.236D:

  • Roger disappears immediately if Bridget is hit
  • Bridget is in CH state during move
  • Roger can be hit from 8F onwards
  • Staggers on normal hit for a max of 35f

FB Jagged Roger

Yo-Yo Set > 214D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214D 20×5 All 38 85 Total 39 +54
j.214D 20×5 All 29 85 Total 37 +47

This version of Jagged Roger will chase the opponent instead of returning to Bridget. Great option to throw out for 25% Tension. The opponent essentially has to respect it.

  • Active for so long that it can (and often does) punish people who Burst it.
  • Will probably buy you a high/low mixup.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214D 22~23F 10×5 7×5 3
j.214D N/A 10×5 7×5 3

214D:

  • Max 5 hits
  • Jagged Roger will activate even if Bridget is hit after 22F
  • See note ※2

j.214D:

  • Max 5 hits
  • Jagged Roger will activate even if Bridget is hit after 13F
  • See notes ※1, ※2

Overdrives

Loop the Loop

632146S

Damage Guard Startup Active Recovery On-Block Invuln
20×7, 60 Mid×7, High 5+1 3(6)3(3)3,6,3,6,3,9(12)20 16 -24 5~7F Strike
Total: 98

Can set up knockdowns from hits Bridget usually can't get knockdowns from, depending on the weight of the other character she can be so advantageous that she can set up an unblockable after.

FRC Window Proration Guard Bar+ Guard Bar- Level
42~45F 20, 6×6, 15 6, 7×6, 6 5, 2×6, 5
  • 1st hit vacuums opponent
  • 8th hit removes OTG state

Maintenance Disaster

4123641236S

Damage Guard Startup Active Recovery On-Block Invuln
24×18 Mid 4+0 48 Total 44 1~4F All
Total: 44

Extremely fast Anti-Air/Reversal that can be difficult to safejump. Will catch them if they're in the line of fire, and weren't blocking before the superflash.

  • The explosion is guaranteed to execute on input, meaning that trading this is very bad for the opponent.
  • Every hit must be FD'd while airborne, making this a dangerous consideration for opponents approaching from the air.
  • Bridget falls backwards and shrinks her hurtbox during recovery, making it awkward to punish.
  • Can work as a high damage combo ender, though this is usually inoptimal.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3×18 8×18 1
  • Bridget is airborne and in CH state 5~13F
  • Opponent's inputs are frozen after the super flash until the 1st active frame
  • Explosion is guaranteed to execute once the command has been input

Me and My Killing Machine

Yo-Yo Set > 632146H or Yo-Yo Set > 412364H

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 25×12 All 1+23 117 Total 32 1~14F All
15~21F Strike
412364H 25×6 All 1+13 129 Total 24 1~1F All

Long, obfuscating hitbox that tracks to Bridget, and is mainly used to cover her during mixups and approach. Very similar in function to Jagged Roger, but moves at speeds similar its Force Break version.

  • Does a boatload of hits and tacks on a lot of damage compared to Bridget's overall kit. On block it does rather good chip and quickly raises the guard bar.
  • Stays active if Bridget is hit, discourages mashing or reversaling out.
  • Actually useful as a reversal, particularly with a close yo-yo, as it can cover Bridget's recovery.
  • Loses to throws, which will not only get Bridget hit, but will likely burn the rest of the move's active window.

The Delayed version moves more slowly, remaining more in place.

  • Useful if the opponent is far away on a knockdown and you want to keep them still while you approach.
  • Nonstandard hitstop allows for a bit of jank, but the fewer hits limits the time you have.
  • Has no invincibility compared to the normal version. Be sure not to mix them up!
Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H N/A 10×12 7×12 3
412364H N/A 10×6 7×6 3

632146H:

  • Bridget is in CH state during move
  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles

412364H:

  • Bridget is in CH state during move
  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles

Instant Kill

Shoot the Moon

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+6 12 91 -86 1~7F Strike
Total: 115

Bridget wraps the opponent with her yoyos and throws them offscreen. They somehow end up on the moon. You don't even see Bridget's victory pose, not worth it.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 4
  • IK Mode activation: 60F

Colours

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

To edit frame data, edit values in GGACR/Bridget/Data.
Systems Pages