GGAC/Bridget

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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 him 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

Move List

See also: Bridget Full Frame Data

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
GGAC Bridget 5P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 1.44 3 8 1 All cCJR 6 2 9 -1

Bridget throws the yo-yo horizontally in front of him. 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
GGAC Bridget 5K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22 2.64 10 7 3 All CJR 6 5 11 -2

Bridget will tilt his 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
GGAC Bridget cS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22×2 3.84×2 14×2 6×2 4 All CJR 7 2(10)2 12 +3

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
GGAC Bridget fS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
34 2.64 10 7 3 All CR 7 6 18 -10

Bridget does a hand stand and flings the yo-yo at full length away from him. 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
GGAC Bridget GroundSet.png
You can use yo-yo related attacks even while it's still moving!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- varies on direction --

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 him. (21F; 15F)
6H: Sets the yo-yo far away in front of him. (27F; 17F)
4H: Bridget throws the yo-yo behind him. Then the yo-yo comes back rolling and stops right behind the opponent. (22F; 13F)
8H: Sets the yo-yo directly above of him (26F; 13F)
9H: Sets the yo-yo diagonally up and in front of him. (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
GGAC Bridget 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 2.64 10 7 3 All CR 11 6 14 -6

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
GGAC Bridget 6K.png
"Unblockable"
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 3.84 13 6 4 HF RF 23 6 29 -18

Bridget will flip and drop his 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
GGAC Bridget 6S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
46 3.84 14 6 5 HLF CJR 10 6 29 -18

The farthest move Bridget has. He 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
GGAC Bridget 3P.png
Dat Ass
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25 2.64 10 7 3 any CR 8 12 7 -5

Bridget slams his 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
GGAC Bridget 5D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
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. 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
GGAC Bridget 6P.png
For just 50% meter, you can (possibly) get your opponent off of you!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
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. 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
GGAC Bridget 2P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
8 1.44 3 8 1 All CR 7 4 3 +3

Bridget throws the yo-yo horizontally in front of him 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
GGAC Bridget 2K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 1.44 3 8 1 LF CR 5 3 6 +1

Bridget goes on the floor and kicks the opponent. Bridgets only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridgets shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.

2S
GGAC Bridget 2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 2.64 10 7 3 All CJR 10 12 12 -10

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. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.

2D
GGAC Bridget 2D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 3.84 11 6 4 LF CRF 7 4 20 -7

While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yoyo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yoyo special move (starship, kick start my heart,).

j.P
GGAC Bridget jP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 1.44 3 8 1 HA cCR 6 4 4 --

Bridget throws the yoyo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.

j.K
GGAC Bridget jK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20 2.64 6 7 2 HA CJR 6 8 12 --

Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.

j.S
GGAC Bridget jS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
26 2.64 10 7 3 HA CR 6 8 12 --

Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s

j.2S
GGAC Bridget j2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 2.64 10 7 3 HA CJR 10 6 25 --
j.H
GGAC Bridget AirSet.png
You can use yo-yo related attacks even while it's still moving!
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- varies on direction --

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
GGAC Bridget jD.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16×3 2.64×3 6×3 7×3 2 HA CR 15 3×6 16 --

Bridget goes crazy and swings the yo-yo around, in an adorable way.


Throws

Ground Throw
GGAC Bridget throw.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
48 6.88 -- 6×2 -- 45 dots R -- -- -- --
Air Throw
GGAC Bridget airThrow.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
55 4.00 -- 6 -- 88 dots -- -- -- -- --

Special Moves

Kick Start My Heart -KSMH-
236K
GGAC Bridget 236K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 -/7.20 14 6 4 HLF R 11 34 9 -26

Bridget uses his yo-yo's like roller blades and rides on them across the screen.

Teishi/Stop
P during KSMH
GGAC Bridget 236KP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 -/1.20 6 7 2 HLF -- 11+7 6 28 -10

A follow up to KSMH. Bridget stops on his tracks.

Hassha/Shoot
K during KSMH
GGAC Bridget 236KK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
50 -/7.20 10 7 3 HLF R 11+2 12 21+landing 20 -39

A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.

Starship
623P
GGAC Bridget 623P.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
ground 22×4 2.00/2.40×4 10×4 7×4 3 HLF RF 13 3×5 25 -17
air 18×3 2.00/3.00×3 6×3 7×3 2 All R 13 3×5 till landing+10 -5

Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.

Roger Rush
When yo-yo is set, 236H
GGAC Bridget 236H.png
"Come at me bro"
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
36×3 2.00/1.20×3 0 8×3 4 All F 28 -- total:32 +80

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
GGAC Bridget 214H.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
ground 20×3 2.00/1.20×3 0 7×3 3 All F 38 105 total:39 +36
ground 20×3 2.00/1.20×3 0 7×3 3 All -- 29 105 total:37 +29

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
GGAC Bridget 623H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 2.00/4.80 0 6 4 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. 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
GGAC Bridget 421H.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
low altitude 20 2.00/1.20 0 7 3 All F 19 till landing total:30/34(air) --
high altitude 20×2 2.00/1.20×2 0 7×2 3 All,LF F 18 till landing (11)42 total:30/34(air) --

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
GGAC Bridget 214K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- -- --

Force Breaks

Roger Rush
236D
GGAC Bridget 236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
36×4 -- 14×4 8×4 4 All F 28 see notes total 32 +114

Active frames are as follows: {2(10) 2 (12) 2(18) } x 2 + 2 (10) 2 (12) 2

Jagged Roger
214D air OK
GGAC Bridget 214H.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
ground 20×5 -- 10×5 7×5 3 All F 38 85 total: 39 +54
air 20×5 -- 10×5 7×5 3 All -- 29 85 total: 37 +47

Overdrives

Loop the Loop
632146S
GGAC Bridget 632146S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20×7, 60 -- 20, 6×7 6, 7×7 5, 2×7 HLFx7, HF RF 5+1 see notes 16 -24

active frames are: 3(6)3(3)30(12)20

Maintenance-chuu no Higeki
4123641236S
GGAC Bridget 4123641236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
24×18 -- 3×18 8×18 1 HLF -- 4+0 48 44 total --
Ore to Kill Machine
632146H after Yoyo Haichi
GGAC Bridget 632146H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25×12 -- 10×12 7×12 3 All -- 1+23 117 32 total --

Instant Kill

Shoot the Moon
236236H, after entering IK Mode
GGAC Bridget IK1.png
GGAC Bridget IK2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Fatal -- 14 -- -- All -- 7+6 12 91 -86

Strategy

Basic Combos

Alternate Color Chart

P K S H D
AC Bridget normal p.png Bridget normal k.png Bridget normal s.png AC Bridget normal h.png AC Bridget normal d.png
EX Bridget ex p.png Bridget ex k.png Bridget ex s.png Bridget ex h.png Bridget ex d.png
Slash Bridget slash p.png Bridget slash k.png Bridget slash s.png Bridget slash h.png Bridget slash d.png
#R Bridget reload p.png Bridget reload k.png Bridget reload s.png Bridget reload h.png Bridget reload d.png

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