GGACR/Bridget/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Bridget
File:GGXXACPR Bridget Icon.png
GGXXACPR_Bridget_Icon.png
1.07 0 4F Super Lightweight (x1.1) 15F (1~>8F invuln) 1 54F 48F Rolling Movement


Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 12 3 8 Mid 1 CSJR 1.44 6 2 9 -1 9 10 10 11
5K 22 10 7 Mid 3 SJR 2.64 6 5 11 -2 13 14 14 13
c.S 22×2 14×2 6×2 Mid 4 SJR 3.84×2 7 2(10)2 12 +3 16 17 16 13
f.S 34 10 7 Mid 3 SR 2.64 7 6 18 -10 3~4F Feet 13 14 14 13
6P 30 10 7 Mid 3 SR 2.64 11 6 14 -6 1~2F, 13~14F Upper Body
3~12F Above Knees
13 14 14 13
6K 40 13 6 High 4 C*RF 3.84 23 6 15 -4 9~19F Feet
23~24F Low Profile
16 17 16 13
6S 46 14 6 Mid 4 SJR 3.84 10 6 29 -18 16 17 16 13
3P 24 10 7 All 3 SR 2.64 8 12 7 -5 1~21F Feet 13 14 14 13
5D 17 8 20 High 3 SR 2.64 30 6 24 -16 13 Launch 14 13
2P 8 3 8 Mid 1 SR 1.44 7 4 3 +3 9 10 10 11
2K 12 3 8 Low 1 SR 1.44 5 3 6 +1 1~9F Low Profile 9 10 10 11
2S 30 10 7 Mid 3 SJR 2.64 10 12 12 -10 1~3F, 30~33F Low Profile
14~21F Feet
13 14 14 13
2D 32 11 6 Low 4 SRF 3.84 7 4 20 -7 7~16F Feet 16 17 16 13
j.P 16 3 8 High/Air 1 CSR 1.44 5 4 6 9 10 10 11
j.K 24 6 7 High/Air 2 SJR 2.64 6 8 12 11 12 12 12
j.S 30 10 7 High/Air 3 SR 2.64 10 6 19 13 14 14 13
j.2S 28 10 7 High/Air 3 SJR 2.64 10 6 25 13 14 14 13
j.D 24×3 6×3 7×3 High/Air 2 SR 2.64×3 15 3×6 16+4 after landing 11 12 12 12
The following count as Yoyo Moves: Yoyo Set, Yoyo Callback, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Idou, Me and My Killing Machine (includes all air versions of these moves).

Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 48 6×2 Forced 50% 45 pixles R 6.88
Air Throw Air Throw 55 6 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 11 6 14 -6 1~16F All 13 Down 14 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
XH Ground Yoyo Placement varies on direction
j.XH Air Yoyo Placement varies on direction
Knockdown > H Knockdown Yoyo Placement total 38 1~End All
Ground Yoyo Recall Ground Yoyo Recall 40 0 6 All 4 -/2.40 12 total 20 +24 16 17 16 13
Air Yoyo Recall Air Yoyo Recall 40 0 6 all 4 -/2.40 14 total 22 +22 16 17 16 13
236K Kick Start My Heart 30 14 6 Mid 4 R -/7.20 11 34 9 -26 3~4F Feet 16 17 16 13
236K > P Stop 40 6 7 Mid 2 -/1.20 11+7 6 28 -10 11 12 12 12
236K > K Shoot 50 10 7 Mid 3 R -/7.20 11+2 12 21+landing 20 -39 13 Launch 24 13
623P Starship 22×4 10×4 7×4 80% Mid 3 RF 2.00/2.40×4 13 3×5 25 -17 1~9 All
10~16F Strike
13 Down, Launch×3 14 6
j.623P Air Starship 18×3 6×3 7×3 75% All 2 RF 2.00/3.00×3 13 3×5 till landing+10 -5 1~13F Strike 11 Launch 24 6
236H Roger Rush 36×3 0 8×3 All 4 F 2.00/1.20×3 28 see notes total: 32 +80 16 Stagger 49 16 13
j.236H Air Roger Rush 36×3 0 8×3 All 4 2.00/1.20×3 23 see notes total: 42 16 Stagger 49 16 13
214H Jagged Roger 20×3 0 7×3 All 3 F 2.00/1.20×3 38 105 total:32 +36 13 14 14 3
j.214H Air Jagged Roger 20×3 0 7×3 All 3 2.00/1.20×3 29 105 total:37 +29 13 14 14 3
623H Roger Hug 30 0 6 All 4 2.00/4.80 34 27 total:40 +20 16 17 16 14
421H Roger Get (Low Altitude) 20 0 7 Forced 75% All 3 F 2.00/1.20 19 till landing total:30 13 14 14 13
421H High Roger Get (High Altitude) 20×2 0 7×2 Forced 75% All, Low 3 F 2.00/1.20×2 18 till landing (11)42 total:30 13 Stagger 58, Down 15 13
j.421H Air Roger Get (Low Altitude) 20 0 7 Forced 75% All 3 F 2.00/1.20 19 till landing total:34 13 14 14 13
j.421H High Air Roger Get (High Altitude) 20×2 0 7×2 Forced 75% All,LF 3 F 2.00/1.20×2 18 till landing (11)42 total:34 13 Stagger 58, Down 15 13
214K Rolling Movement
※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack
※4: These moves do not raise the Guard Balance (Bar) at all on block.

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D FB Roger Rush 20×2, 50 ?? ?? All 3×2, 5 F 16 10(10)10(18)16 total 36 +87 13×2, 18 Stagger 48, Launch×2 40×2, 50 + WStick 30 13×2, 15
j.236D FB Air Roger Rush 20×2, 50 ?? ?? All 3×2, 5 16 10(10)10(18)16 total 36 +87 13×2, 18 Stagger 48, Launch×2 40×2, 50 + WStick 30 13×2, 15
214D FB Jagged Roger 20×5 10×5 7×5 All 3 F 38 85 total: 39 +54 13 14 14 6
j.214D FB Air Jagged Roger 20×5 10×5 7×5 All 3 29 85 total: 37 +47 13 14 14 6


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146S Loop the Loop 20×7, 60 20, 6×7 6, 7×7 Midx7, HF 5, 2×6, 5 RF 5+1 3(6)3(3)30(12)20 16 -24 1~7F Strike 18 19×6, Stagger 75, Launch 18, 12×6, 18 + GBounce 15, 6×7, 15
4123641236S Maintenance Disaster 24×18 3×18 8×18 Mid 1 4+0 48 44 total 1~4F All 9 Launch 30 11
632146H Me and My Killing Machine 25×12 10×12 7×12 All 3 1+23 117 32 total 1~14F All
15~21F Strike
13 Launch 60 6
412364H Me and My Killing Machine (Delay) 25×6 10×6 7×6 All 3 1+13 129 24 total 1~1F All 13 Launch 60 3


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Shoot the Moon Fatal 14 All 7+6 12 91 -86 1~7F Strike


Gatling Table

Ground Gatlings
P K S Yoyo D Cancel
5P
GGAC Bridget 5P.png
Guard:
Mid
Startup:
6
Recovery:
9
Advantage:
-1
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2P
GGAC Bridget 2P.png
Guard:
Mid
Startup:
7
Recovery:
3
Advantage:
+3
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6P
GGAC Bridget 6P.png
Guard:
Mid
Startup:
11
Recovery:
14
Advantage:
-6
- 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
3P
GGAC Bridget 3P.png
Guard:
All
Startup:
8
Recovery:
7
Advantage:
-5
- - - Ok - Sp
5K
GGAC Bridget 5K.png
Guard:
Mid
Startup:
6
Recovery:
11
Advantage:
-2
6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2K
GGAC Bridget 2K.png
Guard:
Low
Startup:
5
Recovery:
6
Advantage:
+1
2P, 6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6K
GGAC Bridget 6K.png
Guard:
High
Startup:
23
Recovery:
15
Advantage:
-4
- - - - - Sp
c.S
GGAC Bridget cS.png
Guard:
Mid
Startup:
7
Recovery:
12
Advantage:
+3
6P - f.S, 2S Ok 5D, 2D Jump, Sp
f.S
GGAC Bridget fS.png
Guard:
Mid
Startup:
7
Recovery:
18
Advantage:
-10
- - 2S, 6S Ok 5D, 2D Sp
2S
GGAC Bridget 2S.png
Guard:
Mid
Startup:
10
Recovery:
12
Advantage:
-10
- 2K 6S Ok 5D, 2D Jump, Sp
6S
GGAC Bridget 6S.png
Guard:
Mid
Startup:
10
Recovery:
29
Advantage:
-18
- - - Ok - Jump, Sp
5D
GGAC Bridget 5D.png
Guard:
High
Startup:
30
Recovery:
24
Advantage:
-16
- - - Ok - homing jump
2D
GGAC Bridget 2D.png
Guard:
Low
Startup:
7
Recovery:
20
Advantage:
-7
- - - - - Sp
Air Gatlings
P K S Yoyo D Cancel
j.P
GGAC Bridget jP.png
Guard:
High/Air
Startup:
5
Recovery:
6
Advantage:
-
j.P j.K j.S, j.2S Ok j.D Sp
j.K
GGAC Bridget jK.png
Guard:
High/Air
Startup:
6
Recovery:
12
Advantage:
-
j.P - j.S Ok j.D Jump, Sp
j.S
GGAC Bridget jS.png
Guard:
High/Air
Startup:
10
Recovery:
19
Advantage:
-
- j.K j.2S Ok j.D Sp
j.2S
GGAC Bridget j2S.png
Guard:
High/Air
Startup:
10
Recovery:
25
Advantage:
-
- - - Ok - Jump, Sp
j.D
GGAC Bridget jD.png
Guard:
High/Air
Startup:
15
Recovery:
16+4 after landing
Advantage:
-
- - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Bridget/Data.