GGST/Bridget: Difference between revisions

From Dustloop Wiki
No edit summary
Line 20: Line 20:
* '''Low Damage''': While Bridget can set up notable okizeme from almost any hit or range, their damage output is often low, with their strongest combos being easily outmatched.
* '''Low Damage''': While Bridget can set up notable okizeme from almost any hit or range, their damage output is often low, with their strongest combos being easily outmatched.
* '''Long Whiff Recovery''': Bridget's moves are very active further extending already long recovery, making most of their attacks very poor on whiff.
* '''Long Whiff Recovery''': Bridget's moves are very active further extending already long recovery, making most of their attacks very poor on whiff.
* '''Only Far Disjoints''': Bridget's disjoints looses to 6p on most situations, even from far way they´re still likely to clash. Dont really think on them as disjoints, unless you´re oponent is almost in your max range.
* '''Only Far Disjoints''': Bridget's disjoints lose to 6p in most situations, even from far way they´re still likely to clash. Don't really think of them as disjoints, unless the oponent is in Bridget's max range.
|footnote=
|footnote=
| difficulty_rating = 4
| difficulty_rating = 4

Revision as of 13:37, 10 August 2022



Overview
Overview

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.

Pros
Cons
  • 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.
  • Lack of Overdrive Reversal: Bridget has no invincible Overdrive, and instead has StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28, a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Therefore, Bridget has no Throw-immune reversal and cannot threaten disjointed pressure, or some low attacks.
  • Low Damage: While Bridget can set up notable okizeme from almost any hit or range, their damage output is often low, with their strongest combos being easily outmatched.
  • Long Whiff Recovery: Bridget's moves are very active further extending already long recovery, making most of their attacks very poor on whiff.
  • Only Far Disjoints: Bridget's disjoints lose to 6p in most situations, even from far way they´re still likely to clash. Don't really think of them as disjoints, unless the oponent is in Bridget's max range.
Error: No field named "weight" found for any of the specified database tables.
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

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 8 2 14 -6
Total: 23

Simple, fast mid-range poke

Not a traditional 5P, instead more akin to other characters' 5K as a fast poke. For lack of a 2D gatling it cannot hard knockdown on hit, but confirms into 6K for large corner carry with a basic combo. Its access to self-gatling also makes this extremely good for pushing opponents out of Bridget's weaker close-range, making itself completely safe on block in the process.

  • Able to gatling into itself.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

c.S

f.S

S

S after f.S or 2S

5H

H

H after 5H or 2H

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 20 3 26 -15 -
62 High 28 3 26 -10 -
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D with give a much slower but much more powerful strike.

Bridget will want to end combos and wall splat opponents with 5D, and break the wall with 5[D].


Uncharged Dust Attack

A fast overhead that excels during setup.

By using Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~, Bridget can largely improve Dust as a mixup, either jailing into it completely to prevent abare then comboing with RRC, or have the yo-yo hit after the attack to enable meterless combos and maintain frame advantage on block. While Bridget has many other ways to set up mixups from okizeme, this allows Bridget to use it from 5K, 2K, and c.S blockstring pressure without a reliance on the slower Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne).

Additionally Uncharged Dust Attack can be used during Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 at the cost of 100% Tension to enforce a safe confirm that automatically combos into the super's final hit. However this is extremely expensive for a mixup.


Charged Dust Attack

On-hit, holding 8 will activate Homing Jump for a large combo opportunity.

Slow, unsafe, but rewarding overhead. Similar to uncharged, Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ can jail into this or make it more advantaged on block. While the Homing Jump offers a combo, correct setup of Stop and Dash allows higher damage combos with Wall-Break, especially to use Tension for even more reward.

Unfortunately, this is by far Bridget's most reactable mixup option, and with her abundance of mixup setups it's rarely worthwhile taking the risk once an opponent is prepared to defend against it.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 7 4 9 -3
Total: 19

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 DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14], but not  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2
  • Able to gatling into itself.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 5 3 11 -2
Total: 18

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×2 Low 11 3, 3 20 -9
Total: 36

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

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 13 4 15 -6
Total: 31

Bridget tosses her Yo-Yo's on the ground in front of her.

The Hitbox extends 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

6K

6H

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 High 10 4 22 +2 (IAD)
Total: 35

Large air-to-air

With long range and disjoint Bridget can attack airborne opponents safely from very far away while still comboing on hit. Unfortunately, its recovery is very long, making this very commital on a read.

Due to its very high hitbox, j.H cannot hit any crouching opponent off an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., and can only hit crouchers when timed late on descent. However, it can still be used when falling from a jump to poke at the enemy from huge range.

  • Jump and Air-Dash cancellable

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3 High 15 18 16 +0 (IAD)
Total: 48

Lingering air-to-air and anti-fuzzy guard.

Bridget slows down mid-air with an extremely active attack. While slow to start up, once active it becomes almost unavoidable for opponents above Bridget. This means it can be used even if Bridget cannot reach the same height, by lingering beneath their jumping trajectory. On block you can true blockstring an opponent with Airdash Cancel j.P, unless too close resulting in a crossup.

By stalling in the air while hitting several times in a row as an overhead, j.D can also be used to catch fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. attempts that anticipate Bridget to land into a low.

  • Jump and Dash cancellable.
  • Slows Bridget's aerial momentum.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Stop and Dash

236S/H (Air OK) or 214S/H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 15 21 Total 38 -4
40 All 130 ~ Total 30 ~
Total: 0
Total: 0

  • Both 236S go horizontally
  • 236H version goes upwards while j.236H goes downward.
  • When done as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    , j.236S and j.236H are +1 on block

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 MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 20~38 Until Landing 0 +16 (Airborne) 5F onwards Airborne
Total: 0
Total: 0

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×4 All 9 3,3,3,3 39 -28 1-11F Strike
Total: 0
Total: 0

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 10 25 9 -20~+4
Total: 0
Total: 0

Approach tool and okizeme setup.

In neutral, Bridget can approach extremely quickly, using her BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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 BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 can be very safe.

In pressure, Kick Start My Heart functions as a frametrap from almost any range. With its further BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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-UpGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 and H Follow-UpGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13, Bridget can zoom full-screen for enormous corner carry while still advantaged enough to meaty the opponent with c.S.

  • Holding 4 slows down movementFrom 250 to 150
    A 40% speed reduction.
    , while holding 6 massively increases speedFrom 250 to 450
    An 80% speed increase.
    .
  • Can cancel into BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 or ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 before and after the attack lands.
  • Can kara-cancel into Overdrives by inputting either BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 or ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 and immediately input Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 or Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16.

Brake

P during Kick Start My Heart

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 All 7 7 19 -6
Total: 0
Total: 0

Safer, grounded ender from Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-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 DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 All 3 20 29 -35 3-30F Airborne
Total: 0
Total: 0

Very risky high-hitting ender from Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-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 BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-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 DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 35 All 25 Until Landing, 4 15 -5
Total: 0
Total: 0

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 MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
90 Ground Throw 27 2 28 N/A 4-20F Airborne
Total: 0
Total: 0

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 DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ for meterless corner combos.

  • Throwable on startup.
  • When grounded, will only grab grounded opponents. Holding P does not adjust timing.
  • When airborne, will only grab airborne opponents. Holding P 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[9, 1]×6, 9, 71 Mid 9+2 45 47 -29
Total: 0
Total: 0

Basic combo-ending Overdrive

Breaks the wall for additional damage and Hard Knockdown, allowing Bridget to maintain pressure or set up Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 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)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×7 All 9+1 ~ Total 37 +16
Total: 0
Total: 0

Roger is summoned and rides toward the enemy's location, tracking them anywhere on the screen.

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.

Navigation

 Bridget



To edit frame data, edit values in GGST/Bridget/Data.