GGACR/Bridget: Difference between revisions

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*Hits far above the ground, can be ducked under. Useful for "tick" throws.
*Hits far above the ground, can be ducked under. Useful for "tick" throws.
*Comes with a unique recovery animation where Bridget drops and retracts the yo-yo, which can lead to odd setups against him in very specific scenarios.
*Comes with a unique recovery animation where Bridget drops and retracts the yo-yo, which can lead to odd setups against him in very specific scenarios.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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Makes for a decent meaty with some okay range, but otherwise not spectacular.
Makes for a decent meaty with some okay range, but otherwise not spectacular.
*Mostly useful in relaunch combos into 6S.
*Mostly useful in relaunch combos into 6S.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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*Has a large gap between hits which might make second hit whiff on FD, but it can be special canceled at any point after the first hit which mitigates this problem.
*Has a large gap between hits which might make second hit whiff on FD, but it can be special canceled at any point after the first hit which mitigates this problem.
*Combos to KSMH, but only on crouching hit or by canceling into KSMH before the second hit..
*Combos to KSMH, but only on crouching hit or by canceling into KSMH before the second hit..
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Bridget_fS-1-Hitbox.png|Frames 7-??
GGXXACPR_Bridget_fS-1-Hitbox.png|Frame 7
GGXXACPR_Bridget_fS-2-Hitbox.png|Frames ??-??
GGXXACPR_Bridget_fS-2-Hitbox.png|Frames 8-9
GGXXACPR_Bridget_fS-3-Hitbox.png|Frames ??-10
GGXXACPR_Bridget_fS-3-Hitbox.png|Frame 10
GGXXACPR_Bridget_fS-4-Hitbox.png|Frames 11-12
GGXXACPR_Bridget_fS-4-Hitbox.png|Frames 11-12
</gallery>
</gallery>
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*Frequently gatling'd to 2D for short, sweet combos at moderate range.
*Frequently gatling'd to 2D for short, sweet combos at moderate range.
*Combos into 6S against big bodies, or can be used to gatling into a yoyo set.
*Combos into 6S against big bodies, or can be used to gatling into a yoyo set.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Bridget_5D.png|The prelude to shooting for the moon
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Bridget_5D-1-Hitbox.png|Frames 30-32
GGXXACPR_Bridget_5D-2-Hitbox.png|Frames 33-35
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
 
One of the slowest {{clr|5|5D}}s in the game. Generally not worth the bother.
*Really only useful with Roger coverage, but with Bridget's lack of air knockdowns you'll have to go for an ID with minimal damage.
</div>
</div>
</div>
</div>
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*Confirms into 6S for further air combos.
*Confirms into 6S for further air combos.
*Avoid use as a poke, as the opening hitbox is almost strictly against the air.
*Avoid use as a poke, as the opening hitbox is almost strictly against the air.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
Line 315: Line 348:
*Whiffs on crouching, don't throw it out haphazardly.
*Whiffs on crouching, don't throw it out haphazardly.
*Can hit taller characters, such as Potemkin and Justice, from extremely far away.
*Can hit taller characters, such as Potemkin and Justice, from extremely far away.
</div>
</div>
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Bridget_5D.png|The prelude to shooting for the moon
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Bridget_5D-1-Hitbox.png|Frames 30-32
GGXXACPR_Bridget_5D-2-Hitbox.png|Frames 33-35
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
One of the slowest {{clr|5|5D}}s in the game. Generally not worth the bother.
*Really only useful with Roger coverage, but with Bridget's lack of air knockdowns you'll have to go for an ID with minimal damage.
</div>
</div>
</div>
</div>
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*Good range and low recovery making this great for pestering.
*Good range and low recovery making this great for pestering.
*Excellent for burst baits.
*Excellent for burst baits.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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Short ranged, low profile 2K for opening upbackers or opponents expecting 6K.
Short ranged, low profile 2K for opening upbackers or opponents expecting 6K.
*Low profiles ''immediately'' (1-9f). Can be useful for going under things on reaction (e.g. Bandit Bringer), and if properly spaced can bait some reversal options (e.g. Vapor Thrust).
*Low profiles ''immediately''. Can be useful for going under things on reaction (e.g. Bandit Bringer), and if properly spaced can bait some reversal options (e.g. Vapor Thrust).
*Safe on block to offset the poor hitbox.
*Safe on block to offset the poor hitbox.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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*Jump cancellable for anybody you tag out of the air.
*Jump cancellable for anybody you tag out of the air.
*Whiff cancelling into 2K is advised on block for building distance or pressure resets.
*Whiff cancelling into 2K is advised on block for building distance or pressure resets.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|2|2K}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|2K}}, {{clr|3|6S}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
Line 525: Line 525:
Fairly decent air-to-air poke or for hitting anybody below you.
Fairly decent air-to-air poke or for hitting anybody below you.
*Self cancellable for gaining height in air combos.
*Self cancellable for gaining height in air combos.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|3|j.2S}}, {{clr|5|j.D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|3|j.2S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 561: Line 561:
*Unfortunately doesn't lead to {{clr|3|j.2S}}, you'll probably have to back gatling to {{clr|1|j.P}}.
*Unfortunately doesn't lead to {{clr|3|j.2S}}, you'll probably have to back gatling to {{clr|1|j.P}}.
*Can sometimes crossup.
*Can sometimes crossup.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 595: Line 595:
Great air-to-air button, even if on the slower side.
Great air-to-air button, even if on the slower side.
*Useful in tandem with {{clr|3|j.2S}} for air combos.
*Useful in tandem with {{clr|3|j.2S}} for air combos.
''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|2|j.K}}, {{clr|3|j.2S}}, {{clr|5|j.D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|3|j.2S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 610: Line 610:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Bridget_j2S-1-Hitbox.png|Frames 10-??
GGXXACPR_Bridget_j2S-1-Hitbox.png|Frames 10-11
GGXXACPR_Bridget_j2S-2-Hitbox.png|Frames ??-??
GGXXACPR_Bridget_j2S-2-Hitbox.png|Frames 12-13
GGXXACPR_Bridget_j2S-3-Hitbox.png|Frames ??-??
GGXXACPR_Bridget_j2S-3-Hitbox.png|Frames 14-15
GGXXACPR_Bridget_j2S-4-Hitbox.png|Frames ??-15
</gallery>
</gallery>
</tabber>
</tabber>
Line 667: Line 666:
*Launches and vacuums for air combo shenanigans.
*Launches and vacuums for air combo shenanigans.
*Very low hitstop, making Roger setups particularly tricky.
*Very low hitstop, making Roger setups particularly tricky.
*Can be special canceled into Starship.
*Can be special canceled into Starship or Force Breaks.
</div>
</div>
</div>
</div>
Line 707: Line 706:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Bridget_airThrow.png|
GGAC_Bridget_airThrow.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 771: Line 763:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Bridget_GroundSet.png|
GGAC_Bridget_GroundSet.png|
GGAC_Bridget_AirSet.png|You can use yo-yo related attacks even while it's still moving!
GGAC_Bridget_AirSet.png|You can use yo-yo related attacks even while it's still moving!
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 803: Line 788:
==== ====
==== ====


Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. using a throw is a good way to set this up.
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. Using a throw is a good way to set this up.


</div>
</div>
Line 812: Line 797:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Bridget_KnockdownSet.png|Laugh in the face of okizeme
GGAC_Bridget_KnockdownSet.png|Laugh in the face of okizeme
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 984: Line 962:
*Can be special canceled into any air yo-yo set after the active frames end before Bridget hits the ground.
*Can be special canceled into any air yo-yo set after the active frames end before Bridget hits the ground.
*Extremely fast and needs to be FD blocked in the air, lending it some utility as an anti-air.
*Extremely fast and needs to be FD blocked in the air, lending it some utility as an anti-air.
*You can be air throwed if they block it so watch out.
*You can be air thrown if they block it so watch out.
</div>
</div>
</div>
</div>

Revision as of 18:20, 28 May 2022

Overview
Overview

Bridget is known for his extensive air mobility and keepaway game, and he comes with some particularly strong high/low mixups and unblockable setups.

Bridget can fly well over the top of the screen with his universal air movement options, as well as quickly get in and go for very quick overheads in pressure. His Yo-yo attacks and setup replace the functions of his H button, allowing Bridget to place slow moving, lingering hitboxes in places that some characters can have a very difficult time getting through. Attacking in tandem with Roger allows for Bridget to maintain pressure, and using Roger defensively lets Bridget get out of harm's way.

In exchange, Bridget suffers from low health and poor damage output, as well as generally not being able to score knockdowns out of air combos. This combined with his unusual movement options makes for a character that can be difficult to pick up but rewards those who put in the effort with an unconventional hit-and-run playstyle.

If you can master Bridget's movement, then players who love filling the screen with hitboxes and playing a hardcore keepaway game will love what he brings to the table.

 Bridget  Bridget has great mobility and the game's best runaway, but also has very strong high/low and unblockable mixups.

Pros
Cons
  • Excellent runaway/keepaway potential: Unparalleled air mobility and meter gain even on retreat lets Bridget control the pace from far away. Up to four "jumps" lets Bridget escape from nearly anywhere.
  • Strong reversal options: Starship is a grounded, FRC'able DP that can be difficult to punish, and Overdrives can come in clutch.
  • Roger cover and tandems: Roger provides space control, aids defense, and works for unblockable setups and pressure, and more.
  • Delayed wakeup: delayed get-up sets up yo-yo, and may mess up other characters oki.
  • Auto OS'd throws with yo-yo active: HS not having any normals attached to it allows for free throw attempts when Roger is active.
  • Awfully low health: low defense value, zero Guts, and being light weight can have Bridget being done the moment he's caught.
  • Very limited pressure: lack over coverage tools and normals means Bridget is better suited to a hit-and-run style than fully pressing an advantage.
  • Poor damage and limited confirms: Low damage and lacks means of scoring a knockdown out of air combos.
  • Meter hungry: Good movement requires FD canceling Rolling Movement, meaning that you need meter.
  • Low margin of error: Easily beaten buttons, less than airtight setups, and some very low health combine to make a character who can be notoriously difficult to manage.
  • Limited throw OS: Since HS has no normals associated with it, Bridget cannot OS throws unless Roger is active, making failed throw attempts more dangerous.
GGACR Bridget Nameplate.png
GGACR Bridget Portrait.png
Damage Received Mod
×1.07
Guts Rating
0/5
Gravity Mod
×1.1
Stun Resistance
55
Prejump
3F
Backdash
15F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Guilty Bits Character Intro

Normal Moves

5P

5K

c.S

f.S

5D

6P

3P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24 All 8 12 7 -5 1~19F Lower Body
20~21F Feet
3

Buttslam. Forward moving, difficult to contest, big stagger on CH making it perfect for frametraps. One of Bridget's best normals.

  • Has enough of a hop off the ground to go over low pokes/mash attempts
  • Active for forever and a real pain for some characters to deal with.
  • Cancel into Starship for some tacked on damage on normal hit if that's what you want.
  • Will completely stuff a surprising number of normals thanks to it's rather disjointed hitbox. Anything Kickstart My Heart can beat, this can and more.

6K

6S

2P

2K

2S

2D

j.P

j.K

j.S

j.2S

j.D


Universal Mechanics

Ground Throw

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
55 88 pixels

A rather average air throw, but one of the keys to Bridget.

  • Bridget's only method of air knockdown outside of certain moves on counter-hit.
  • As your throw button is the same as yo-yo set the punishment for whiffing this is much steeper than other characters if you do not either have Roger active in some way, or the yo-yo returning to you as a poor yo-yo set is timely to recover from and only rarely useful.
  • You can throw your opponent into an active Roger for a combo, or for a reset into another potential air throw.

Dead Angle Attack


Special Moves

Yoyo Placement

Knockdown Yoyo Placement

[H] while knocked down

Yoyo Recall

Yoyo Set -> H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Ground 40 All 12 Total 20 +22 4
Air 40 All 14 Total 22 +22 4

Bridget recalls his yoyo.

  • Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds.
    • Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again.
  • Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit.
  • As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.

It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to either be returned to neutral or TKed to avoid just Faultless Defending in place (in other words, the input becomes 2145K or 2147K).

Kick Start My Heart

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 11 34 9 -26 3~4F Feet 4

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

  • The speed of the move can be increased or decreased by holding forward or back respectively at any point during the move. Holding forward from frame 1 will clear the entire screen, not holding anything moves roughly two thirds, and by holding back you move less than the distance of a forward yo-yo set.
  • Can be canceled into Stop or Shoot at any point during the active frames even if it has already been blocked, giving it the potential to bait potential punishes with proper timing.

Stop

KSMH -> P

Shoot

KSMH -> K

Starship

623P (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
623P 22×4 Mid 13 3×5 25 -17 1~9 All
10~16F Strike
3
j.623P 18×3 All 13 3×5 Until landing+10 -5 1~13F Strike 2

A surprisingly incredible DP with a set of quirks setting it apart from others.

  • Grounded, up to 4 hits, and nonstandard hitstop can make this very difficult to bait or even punish.
  • Combos on hit or sets up a tech situation. Can knockdown if it CHs an extended hurtbox, eg. HOS's.
  • Has an FRC right at the tail end of it, guaranteeing it stays perfectly safe.
  • The hitbox of Starship does not extend to the floor, so some character's moves that keep them low to the floor will not be hit by it (Ky's Stun Dipper, Millia's roll, ABA's slide, etc).
  • How to punish: FD the first few hits so Bridget gets pushed out and then hit him. It is also vulnerable throws for up to 4 frames before it goes active.

Additional Frame Data: Floats opponent on hit. Knocks down opponent on ground hit. Hitstop 6F. FRC timing 19~20F. Initial prorate 80%.


The air version is just as versatile as the grounded version. Used to end air combos or bait reversals.

  • Can be used for knockdowns at low height, though this is more an edge case than anything.
  • Surprisingly safe-ish at only -5, especially if tk'd at range.
  • Has the same FRC as the grounded version.
  • Completely vulnerable to air throws.

Additional Frame Data: Floats opponent on hit (untechable for 24F). Knocks down opponent on ground hit. Hitstop 6F. Listed Frame Adv is for fastest possible TK Air Starship (startup 16F). FRC timing 19-20F. Initial prorate 75%.

Roger Rush

Yoyo Set -> 236H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236H 36×3 All 28 See notes Total 32 +80 4
j.236H 36×3 All 23 See notes Total 42 4

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.
  • Staggers on hit usually long enough to run up and confirm into 5K, and is faster than Jagged Roger.

Additional Frame Data: Staggers on ground hit (max 49F). FRC timing 16~17F (ground version only).

Jagged Roger

Yoyo Set -> 214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214H 20×3 All 38 105 Total 32 +36 3
j.214H 20×3 All 29 105 Total 37 +29 3

Bridget summons Roger equipped with a saw around its body.

  • 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 105 frames have passed, he makes it back to Bridget, or if it hits an opponent 3 times.
  • Can use the number of hits it has remaining to instead nullify an equivalent number of hits of a projectile. These act on the total number of hits remaining the same as if it was hitting an opponent.
  • Rather good at raising the opponent's guard bar if they don't FD.

Additional Frame Data: FRC timing 22~23F (ground version only).

Roger Hug

Yoyo Set -> 623H

Roger Get

Yoyo Set -> 421H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Ground, Low Altitude 20 All 19 Until landing Total 30 3
Air, Low Altitude 20 All 19 Until landing Total 34 3
Ground, High Altitute 20×2 All, Low 18 Until landing, (11)42 Total 30 3
Air, High Altitude 20×2 All, Low 18 Until landing, (11)42 Total 34 3

Bridget summons Roger who will then do a body slam and slide upon landing on the ground.

  • 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).
  • Depending on the height at which the yo-yo is placed, the move will have different properties.

Additional Frame Data: FRC timing 20~21F.

Rolling Movement

Yoyo Set -> 214K (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Very strong mobility option. Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke.

  • Allows for very quick and low overheads since this leaves Bridget in an aerial state.
  • When immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air.
  • It can also be immediately canceled into a normal, making it extremely useful for extending combos.
  • Can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S).
    • Exceptions are: 6K, 2D and j.D.


Force Breaks

FB Roger Rush

Yoyo Set -> 236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236D 20×2, 50 All 16 10(10)10(18)16 Total 36 +87 3×2, 5
j.236D 20×2, 50 All 23 10(10)10(18)16 Total 33 3×2, 5

Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them.

  • Opens the way for some strong combos on hit, and for mixup opportunities on block.
  • There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.
    • You can also use this window to crossup the opponent, by jumping over them right after the second punch.

FB Jagged Roger

Yoyo Set -> 214D (Air OK)


Overdrives

Loop the Loop

632146S

Maintenance Disaster

4123641236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24×18 Mid 4+0 48 Total 44 1~4F All 1

Extremely fast Anti-Air/Reversal that can be difficult to safejump. Will catch them if they're in the line of fire, and weren't blocking before the superflash.

  • The explosion is guaranteed to execute on input, meaning that trading this is very bad for the opponent.
  • Every hit must be FD'd while airborne, making this a dangerous consideration for opponents approaching from the air.
  • Bridget falls backwards and shrinks his hurtbox during recovery, making it awkward to punish.
  • Can work as a high damage combo ender, though this is usually inoptimal.

Additional Frame Data: Bridget is airborne 5~13F. Opponent's inputs are frozen after the super flash until the 1st active frame. Floats opponent on hit (untechable for 30F).


Me and My Killing Machine

Yoyo Set -> 632146H or 412364H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Normal
632146H
25×12 All 1+23 117 Total 32 1~14F All
15~21F Strike
3
Delay
412364H
25×6 All 1+13 129 Total 24 1~1F All 3

Long, obfuscating hitbox that tracks to Bridget, and is mainly used to cover him during mixups and approach. Very similar in function to Jagged Roger, but moves at speeds similar it's Force Break version.

  • Does a boatload of hits and tacks on a lot of damage compared to Bridget's overall kit. On block it does rather good chip and quickly raises the guard bar.
  • Stays active if Bridget is hit, discourages mashing or reversaling out.
  • Actually useful as a reversal, particularly with a close yo-yo, as it can cover Bridget's recovery.
  • Loses to throws, which will not only get Bridget hit, but will likely burn the rest of the move's active window.

Additional Frame Data: Knocks down opponent on hit (untechable for 60F). Attack is guaranteed to activate once the command has been input. Roger can pass through other projectiles.


The Delayed version moves more slowly, remaining more in place.

  • Useful if the opponent is far away on a knockdown and you want to keep them still while you approach.
  • Nonstandard hitstop allows for a bit of jank, but the fewer hits limits the time you have.
  • Has no invincibility compared to the normal version. Be sure not to mix them up!

Additional Frame Data: Knocks down opponent on hit (untechable for 60F). Attack is guaranteed to activate once the command has been input. Roger can pass through other projectiles.


Instant Kill

Shoot the Moon

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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