GGAC/Bridget: Difference between revisions

From Dustloop Wiki
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[[File:Buri6S.png|175px|thumb|right]]
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{{AttackData-GG|46|3.84|14|6|5|HLF|CJR|10|6|29|-18}}
{{AttackData-GG|46|3.84|14|6|5|HLF|CJR|10|6|29|-18}}
The farthest move Bridget has.  She will throw the yo-yo at around a 30 angle upward.  Dont let this move trick you into continuously spamming it.  It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack.  This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move.  However due to the angle that Bridget throws the yoyo it can be used as an effective anti air dash move, and at favorable ranges an anti air move.  On counter hit it can wall bounce depending on both characters position on the screen.
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[[File:Buri3P.png|175px|thumb|right|Dat Ass]]
[[File:Buri3P.png|175px|thumb|right|Dat Ass]]
{{AttackData-GG|25|2.64|10|7|3|any|CR|8|12|7|-5}}
{{AttackData-GG|25|2.64|10|7|3|any|CR|8|12|7|-5}}
Bridget slams her butt towards the opponent. Staggers on ground counter hit.  It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (potemkins slidehead).  If you do not get a counter hit, this move can be canceled into starship.  While this move is a powerful tool Bridget, do not spam this move since it can be punished.
Bridget slams her butt towards the opponent. Staggers on ground counter hit.  It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (potemkins slidehead) due to having some frames of foot invincibility.  If you do not get a counter hit, this move can be canceled into starship for some extra damage.  While this move is a powerful tool Bridget, do not spam this move since it can be punished.
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[[File:Buri5D.png|175px|thumb|right]]
[[File:Buri5D.png|175px|thumb|right]]
{{AttackData-GG|17|2.64|8|20|3|HF|CR|28|6|24|-16}}
{{AttackData-GG|17|2.64|8|20|3|HF|CR|28|6|24|-16}}
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects.
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often.  It just takes way too long to start it up.  The opponent can either counter hit you during this move, or you just give them enough time to react and block it.  However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them. 
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[[File:Buri6P.png|175px|thumb|right|For just 50% meter, you can (possibly) get your opponent off of you!]]
[[File:Buri6P.png|175px|thumb|right|For just 50% meter, you can (possibly) get your opponent off of you!]]
{{AttackData-GG|25|2.64|10|7|3|any|R|11|6|14|-6}}
{{AttackData-GG|25|2.64|10|7|3|any|R|11|6|14|-6}}
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter.
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because its Bridgets 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 yoyo and combo off this Dead Angle Attack. 
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[[File:Buri2P.png|175px|thumb|right]]
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{{AttackData-GG|8|1.44|3|8|1|All|CR|7|4|3|+3}}
{{AttackData-GG|8|1.44|3|8|1|All|CR|7|4|3|+3}}
Bridget throws the yo-yo horizontally in front of her while crouching.
Bridget throws the yo-yo horizontally in front of her while crouching. The other poke that will annoy the hell out of people.  This move is one of Bridgets burst bait attacks.  Not only does it have good range for a 2p, but the recovery on the move is amazing.  Say you confirm a hit on an opponent with 2p.  After that you keep hitting them with 2p and the opponent decides to burst.  You will have enough time to whiff a 2p, block the burst, and punish them for it.  Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back.  However starting a combo with this move usually ends up in very low damage.
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Revision as of 03:32, 1 March 2012

File:Br.jpg
Bridget (and Roger the Bear)

Overview

Guts Rating: 0
Defense Modifier: x1.06
Stun Resistance: 55
Strengths: Good runaway/keepaway potential, Great mobility, Roger, has an unblockable set up, delayed get up sets up yo-yo and may mess up with other characters okizeme. Has one of the easiest times of getting out of pressure, and may have up to 4 jumps. Can use the yo-yo glitch.
Weaknesses: Can't take a punch, Can't pack a punch, Requires hard work to win, mixup options are rather lackluster and can be easily read. Very light character which makes her vulnerable to loops. Tension gain with this character may be very low if you play runaway and could possibly end up in negative penalties. Unblockable setups can be evaded up and are very situational.Barely has favorable matchups
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash

Note:Is a male, but will sometimes refer to Bridget as a "her"

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P
Buri5P.png

Template:AttackData-GG Bridget throws the yo-yo horizontally in front of her. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.


5K
Buri5K.png

Template:AttackData-GG Bridget will tilt her body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.


c.S
Buric.5S.png

Template:AttackData-GG Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.


f.S
Burif.5S.png

Template:AttackData-GG Bridget does a hand stand and flings the yo-yo at full length away from her. Probably one of Bridgets most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs it takes time for the yoyo to extend and then come back. Because of this it is vulnerable to instant air dash approaches.


5H
File:BuriYo-Yo.png
A placed yo-yo makes a lot of difference in a match

Template:AttackData-GG a.k.a "Yo-Yo Set"/"Yo-Yo Haichi" The yo-yo's overall positioning varies on the direction pressed (direction is accepted until 6F). Once the Yo-Yo is set, Bridget is able use an arsenal of moves that aren't accessible before the Yo-Yo was set. Having the yo-yo out is essential for Bridget's gameplay both for defense and offense. Without the yo-yo on the field, Bridget's options are limited.


The various directions that Bridget can set the yo-yo are as follows (with their respective frame lengths and from which frame onward the yo-yo will still set even if Bridget is hit):

5H: Sets the yo-yo directly in front of her. (21F; 15F)
6H: Sets the yo-yo far away in front of her. (27F; 17F)
4H: Bridget throws the yo-yo behind her. Then the yo-yo comes back rolling and stops right behind the opponent. (22F; 13F)
8H: Sets the yo-yo directly above of her. (26F; 13F)
9H: Sets the yo-yo diagonally up and in front of her. (23F; 11F)
7H: Bridget throws the yo-yo up back and it comes curving a long way past the opponent. The yo-yo will stop a farther behind the opponent than a 4H set. (22F; 13F)


6P
Buri6P.png

Template:AttackData-GG Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.


6K
"Unblockable"

Template:AttackData-GG Bridget will flip and drop her foot on the opponent. This move is an overhead, and has an FRC point on it. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yoyo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape


6S
Buri6S.png

Template:AttackData-GG The farthest move Bridget has. She will throw the yo-yo at around a 30 angle upward. Dont let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yoyo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.


3P
Dat Ass

Template:AttackData-GG Bridget slams her butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (potemkins slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.


5D
Buri5D.png

Template:AttackData-GG Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.


Dead Angle Attack
For just 50% meter, you can (possibly) get your opponent off of you!

Template:AttackData-GG Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because its Bridgets 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 yoyo and combo off this Dead Angle Attack.


2P
Buri2P.png

Template:AttackData-GG Bridget throws the yo-yo horizontally in front of her while crouching. The other poke that will annoy the hell out of people. This move is one of Bridgets burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.


2K
Buri2K.png

Template:AttackData-GG


2S
Buri2S.png

Template:AttackData-GG Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect.


2D
Buri2D.png

Template:AttackData-GG While crouching, Bridget does a small hop and sweeps the yo-yo around.


j.P
BurijP.png

Template:AttackData-GG


j.K
BurijK.png

Template:AttackData-GG


j.S
BurijS.png

Template:AttackData-GG


j.2S
Burij2S.png

Template:AttackData-GG


j.H
File:BuriYo-Yo.png
A placed yo-yo makes a lot of difference in a match

Template:AttackData-GG The air variations of the Yo-Yo Set/Haichi. While in midair, the direction the yo-yo is placed corresponds to the direction used.


The various directions that Bridget can set the yo-yo are as follows (with their respective frame lengths and from which frame onward the yo-yo will still set even if Bridget is hit):


j.5H: Close up front of Bridget. (19F; 11F)
j.6H: Farther front than j.5H. (22F; 11F)
j.2H: Directly below Bridget. (20F; 11F)
j.8H: Directly above Bridget. (21F; 11F)
j.4H: Directly behind Bridget. (25F; 11F)
j.1H: Below and behind Bridget. (29F; 15F)
j.3H: Below and in front of Bridget. (25F; 11F)
j.7H: Above and behind Bridget. (22F; 11F)
j.9H: Above and in front of Bridget. (20F; 11F)


j.D
BurijD.png

Template:AttackData-GG Bridget goes crazy and swings the yo-yo around, in an adorable way.

Throws

Throw
Air Throw

Special Moves

Kick Start My Heart -KSMH- [236K]
Buri236K.png

Template:AttackData-GG Bridget uses her yo-yo's like roller blades and rides on them across the screen.

Teishi/Stop [236K~P]

Template:AttackData-GG A follow up to KSMH. Bridget stops on her tracks.

Hassha/Shoot [236K~K]

Template:AttackData-GG A follow up to KSMH. Bridget flings herself across the screen while swinging the yo-yos around.


Starship [623P] (Air OK)
Buri623P.png

Template:AttackData-GG

Air Starship;

Template:AttackData-GG Bridget's DP. Bridget does a trick in which she uses not one, but two yo-yos and swings them around.


Roger Rush [When yo-yo is set, 236H]
"Come at me bro"

Template:AttackData-GG 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. The FRC window is at 16-17F.


Jagged Roger [When yo-yo is set, 214H] (Air OK)
Buri214H.png

Template:AttackData-GG

Air Jagged Roger

Template:AttackData-GG Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, 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 he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.


Roger Hug [When yo-yo is set, 623H]
Buri623H.png

Template:AttackData-GG The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. 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 Idou/214K is done.


Roger Get [When yo-yo is set, 421H] (Air OK)
Buri421H.png
Roger Get (low)

Template:AttackData-GG

Roger Get (high)

Template:AttackData-GG Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bare in mind that 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). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.


Rolling Idou [When yo-yo is set, 214K] (Air OK)
Buri214K.png

Template:AttackData-GG Bridget will begin to magically fly/roll/glide to wherever the yo-yo is.

Force Breaks

Overdrives

Instant Kill

Strategy

Basic Combos

Gatling Chart

P K S H D Cancel
5P
5P, 2P, 6P
5K, 2K, 6K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
6P
2P
2K, 6K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Sp.
2P
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
5K
2P, 6P
2K, 6K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
6K
2P
2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
2K
6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
c.S
6P
6K
f.S, 2S
5H, 2H, 6H
5D, 2D
j, Sp.
f.S
---
---
2S
5H, 2H, 6H
5D, 2D
j, Sp.
2S
---
5K, 2K
---
5H, 2H, 6H
5D, 2D
Sp.
5H
---
6K
---
6H
---
Sp.
6H
---
---
---
6HH
---
---
6HH
---
---
---
---
---
---
2H
---
---
---
6H
---
j, Sp.
5D
---
---
---
---
---
Homing Jump
2D
---
---
---
---
---
j, Sp.
j.P
j.P
j.K
j.S
j.H
j.D
Sp.
j.K
j.P
---
j.S
j.H
j.D
Sp.
j.S
j.P
---
---
j.H
j.D
j, Sp.
j.H
---
---
---
---
---
Sp.
j.D
---
---
---
---
---
Sp.

Alternate Color Chart

P K S H D
AC
EX
Slash
#R

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