GGACR/Bridget/Resources

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< GGACR‎ | Bridget
 Bridget


Preface

This page is Bridget's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Match Replays

Documents

You can embed links to external documents or User Docs here.

Bridget Pressure Guide

Common Bridget Mistakes and how to solve

Kratos's take on Bridget in AC+R

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Players to Watch

This section is not an endorsement of players as a people. This is a tool to help find videos to learn matchups, combos, and general play techniques. For guidelines and best practices, visit the Template Doc
   
Colour Name Region Sample Footage Things to Watch For
GGACR Bridget slash s.png Mahouko USA USA.png Frosty Fausting 2022 vs Heartwad Rushdown bridget master
GGACR Bridget normal p.png Jais USA USA.png WNFOC #5 vs JasonRiot PNW very own bridget.(uses a palmod on pc)
GGACR Bridget ex h.png Isaacj USA USA.png Frosty Fausting 2022 vs Foo mixture of aggressive and runaway bridget
GGACR Bridget normal p.png Ruu Japan Japan.png 2021-9-4 Crazy Gears Chronicles vs Hotta The grandfather of all bridget players
GGACR Bridget normal s.png Kratos Ukraine Ukraine.png European +R League #2 vs obama Best bridget in Europe

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Isaac J explains +R Bridget playstyle

Hello! I'm quite new for gg series. Liked tournaments on Xrd, checked out +R tournaments, and decided to pick it up with friends.

Decided to pick up Bridget, cause i like this zone\rush-down character, set play and stuff, but in gg idk where to start, after learning basic game functions. So, mind if i ask you degenerate questions?

What is bnb or go-to combo? What should i learn as a beginner to mediocre Bridget player? @KaramaChan

For Most standing combos, the goal is to score a knockdown. That can mean doing anything into sweep, or ending with kick start my heart slide or shoot(the follow up where she shoots through the air). Each of these knockdowns give you different oki distances so you’ll need to learn how to use them to your advantage. Off all these knockdowns, you are free to toss the yoyo, then go for a meaty yourself generally (some characters get up too fast for certain yoyo directions though. Eddie gets up too quickly to meaty reliably after doing a 6H set for example)

All Bridget’s air combos lead to an air tech guessing game with you ending them with tossing the yoyo to read what the opponent wants to do. This is a lot so I’ll have to explain this aspect of gameplay another time.

The big goal for Bridget is to have the yoyo behind the opponent. You have many ways to attack your opponent with your normals coupled with the yoyo to help make Bridget have a variety of ways to make her pressure scarier. Bridget does low damage but she has many ways of resetting her opponent into more silly things, so it’s best to think of her as a reset heavy character as far as aggressive play is concerned.

Work on moving around the screen with rolling (214k). If you rolling>FD, the roll turns into a huge extra jump, so she essentially has 4 jumps. Stay evasive to make your opponent second guess where you are going and attack with roger actions (the bear) so you can attack on your terms. I’ve been sorta meaning to make a simple guide, but I haven’t really come up with a format for it So I’ll just answer to the best of my ability for any questions. IsaacJ — 10/19/2020 I can break down the bear actions goals as well.

Razor roger is more of a stopping tool. It’s one of 2 roger moves that stays active even if you are hit by the opponent. It has a bit of start up, but once it’s there, it deletes most projectiles it comes in contact with, and keeps the opponent in block stun long enough for you to start pressure. It’s also mostly stationary. If you use the force break version, it homes in on the opponent with the same properties as it’s normal version.

Roger rush(the punching one) is more of an aggressive action. Roger start punching the air while reeling back towards Bridget. You can use this for keeping the opponent in block stun and going for mix ups (both high/low and left/right). This is one of bridgets few damaging moves so it is threatening enough to make ppl respect it a bit. Roger can also take a hit in place of Bridget if the two are overlapping (just like dizzy’s fish). This also staggers on normal hit. The FRC point on this lets you act earlier, making the next pressure series more potent or safer.

Roger Get(aka falling roger) lets you fall more safety from high into the air because the fall itself is a hit, roger can take a hit, and when roger lands, he slides across the floor as a low. How high he falls dictates the length of his slide across the floor (at his highest, he can slide across the entire stage). Because the slide is a low, this allows Bridget to go for unblockables, but they are more spontaneous than something Eddie can do. The FRC point on this helps give you more opportunities to go for them.

Roger Hug (aka lock-on) is the most aggressive. It has tons of block/hit stun on its own, and now the yoyo is stuck on the opponent. The means all roger actions previously mentioned start on the opponent as well as the regular yoyo call. This also means rolling now goes towards the opponent, letting you do overheads easily because you are essentially homing towards the opponent with air actions. Also, the regular yoyo call itself is quite amazing because it does a good amount of hit or block stun to play off of if Bridget is a character or so away from where it hits. So an air CH is easy to react to and get an air combo off. Regular yoyo call is the fastest and safest action, so it’s ok to just call it if you want a quick hit. You can also stop it mid flight and do another yoyo action again. Which means even if you miss, if you stop it and it’s in between Bridget and the opponent, razor roger can be a good use to stop an approach. Which brings up what can the yoyo do when it’s in front of the opponent instead of behind. If you call the yoyo, hit the opponent, then stop it right in front of them, you can go for a lock on because that chases the opponent. Even if lock on has tons of start up, the opponent has to escape immediately to avoid it. The other answer is force break razor roger for similar reasons Regular call can also be held for a while. This means that any attacks you do while it’s held can have the benefit of the yoyo coming back without Bridget having to do any animation

All in all, try to fight in tandem with your yoyo in mind. Always keep track of it’s position. If you don’t like it’s position, call it back and place it where you want. Most of your opponent will ignore your yoyo at first. Take advantage of this. It’s free pressure/damage. Once they start looking at it, the fights get much more creative. I hope this is enough information for now

Reversals Overview for those of you picking up Bridget:

Starship (623P): Bridget's DP. Its one of the best DPs in the game and can actually beat other reversals outright or clash with them. It has an frc point during the 3rd hit as well. On hit it can lead to either a combo or an air tech situation. If you somehow clip an extended hurtbox on an opponent (like HOS f.S) with it, you can get a knockdown instead of the usual air tech. Also, because its a standing DP, its a bit more unusual to punish.

Me and My Killing Machine (Yoyo set: 632146H or 412364H): Normally this super is used as a tool to keep the opponent in place and obscure mix ups, and is active even if Bridget gets hit (which can create some oppressive checkmate situations at the end of matches), it can also be used as a wake up reversal because of the ridiculous amount of strike invul it has. She essentially is invul until her dance ends. This is a good answer when the yoyo is placed nearby and the flaming wheel can cover the last bit of recovery frames. This does lose to throws and when thrown, the duration of most throws eats up the active time of the flaming wheel.

Maintenance Disaster (4123641236S): This super is useful against an opponent going for oki from the air. The explosions all have to be blocked with FD, and is awkward to punish because of the small back hop.

Knockdown Yoyo Placement: When Bridget is knocked down and she has her yoyo, Bridget can hold H while getting up to set the yoyo above her and get up later. This can throw off the opponents Oki game by making them miss their usual meaties or mix ups, potentially letting Bridget get a wake up throw or let her attack their recovery in general. This also means you can do a late get up into starship as well. Also, because Bridget is placing the yoyo as she gets up, Me and My killing machine becomes an available option as well.

Mix all of these along with the usual blocking and backdash makes bridget slippery even when knocked down.

Dash splitting holding FD

Okay, for dash splitting while holding FD, I can confirm the following: - You appear to have to do the entire input in ~130ms (~8f) - You must have 1f of neutral between 4 and 6 (i.e. 6456). This isn't required from 6 to 4.

Jais on rolling jump

There are multiple different input tricks to get the rolling pseudo jump cancel to work. ~1) 2146+K~K ~2) 214+K~S ~3) 214~5~K~P

All have their own unique applications. 1 is best as a combo extender if you need to combo a rolling j.K or if you have a yo yo buffered and still need air combo pseudo jump extensions (a la maintaining a HSB ).

2 is best as a combo extender when you're doing the B&B air combo with additional rolling extensions.

3 is best for neutral like this 214~5~K~P as it doesn't have you FD and then therefore doesn't have you incur any tension gain penalties nor does it have you spend tension to do the technique. Additionally the j.P recovers in roughly the same amt of frames as the "jump" concludes so it's convenient for enabling your further options at the peak of that "jump."

Feri on Bridget pressure

Mahouko vids are ok if you want to copy unique pressure/okizeme strings.

However, if you don't already understand the concept of pressure extenders please watch the video below.

https://youtu.be/kYHWwftl0ZY

I personally only do a few meaties:-

(Generic 2D or KSMH~P knockdowns) HSS_4 run 2K/2P

(KSMH~P enders only) IAD j.HSS_6 j.K

(KSMH~K ender only) j.HSS_3 roll j.P/K j.HSS_2 FB roger rush

If it isn't obvious your fake pressure extenders revolve around 2P being plus on block (i.e 2P dash 2P), yoyo set, threatening a prebuffered yoyo/recall, yoyo buffer, 2S 2K whiff being 0 on block.

Your fake gap enders are frametraps, dash DP FRC, KSMH~P, recall, releasing a buffered yoyo, etc.

Deprecated Resources

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