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Breaks the wall for additional damage and Hard Knockdown, allowing Bridget to maintain pressure or set up {{MMC|input=214S/H|label=Stop and Dash}}. Otherwise not particularly special, as it gives no significant okizeme outside of the corner, and is very low damage for its cost. It is also relatively short range for Bridget, meaning many combos cannot confirm into this. | Breaks the wall for additional damage and Hard Knockdown, allowing Bridget to maintain pressure or set up {{MMC|input=214S/H|label=Stop and Dash}}. Otherwise not particularly special, as it gives no significant okizeme outside of the corner, and is very low damage for its cost. It is also relatively short range for Bridget, meaning many combos cannot confirm into this. | ||
With 100% Tension, you can | With 100% Tension, you can Roman Cancel immediately both mid-screen and in the corner to set up mixups. You have enough time to perform a {{clr|D|5D}} overhead, a <span style="font-family: monospace;">{{clr|K|2K}} > {{clr|D|5D}}</span> for Low-High, and <span style="font-family: monospace;">{{clr|K|2K}} > {{clr|D|2D}}</span> for Low-Low, all of which combo and remain advantageous on block. This is extremely expensive, makng it often not very worthwhile use of so much Tension, unless it will easily close out the round. | ||
* Hitting an opponent in the corner causes a Wall Break and leaves Bridget at +36 frame advantage afterwards. | * Hitting an opponent in the corner causes a Wall Break and leaves Bridget at +36 frame advantage afterwards. |
Revision as of 18:48, 9 August 2022
Bridget...
Bridget Bridget is classified as a Balance type who utilizes strong pokes and mobility to set the range and speed of the match to her preference.
- Screen Control: Bridget sports some of the longest reaching normals in the game, among which are long reaching anti-airs, and can utilize Stop and Dash to supplement as a poke or as a delayed trap that allows her to begin rushdown or hold her preferred space.
- Tricky Mobility and Offense: Numerous specials which advance and adjust/halt her momentum allow Bridget to condition the opponent into guessing how she will approach. Rolling Movement in particular allows Bridget to advance in the air while still being able to dash or attack and enables a high/low or even left/right mix.
- Versatile: Bridget's aforementioned perks are further rounded with a command grab that can be used in the air, a DP, and fairly strong, loopable offensive options whenever she decides to go in. With an overall wide spread of options, she is capable of controlling and adjusting to the pace of matches easily.
- Low Guts: Bridget will take higher damage than most other characters even when guts scaling kicks in.
- Strict Setup Requirements: Without CH or Stop and Dash set-up, Bridget's access to decent damage, mobility and pressure is very limited.
Bridget | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2K (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623P (9F) |
Normal Moves
5P
Bridget's 5P is not a traditional jab, having slightly greater startup, and range than most characters.
- 5P > 6P is gapless.
- 5P > 6K has a 3f gap.
- 5P > 6H has a 4f gap.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump and Dash Cancelable on Hit or Block
A quick attack that doesn't utilize Bridget's Yo-Yo.
- 5K > 6P is gapless.
- 5K > 6K has a 1f gap.
- 5K > 6H has a 1f gap.
- 5K > 2D has a 2f gap.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump and Dash Cancelable on Hit or Block
c.S hits twice. During pressure this can be detrimental, as it doubles the opportunity for your opponent to IB, FD or IBFD.
Gatling Options: f.S, 2S, 5H, 2H, 6P, 6K, 6H, 5D, 2D
f.S
Fast and long range poke, that is disjointed at the tip of the move, this move will still greatly extend Bridget's hurtbox, making it susceptible to counterpokes such as 6P.
Gatling Options: S, 5H, 2H
S
S after f.S or 2S
S follow-up after f.S or 2S on hit or block.
When used closer to your opponent S will be gapless, if used from further ranges there will be a gap.
Launches opponent full-screen on hit.
5H
H
H after 5H or 2H
H follow-up after 5H or 2H on hit or block.
If done immediately will true-string. But can be delayed to frametrap after 2H.
Launches opponent full-screen on hit.
5D
- Uncharged Dust Attack
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
- Charged Dust Attack
- Launches opponent on hit if combo'd into.
- Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
- Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
- During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
- Homing Jump combos greatly increase Tension Balance.
Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
2P
Short, fast poke.
With decent range and speed 2P is very safe for close to mid-range control. It has less range than 5P but is faster, hits lower, and can even combo into 2K on Counter Hit. It also shares the same gatlings, making it easy to push an opponent away on block, and more easily confirm on hit.
- Hits low enough to stop Ky's Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14], but not Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17 or I-No's Stroke the Big TreeGuardLowStartup28Recovery16Advantage-2
- Able to gatling into itself.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
Bridget's fastest abare.
Unlike most, Bridget's 'jab' is her kick. This gives some large benefits like access to a 2D knockdown on hit, and on Counter Hit, Bridget's c.S allows combos at decent range, giving even further reward. It also cannot be low-profiled at all, unlike most 2P attacks. However, this also means Bridget's jabs do not self-gatling, making it harder to hitconfirm.
Like most 5F jabs, it can be used to challenge Throws and delayed pressure.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
Bridget tosses two Yo-Yo's in front of her, hitting extremely low to the ground.
The Hitbox extendeds along the length of the floor the Yo-Yo covers making it an effective tool for stopping any attempts to low profile.
Because Bridget's Hurtbox is extended, this move can lose to disjointed low attacks or low crushes.
- Hits twice, both low
- Slightly Disjointed
Gatling Options: S, 5H, 2H
2H
A high anti-air but lack of much disjoint means you can very likely be counter-poked for mistiming this. On hit, floats the opponent long enough that you can cancel into 214X or simply recover and still have enough time to land 5K or even c.S into followups if the opponent was high enough.
2D
Bridget tosses her Yo-Yo's on the ground in front of her.
The Hitbox extendeds along the length of the floor the Yo-Yo covers making it an effective tool for stopping any attempts to low profile.
Because Bridget's Hurtbox is extended, this move will lose to disjointed low attacks or low crushes.
- 5K and 2K leave a 2F gap that can be punished with throw if spaced poorly.
.
6P
- Gapless gatling from either P or K normals.
- Grants a small launch and soft knock down on crouching opponents. Allows for some different corner routes off of P and K starters.
6K
- 3 frame gap from 5P and 2P.
- 1 frame gap frame 5K and 2K.
6H
Bridget hops up and hip checks the opponent. As Bridget is in the air, she has access to any of her air special cancels, and quick RC will leave her briefly airborne for an easy overhead. Wallbounces on corner hit for easy routes.
- Leaves Bridget airborne briefly.
- 4 frame gap from 5P and 2P.
- 1 frame gap frame 5K and 2K.
j.P
Gatling Options: j.P
j.K
Can hit from the back if hugging the opponent (for example, after a crossup jump into an airdash back).
Gatling Options: j.D
j.S
Bridget's best jump in for mixups due to it having two hits and low hitting hitbox
Gatling Options: j.H, j.D
j.H
- Jump and Air-Dash Cancellable
- Bridget's only aerial with a disjoint
Enormous horizontal range with a disjointed tip and capability to convert via air dash make this Bridget's go to air-to-air option at mid-screen. Converts fairly easily into combos by air-dashing after connecting.
Gatling Options: j.D
j.D
Hits 3 times, all 3 hits must be blocked standing. Large cross-up hitbox.
Special Moves
Stop and Dash
236S/H (Air OK) or 214S/H (Air OK)
- Both 236S go horizontally
- 236H version goes upwards while j.236H goes downward.
Bridget throws out a yoyo out which will come back after a short delay. 236 version has a hitbox going out and takes 4 seconds to come back, While 214 version has a hitbox coming back to Bridget and takes 2 seconds to return. While the yoyo is out Bridget gains access to Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne).
While a Stop and Dash yo-yo is on the screen, Bridget cannot throw another until the yo-yo returns to Bridget.
If Bridget is hit or blocks an attack, the yoyo immediately returns with no hitbox, regardless of whether it was placed with 214X or 236X.
Rolling Movement
214K (Air & Hold OK)
Bridget curls up and rolls through the air towards her yoyo. [K] can be held to delay activation of the roll. If Bridget makes contact with the opponent during the roll, she executes an attack automatically which can be followed up with another air normal. One of Bridget's most important moves for executing high/low mixups. Highly advantageous on block and can be cancelled into air normals at several points during the move.
- Bridget is able to cancel out of the roll with air actions, normals, or specials.
- Bridget will roll towards her yoyo even if it is behind her.
- While Roman Cancelling during the startup will cause a Purple Roman Cancel, if done while Bridget is moving before she attacks, it will cause a Blue Roman Cancel instead.
Starship
623P
Bridget's dedicated invincible reversal.
Bridget lacks an invincible Overdrive, and instead has a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., for better and for worse. Like all DPs, it is throwable, and has low reward on hit. However, it is also costs no Tension, making Bridget one of few to have a constant threat to disrupt okizeme and gaps in pressure. It is also very active, making it good at catching opponents pre-emptively.
The range is decent, but can be exploited. The hitbox is slightly raised off the ground, meaning low pokes can be DP-safe. Additionally, Starship will not self-combo at a distance, losing any okizeme on hit.
- Invincible startup, but can be thrown.
- Cannot be Roman Canceled on whiff.
Kick Start My Heart
236K
Approach tool and okizeme setup.
In neutral, Bridget can approach extremely quickly, using her BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35 to support her options. It is, however, extremely commital. Once started, Bridget cannot stop, making it easy to punish. Speeding up and slowing down can effectively bait out whiffs, to make this safer, or stall for time to recover safely. While it can be very unsafe on block slowing down or using BrakeGuardAllStartup7Recovery19Advantage-6 can be very safe.
In pressure, Kick Start My Heart functions as a frametrap from almost any range. With its further BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35 frametraps, this supplements lengthy blockstring pressure at any time. However these leave Bridget at risk of punish.
Off long-range confirms like S Follow-UpGuardAllStartup12Recovery27Advantage-14 and H Follow-UpGuardAllStartup12Recovery26Advantage-13, Bridget can zoom full-screen for enormous corner carry while still advantaged enough to meaty the opponent with c.S.
- Holding slows down movementFrom 250 to 150
A 40% speed reduction., while holding massively increases speedFrom 250 to 450
An 80% speed increase.. - Can cancel into BrakeGuardAllStartup7Recovery19Advantage-6 or ShootGuardAllStartup3Recovery29Advantage-35 before and after the attack lands.
- Can kara-cancel into Overdrives by inputting either BrakeGuardAllStartup7Recovery19Advantage-6 or ShootGuardAllStartup3Recovery29Advantage-35 and immediately input Loop the LoopGuardMidStartup9+2Recovery47Advantage-29 or Return of the Killing MachineGuardAllStartup9+1RecoveryTotal 37Advantage+16.
Brake
P during Kick Start My Heart
Safer, grounded ender from Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4.
Bridget grinds to a halt and discharges a large spark hitting a considerable distance. This can be used to poke early into the movement, hitting very far with momentum, and very safe on block. On hit, it launches the opponent far, with time to set up Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~. If done too close, this becomes unsafe, but only to a very fast attack.
Kick Start My Heart is very unsafe unless it hits extremely late into the movement . In these situations, the additional time spent moving allows a delayed Brake to frametrap the opponent, and be significantly less punishable on block.
- Cannot be Red Roman Cancelled on hit and can only be Purple Roman Cancelled.
Shoot
K during Kick Start My Heart
Very risky high-hitting ender from Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4.
Bridget leaps into the air for a fast upward strike. Its huge recovery makes it extremely dangerous to use as a frametrap compared to BrakeGuardAllStartup7Recovery19Advantage-6, and even blocked in the air leaves Bridget punishable. On hit, it provides close-range okizeme unless it crosses up, but not time to set up Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~, making it a usually less valuable confirm.
If Kick Start My Heart hits, you can confirm into Shoot to begin a metered combo with Roman Cancel. Otherwise it is generally best used as a combo ender.
Roger Dive
j.236K
Anti-air bait and crossup tool
Bridget immediately flies up, and back down. This can be used in situations to bait and punish common anti-air tools like 6P moves, making Bridget jump-ins more difficult to challenge. It is also safe on block, often completely unpunishable even blocked at point-blank range. It is, however, very reactable and easy to anti-air.
By carrying momentum, Roger Dive can also cross up an opponent for an ambiguous left-right mixup tool. Especially from after Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne) is blocked for a consistent cross-up while defeating other abares.
- Maintains all horizontal momentum from when the move is input.
- Creates a small shockwave on landing, significantly increasing the horizonal reach.
Rock the Baby
63214P (Air OK)
Slow command grab wih enormous range, for use in pressure.
Can be special cancelled into, from both air and ground, with huge range, allowing Bridget to easily threaten a grab in safe blockstrings. However, it is slow, and easily interrupted by any abare, and can be jumped or backdashed on reaction. Additionally unlike most command grabs, Bridget can be grabbed out of this.
The recovery is comparatively short for a command grab, making for a difficult punish if the opponent opts to jump.
Despite appearance, the air version does not function as a practical air-to-air, due to its extremely small grab height. Instead, this allows Bridget to bait and punish reaction jump-outs, or be used to perform a grounded grab from the air.
Unfortunately, at mid-screen this gives worse okizeme than Throw, and is much slower. It is better utilised with Bridget's long-range pressure, or in corner okizeme with a set up Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~ for meterless corner combos.
- Throwable on startup.
- When grounded, will only grab grounded opponents. Holding does not adjust timing.
- When airborne, will only grab airborne opponents. Holding will delay the grab during the descent. Will force a whiff animation if held for too long before landing.
- Landing before the aerial Rock the Baby begins will perform a grounded grab.
Overdrives
Loop the Loop
632146S
Basic combo-ending Overdrive
Breaks the wall for additional damage and Hard Knockdown, allowing Bridget to maintain pressure or set up Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~. Otherwise not particularly special, as it gives no significant okizeme outside of the corner, and is very low damage for its cost. It is also relatively short range for Bridget, meaning many combos cannot confirm into this.
With 100% Tension, you can Roman Cancel immediately both mid-screen and in the corner to set up mixups. You have enough time to perform a 5D overhead, a 2K > 5D for Low-High, and 2K > 2D for Low-Low, all of which combo and remain advantageous on block. This is extremely expensive, makng it often not very worthwhile use of so much Tension, unless it will easily close out the round.
- Hitting an opponent in the corner causes a Wall Break and leaves Bridget at +36 frame advantage afterwards.
- On Roman Cancel, Roger's attacks continue independent of Bridget.
- If Bridget is interrupted, Roger's attacks will still continue.
Return of the Killing Machine
632146H (Air OK)
- Roger is summoned and rides toward the enemy's location.
Useful for ranges where Loop the Loop and Drift RC will not connect after a poke/combo, or to pull some + frames for extended pressure (i.e kara cancelling a blocked Kick Start My Heart). Otherwise this overdrive is best avoided entirely due to its abysmal damage.
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall