GGST/Bridget/Okizeme

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Okizeme Theory

This section is mostly for new players and aims to explain why you'd want to use the setups that will be detailed on this page. If you just want setups that you can implement and you have a decent understanding of Bridget and okizeme in general you can skip this.

Yo-yo oki

Ideally, Bridget wants to set up a yo-yo on her opponent's wakeup, then hit her opponent with a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack to prevent any attempted escape. With a yo-yo out, Bridget's offense becomes much more potent, as it enables the use of Rolling Movement for resets, mixups, and combos. Typically, Bridget uses 214S or 236S for her okizeme setups, with each having their pros and cons.

236S is exclusive to corner setups. It functions as both the meaty and the set, and if timed correctly, it is extremely advantageous on block and safe to invincible reversals. Notably, it's also a projectile, meaning it'll beat Baiken's meterless reversal, Hiiragi, and give a combo if she happens to use it. The 236 set also lasts significantly longer than 214 sets, meaning Bridget will be able to threaten Rolling Movement in her pressure for significantly longer than if she uses 214S.

214S has setups from any position on screen, but does not come packaged with its own meaty. This means that from less advantageous positions, Bridget might prefer using 236S as it is much easier to set up safely quickly. However, if Bridget has the time, 214S setups are almost always preferred, as they enable much stronger and safer mixups than 236S setups. With enough advantage, Bridget can both set up 214S and get a safejump, which has virtually no counterplay if done correctly.

Generally, Bridget likes yo-yo set to be further behind her opponent, as the further forward it is the more likely it is that pushback will make 214S whiff. In very rare cases, your yo-yo set can be so far forward that she'll roll away from her opponent instead of towards them! This isn't likely to come up with the listed setups on this page, but it's useful to note in general.

Meaties/Safejumps

These are usually used in conjunction with yo-yo oki, but if Bridget can't get both yo-yo oki and a meaty, it's preferable to just shirk yo-yo oki altogether than leave potential gaps for her opponent to escape after setting yo-yo. Safejumps are just better than meaties as they automatically OS reversals (if you hold 4 while executing them), so use them in the rare case where you have the option to go for them but not yo-yo oki.


Midscreen Setups

S and H Follow-UpsCorner carry and auto-timed and spaced meaty.
Easy

2S or f.S ~ S > 236K [6] (K) or 5H ~ H > 236K [6] (K)

  • Leaves Bridget at maximum +10 if done from 5H > 5HH.
    • Advantage decreases based on starter and length of combo, but c.S should always beat throw.

If 2S, f.S, or 5H is followed up with its respective button (S or H), it will launch the opponent full screen, and wall bounce if near corner.

Midscreen hits from these normals when followed up with Kick Start My Heart [6]GGST Bridget 236K.pngGuard:
All
Startup:
10
Recovery:
9
Advantage:
-20~+4
, will automatically time and space Bridget for MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S.

Near the corner and from Counter Hit Kick Start My Heart [6] and ShootGGST Bridget 236KK.pngGuard:
All
Startup:
3
Recovery:
24
Advantage:
-33
will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.

Note: 236K[6] does not always leave Bridget close enough for a meaty c.S, and 2S might be preferable instead.

2D Ender

Midscreen 2D simpleSimple safejump
Easy

XX > 2D > 214S, (66)9 j.K (whiff) > j.S

  • Not autotimed at all
  • No inherent mixup

Bridget's bread and butter. A simple and easy safejump setup that always works. Gives ample time to build RISC or run a basic yo-yo mixup.

Midscreen 2D mix setupSafejump setup that leads to 50/50s
Easy (Without microdash) / Hard (With microdash)

XX > 2D > 214S, (66)9 j.K (whiff) > j.S

  • IMPORTANT: This setup is never a safejump after a few hits of proration. A 3-Hit combo ending starting with 5K and ending in 2D requires a frame perfect microdash for the microdash variant, and a 5-hit combo ending in 2D will never work at all.
  • Microdash momentum helps for further 2D hits, and against FD
  • Autotimed for the safejump, but requires slight delay for F-Shiki to work correctly

Easy safejump setup that sets up F-Shiki mixups. Bridget can easily OS backdashes using c.S and confirm into damaging combos with 214K and 214S's returning hit.

Overhead confirmExtremely unreactable
Easy

... > j.S > 8jc > j.P > j.214K > j.S > 2K > 2D > 214S (setup)

  • Does not lead to the same setup.

Prone to accidental side-swaps if the initial setup is mistimed or Bridget uses 9jc instead of 8jc.

Although this F-Shiki is universal, it requires precise manual timing to hit on shorter characters such as Giovanna.

Throws

4/6D into yo-yo oki
Medium

4/6D > 66 > 214S (setup) > c.S

  • Not safe to reversals

Leads to terrific pressure, where Bridget can use Rolling Movement multiple times to try and open her opponent up before the yo-yo returns. The microdash can be tricky, but if done right c.S is meaty and will only lose outright to invincible reversals.

If Bridget's opponent is respecting her meaty c.S, she can add layers by going straight into roll for better pressure, or throwing them instead of doing a meaty.

Reset oki

2H airborne hit into yo-yo okiIntentionally do a bad combo for better okizeme
Easy

XX > 2H > 214S (setup) > IAD j.S Usually, all Bridget gets from air combos is a simple meaty c.S and a whole lot of corner carry. However, if she ends prematurely by setting up 214S and doing IAD j.S, she gets both a safejump and some yo-yo oki.

This setup is easy and gives significantly better oki than her other air combo enders. However, it has a few notable weaknesses, mainly that yo-yo is usually positioned extremely close to the back of Bridget's opponent and the return hit is prone to whiffing after one or two hits of pushback, especially if they FD. Another is that the timing for the safejump can vary wildly due to gravity scaling and the height at which 2H connects. Still, these weaknesses can be played around and the pressure from the setup is still very strong.

Corner Setups

Setups by combo ender

Corner 2DButtons into yo-yo oki and autotimed safejump
Easy

XX > 2D > 214S, IAD j.S
A corner-only oki setup with very simple timing. Not quite autotimed from two-hit combos that end in 2D but very easy to time. Gives the same oki as midscreen airborne 2H ender but with no risk of Bridget's opponent being pushed out of the range of 214S's return hit.

Brake ender into safe yo-yo set
Easy

XX > 236K~P > 236S

  • Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block 6Ps.
  • Can catch backdash as well depending on timing

A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a c.S completely gaplessly.

Airborne 5K resetDrop your combo on purpose, in the corner
Medium

XX > 5K > 214S, 214K~K

  • Manually timed depending on gravity scaling and the height which 5K connects

Similar in use to the midscreen 2H reset, but gives Bridget significantly more time to utilise Rolling Movement in pressure. Due to 2H's enormous wall damage, it also wallsplats much earlier than 5K if attempted.

Safejump after Loop the Loop/RotKM wallbreak
Easy/Medium

632146S/H > Wallbreak > IAD j.S OR IAD FDC j.K
Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD j.S is autotimed but can lose to niche options like Giovanna 623S, while IAD FDC j.K will beat it but is more difficult to execution

Throws

Yo-yo oki + Autotimed meaty c.S
Easy

4/6D > OTG 2H > 214S (setup) > c.S

  • Not safe to reversals

Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for c.S after OTG 2H. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use 5K or 2K instead.

Anywhere Yo-Yoki

Safejumps

Throw (4/6D)

High jump(2~9) > (delay) j.S After landing a throw, high jump forward (2~9) as early as possible, input j.S just as you are overtop your opponent

2D F-Shiki

After landing a normal grounded hit 2D, you can use 214S to set a yo-yo then immediately 214K. After the opponent blocks it, you can use j.K > jump cancel > j.P for an F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.. You can follow up with j.S(1) > j.H > 2S > S.

See [1] for a demonstration of the overhead option.

Note this does work on Giovanna but the link is much harder due to how short she is.

For the low option after the first j.K, land into 2K > 2D > 236K~K.

Corner Yo-Yoki

Wall Slump

After sticking the opponent to the wall in a grounded state you can use 214S > 214K (cancel) > X to set up a loopable mixup. Reminder that airborne opponents stuck to the wall are NOT in wall slump, so any normal or special that launches the opponent will NOT allow this setup to work.

Overhead:

Wall slump > 214S > 214K (cancel) > j.H > 2S(2) > Wall slump

Low:

Wall slump > 214S > 214K (cancel) > j.K (whiff) > 2K > 6K > Wall slump

TK Roll

  • Note: This section has not been updated for Ver1.24 and contains not entirely accurate information! Note that as of 1.24, TK Roll is more difficult and less comparatively strong with Bridget's other options, considered largely unnecessary by many players. Don't worry about this if you're new!

TK Roll Layer One
Hard


Empty Roll into Low :214S > Jump j.214K > j.K / j.D (whiff) > 2K > Confirm :6K > 214K > 5K > 2D

Empty Roll into (dl) Throw :214S > Jump j.214K > j.K / j.D (whiff) > (dl) Throw

TK Roll Overhead 214S > Jump j.214K > j.S (1) > Confirm :j.S (2) > 5K dc > c.S > 2D

TK Roll Layer Two
Hard


Overhead Tick Throw : 214S > Jump j.214K > j.S (1) > j.D (whiff) > Throw

Overhead > Low : 214S > Jump j.214K > j.S (1) > j.D (whiff) > 2K > Confirm :214K > j.K > 5K > 2D

Overhead (2) : 214S > Jump j.214K > j.S (2) > Low Fuzzy Confirm:2K > 214K > j.K > 5K > 2D High Fuzzy Confirm:9jc > j.K / j.P > j.K > 2K > 2D

TK Roll The Actual Mix
Hard


High (36F) : 214S > Jump j.214K > j.S (2) 9jc > j.K / j.P > j.K > 2K > 2D Use j.P instead of j.K against short characters like Giovanna.

Low (36F) : 214S > Jump j.214K > j.S (2) > 2K > Confirm : 214K > c.S (2) > 2D

Backdash OS : 214S > Jump j.214K > j.S (2) (whiff) > c.S (2) > Confirm : j.S (2) > j.66 j.S (2) > j.H > c.S (1) > 5D > 5[D] (Midscreen)

TK Roll FAQ

TK (Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.) Roll?

Kinda, Performing roll with the traditional 2147 is possible, but must be performed as either [2]147K or 21[4]7K to not super jump.

Because of this TK Roll is usually not performed with the traditional TK Input, but rather 7 / 8 / 9 j.214K


Why use TK over regular roll?

Immediate grounded roll cancelled into j.S only gives j.S (1) which isn't enough to enforce the fuzzy and all the fun things that come with it.

If you're thinking about initial roll hit into j.S / j.K and then the fuzzy, it straight up loses to wakeup 6P as well as reversals.


Should I use 7, 8 or 9 Jump for (TK) Roll?

You can jump with either 7 / 8 / 9. Which direction you jump in impacts your spacing, and can make certain options of mix stronger.

Consider if you wish to be closer, or further from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.


Does the same-side version only work from spaced knockdowns? Can you do it point blank too?

Yep! Use 8jc j.K / j.P instead of 9jc j.K / j.P to same-side on closer HKDs.


Why can't I double jump cancel the j.S?

If this happens, it means you're getting a super jump instead of a regular jump. This generally happens when you try to perform a traditional tiger knee input. As mentioned above, performing the input this way will require you to hold 2 before completing the input in order to avoid the super jump.

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