GGACR/Bridget/Frame Data

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< GGACR‎ | Bridget
 Bridget


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.07 0 1.0 1/5F 1.1 55 23F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.0 2.7 8.0 0.35 105

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
15 1~8F 8.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 21.0 1.05 41F 6.5 6.5

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 24.0 1.05 47F 6.5 6.5

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 20F 17.5 6F 12F 13.0 60

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
135 45 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 6 2 9 -1 12 3 8 90% 9 10 10 11 N/A
5K Mid 3 SJR 2.64 6 5 11 -2 22 10 7 13 14 14 13 N/A
c.S Mid 4 SJR 3.84×2 7 2(10)2 12 +3 22×2 14×2 6×2 16 17 16 14 N/A
f.S Mid 3 SR 2.64 7 6 18 -10 34 10 7 3~4F Feet 13 14 16 13 N/A
5D High 3 SR 2.64 30 6 24 -16 17 8 20 13 Launch 48 14 13 N/A
6P Mid 3 SR 2.64 11 6 14 -6 30 10 7 90% 1~2F, 13~14F Upper Body
3~12F Above Knees
13 14 14 13 N/A
3P All 3 SR 2.64 8 12 7 -5 24 10 7 1~19F Lower Body
20~21F Feet
13 14 14 13 N/A
6K High 4 SRF 3.84 23 6 15 -4 40 11 6 70% 9~19F Feet
23~34F Low Profile
16 17 16 14 24~25F
6S Mid 4 SJR 3.84 10 6 29 -18 46 14 6 16 17 16 14 N/A
2P Mid 1 SR 1.44 7 4 3 +3 8 3 8 80% 9 10 10 11 N/A
2K Low 1 SR 1.44 5 3 6 +1 12 3 8 70% 1~9F Low Profile 9 10 10 11 N/A
2S Mid 3 SJR 2.64 10 12 12 -10 30 10 7 1~3F, 30~33F Low Profile
14~21F Feet
13 14 14 13 N/A
2D Low 4 SRF 3.84 7 4 20 -7 32 11 6 7~16F Feet 16 Down 16 13 9~10F
j.P High/Air 1 CSR 1.44 5 4 6 16 3 8 9 10 10 11 N/A
j.K High/Air 2 SJR 2.64 6 8 12 24 5 7 11 12 12 12 N/A
j.S High/Air 3 SR 2.64 10 6 19 30 8 7 13 14 14 13 N/A
j.2S High/Air 3 SJR 2.64 10 6 25 28 8 7 13 14 14 13 N/A
j.D High/Air 2 SR 2.64×3 15 3×6 16+4 after landing 24×3 5×3 7×3 11 Launch 22 6 N/A
The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 45 pixels R 6.88 48 6×2 Forced 50% Down + GBounce
Air Throw 88 pixels 4.00 55 6 Forced 50% Down
Dead Angle Attack All 3 R 0.52 11 6 14 -6 25 10 7 50% 1~16F All 13 Down 14 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
XH Ground Yoyo Placement Varies on direction N/A
j.XH Air Yoyo Placement Varies on direction N/A
Knockdown > H Knockdown Yoyo Placement Total 38 1~End All N/A
Ground Yoyo Recall Ground Yoyo Recall All 4 -/2.40 12 Total 20 +22 40 0 6 16 17 16 14 N/A
Air Yoyo Recall Air Yoyo Recall All 4 -/2.40 14 Total 22 +22 40 0 6 16 17 16 14 N/A
236K Kick Start My Heart Mid 4 R -/7.20 11 34 9 -26 30 14 6 3~4F Feet 16 17 16 14 N/A
236K > P Stop Mid 2 -/1.20 7 6 28 -10 40 6 7 11 Down 12 12 N/A
236K > K Shoot Mid 3 R -/7.20 2 12 21+20 after landing -39 50 10 7 13 Launch 24 13 N/A
623P Starship Mid 3 RF 2.00/2.40×4 13 3×5 25 -17 22×4 10×4 7×4 80% 1~9 All
10~16F Strike
13 Down, Launch×3 14 6 19~20F
j.623P Air Starship All 2 RF 2.00/3.00×3 13 3×5 Until landing+10 -5 18×3 6×3 5×3 80% 1~13F Strike 11 Launch 24 6 19~20F
236H Roger Rush All 4 F 2.00/1.20×3 28 See notes Total 32 +80 36×3 0 8×3 16 Stagger 35 16 14 16~17F
j.236H Air Roger Rush All 4 2.00/1.20×3 23 See notes Total 42 36×3 0 8×3 16 Stagger 35 16 14 N/A
214H Jagged Roger All 3 F 2.00/1.20×3 38 105 Total 32 +36 20×3 0 7×3 13 14 14 6 22~23F
j.214H Air Jagged Roger All 3 2.00/1.20×3 29 105 Total 37 +29 20×3 0 7×3 13 14 14 6 N/A
623H Roger Hug All 3 2.00/4.80 34 27 Total 40 +20 30 0 7 13 14 14 13 N/A
421H Roger Get (Low Altitude) All 3 F 2.00/1.20 19 Until landing Total 30 20 0 7 Forced 75% 13 14 14 13 20~21F
421H High Roger Get (High Altitude) All, Low 3 F 2.00/1.20×2 18 Until landing, (11)42 Total 30 20×2 0 7×2 Forced 75% 13 Stagger 45, Down 14 13 20~21F
j.421H Air Roger Get (Low Altitude) All 3 F 2.00/1.20 19 Until landing Total 34 20 0 7 Forced 75% 13 14 14 13 20~21F
j.421H High Air Roger Get (High Altitude) All, Low 3 F 2.00/1.20×2 18 Until landing, (11)42 Total 34 20×2 0 7×2 Forced 75% 13 Stagger 45, Down 14 13 20~21F
214K Rolling Movement N/A
※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236D FB Roger Rush All 3×2, 5 F -/0×2, 0.24 16 10(10)10(18)16 Total 36 +87 20×2, 50 10×2,20 8×2,15 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15 16~17F
j.236D FB Air Roger Rush All 3×2, 5 0.40/0×2, 0.24 23 10(10)10(18)16 Total 33 20×2, 50 10×2,20 8×2,15 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15 N/A
214D FB Jagged Roger All 3 F 38 85 Total 39 +54 20×5 10×5 7×5 13 14 14 6 22~23F
j.214D FB Air Jagged Roger All 3 0.40/- 29 85 Total 37 +47 20×5 10×5 7×5 13 14 14 6 N/A

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
632146S Loop the Loop Mid×7, High 5, 2×6, 5 RF 5+1 3(6)3(3)3,6,3,6,3,9(12)20 16 -24 20×7, 60 20, 6×6, 15 6, 7×6, 6 5~7F Strike 18, 11×6, 18 19, 12×5, Stagger 75, Launch 60×7, 60 + GBounce 15, 6×6, 15 42~45F
4123641236S Maintenance Disaster Mid 1 4+0 48 Total 44 24×18 3×18 8×18 1~4F All 9 Launch 30 11 N/A
632146H Me and My Killing Machine All 3 1+23 117 Total 32 25×12 10×12 7×12 1~14F All
15~21F Strike
13 Launch 60 6 N/A
412364H Me and My Killing Machine (Delay) All 3 1+13 129 Total 24 25×6 10×6 7×6 1~1F All 13 Launch 60 6 N/A

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Shoot the Moon All 4 7+6 12 91 -86 Fatal 14 1~7F Strike 16 14

Gatling Table

Ground Gatlings
P K S Yoyo D Cancel
5PGGAC Bridget 5P.pngGuardMidStartup6Recovery9Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S, 6S Yes[+] 5D, 2D Jump, Special, Super
2PGGAC Bridget 2P.pngGuardMidStartup7Recovery3Advantage+3 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Yes 5D, 2D Special, Super
6PGGAC Bridget 6P.pngGuardMidStartup11Recovery14Advantage-6 - 6K c.S, f.S, 2S, 6S Yes 5D, 2D Special, Super
3PGGAC Bridget 3P.pngGuardAllStartup8Recovery7Advantage-5 - - - Yes - Special, Super
5KGGAC Bridget 5K.pngGuardMidStartup6Recovery11Advantage-2 6P 6K c.S, f.S, 2S, 6S Yes 5D, 2D Jump, Special, Super
2KGGAC Bridget 2K.pngGuardLowStartup5Recovery6Advantage+1 2P, 6P 6K c.S, f.S, 2S Yes 5D, 2D Special, Super
6KGGAC Bridget 6K.pngGuardHighStartup23Recovery15Advantage-4 - - - - - Special, Super
c.SGGAC Bridget cS.pngGuardMidStartup7Recovery12Advantage+3 6P - f.S, 2S Yes 5D, 2D Jump, Special, Super
f.SGGAC Bridget fS.pngGuardMidStartup7Recovery18Advantage-10 - - 2S, 6S Yes 5D, 2D Special, Super
2SGGAC Bridget 2S.pngGuardMidStartup10Recovery12Advantage-10 - 2K 6S Yes 5D, 2D Jump, Special, Super
6SGGAC Bridget 6S.pngGuardMidStartup10Recovery29Advantage-18 - - - Yes - Jump, Special, Super
5DGGAC Bridget 5D.pngGuardHighStartup30Recovery24Advantage-16 - - - Yes - Homing Jump
2DGGAC Bridget 2D.pngGuardLowStartup7Recovery20Advantage-7 - - - - - Special, Super
Air Gatlings
P K S Yoyo D Cancel
j.PGGAC Bridget jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S, j.2S Yes j.D Special
j.KGGAC Bridget jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S Yes j.D Jump, Special
j.SGGAC Bridget jS.pngGuardHigh/AirStartup10Recovery19Advantage- - j.K j.2S Yes j.D Special
j.2SGGAC Bridget j2S.pngGuardHigh/AirStartup10Recovery25Advantage- - - - Yes - Jump, Special
j.DGGAC Bridget jD.pngGuardHigh/AirStartup15Recovery16+4 after landingAdvantage- - - - FB only - Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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