GGACR/Bridget

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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 for 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.
Playstyle
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 and meter gain even on retreat lets Bridget control the pace from far away. Up to four "jumps" lets Bridget escape from nearly anywhere.
  • Strong Reversal Options: Starship is a grounded, FRC'able DP that can be difficult to punish, and Overdrives can come in clutch.
  • Roger Cover and Tandems: Roger provides space control, aids defense, and works for unblockable setups and pressure, and more.
  • Delayed Wakeup: Delayed get-up sets up yo-yo, and may mess up other characters oki.
  • Auto Throw OS: HS not having any normals attached to it allows for free throw attempts when Roger is active.
  • Awfully low health: Low defense value, zero Guts, and being light weight can have Bridget being done the moment she's caught.
  • Limited Pressure: Lack of coverage tools and normals means 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.
  • Meter Hungry: Good movement requires FD canceling Rolling Movement, limiting Tension income.
  • Low Margin of Error: Easily beaten buttons, less than airtight setups, and some very low health combine to make a character who can be notoriously difficult to manage.
  • Limited Throw OS: Since HS has no normals associated with it, Bridget cannot OS throws unless Roger is active, making failed throw attempts more dangerous.
GGACR Bridget Nameplate.png
GGAC Bridget Portrait.png
Damage Received:1.07x
Guts Rating:0/5
Weight:Super Lightweight (x1.1)
Stun Resistance:55
Prejump:3F
Backdash:15F (1~>8F invuln)
Wakeup:54F (Face Up)/ 48F (Face Down)
Unique Movement Options:Rolling Movement
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2K (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623P (13F)
4123641236S (4F)
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe 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
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

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.

Normal Moves

5P

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

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.
  • Comes with a unique recovery animation where Bridget drops and retracts the yo-yo, which can lead to odd setups against her in very specific scenarios.

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

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

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 KSMH, 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

Bridget's most frequent ranged poke. Hits a great distance away, but is easily low profiled, IAD'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 set.

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

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

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 1~21F Feet

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 pokes/mash attempts.
  • 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 it's rather disjointed hitbox. Anything Kickstart 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
23~24F Low Profile

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

6S

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

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

Amazingly plus 2P that trades some speed for the 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

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. Bandit Bringer), and if properly spaced can bait some reversal options (e.g. Vapor Thrust).
  • Safe 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

Large, slow Anti-air and Frametrap button.

  • Launches on counter hit for nice reward.
  • Jump cancellable for anybody you tag out of the air.
  • Whiff cancelling 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

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

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

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

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 crossup.

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

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

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

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 pixles

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.
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

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

Yoyo Placement

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

Bridget sets her yoyo. A directional input will change where she sets the yoyo. 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.

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 Set and 7 Set: 22F (11F), 9 Set: 20F (11F), 8 Set: 21F (11F), 1 Set: 29F (15F), Other Sets: 25F (11F)
  • Yoyo will be set even if Bridget gets after the frames listed in ( )

Knockdown Yoyo Placement

[H] while knocked down

Damage Guard Startup Active Recovery On-Block Invuln
Total 15 1~End All

Delays wakeup, potentially throwing off an opponent's oki timing. Only available when yoyo 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

Yoyo Recall

Yoyo Set > H (Air OK) (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 yoyo.

  • Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds.
    • Pressing H again can cancel the callback, allowing you to move the yoyo 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 yoyo recall, but the input has to either be returned to neutral or TKed 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
  • 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 1~4F, 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

Bridget uses her yo-yo's 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 Stop or Shoot 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

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

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

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 CHs an extended hurtbox, eg. HOS's.
  • 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 Dipper, Millia's roll, ABA's slide, etc).
  • How to punish: FD the first few hits so Bridget gets pushed out and then hit her. It is also vulnerable throws for up to 4 frames before it goes active.

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

Yoyo 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

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

Yoyo 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

Yoyo 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 4
  • Yoyo sticks to opponent for 600F on hit or block
  • See notes ※2, ※3

Roger Get

Yoyo 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

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

Rolling Movement

Yoyo Set > 214K (Air OK)

Damage Guard Startup Active Recovery On-Block Invuln

Bridget rolls to her yoyo, 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.

  • 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

Yoyo 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

j.236D:

  • Roger disappears immediately if Bridget is hit
  • Bridget is in CH state during move
  • Roger can be hit from 8F onwards

FB Jagged Roger

Yoyo 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+2 3(6)3(3)6×5(12)20 16 -24 5~7F Strike

Combo ender that grants knockdown at range. Relatively high damage for Bridget.

FRC Window Proration Guard Bar+ Guard Bar- Level
42~45F 20, 6×6, 15 6, 7×6, 6 5, 2×6, 5
  • 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

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 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

Yoyo Set > 632146H or Yoyo 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 it's 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:

  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles

412364H:

  • 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

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

Colors

GGACR Bridget normal p.png
GGACR Bridget normal k.png
GGACR Bridget normal s.png
GGACR Bridget normal h.png
GGACR Bridget normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Bridget ex p.png
GGACR Bridget ex k.png
GGACR Bridget ex s.png
GGACR Bridget ex h.png
GGACR Bridget ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Bridget slash p.png
GGACR Bridget slash k.png
GGACR Bridget slash s.png
GGACR Bridget slash h.png
AC Bridget normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Bridget reload p.png
GGACR Bridget reload k.png
GGACR Bridget reload s.png
GGACR Bridget reload h.png
AC Bridget normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Bridget slash d.png
GGACR Bridget reload d.png
Gold2
Shadow2
*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.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available 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

Bridget
Ambox notice.png To edit frame data, edit values in GGACR/Bridget/Data.