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Revision as of 02:58, 12 August 2022
Some people might call a yo-yo a poor choice of weapon, but they just don't have enough creativity! With speed, range, and dizzying mixups, this girl can run circles around any opponent!
Bridget is a well rounded character who is easy to pick up and play, with high range, good mobility, a meterless reversal, and simple combos that lead into strong pressure situations. However don't be fooled into thinking that means she's simple! Her Stop and Dash setplay projectile and Rolling Movement can be layered together and combined with her other tools in countless ways, giving her a uniqely expressive flair in her offense!
To compliment this, Bridget has a fantastic suite of neutral tools. f.S and 5H travel very far, and possess both slightly disjointed hitboxes as well as followups with fantastic corner carry that allow Bridget to start her offense on hit. Paired with her multihitting 2S to catch movement and help shore up the weakness to 6Ps and similar low profile options, she has the ability to assert dominant control over the ground. Her air control is similarly extremely strong, with j.H being one of the rare air normals to possess a significant disjoint, as well as her wide and high striking 2H.
On defense, Bridget has several strong options to work with, though she must be very careful when using them. A 5 frame and reasonably large 2K gives her abare a bite many characters lack, and Starship is a perfectly servicable meterless reversal, though she lacks an invincible overdrive to beat throws and spaced okizeme. However when she is forced onto the back foot, the specter of Guts 0 looms large. She will very frequently die to hits another character would survive with a decent buffer to spare. Combined with her lower than average damage, Bridget has to be right many more times than she is wrong.
In spite of that, her wide and powerful toolkit more than enables her to run circles around her opponent until they die from a thousand cuts. If you like strong tools and boundless creativity, wrapped up in a cute as heck package, Bridget may very well be for you!
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.
- Flawed Defense: Despite having a meterless reversal and a strong 5f normal, Bridget's low effective health and lack of throw invulnerable reversal makes her easy to bully on defense.
- Low Damage: Bridget's damage output is relatively weak. While she gets good reward from ranged pokes her damage on big hits and mixups is lackluster, making it less punishing to take risks when fighting her.
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
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
Bridget's 'standing jab'.
Equivalent to other characters' 5P, this is Bridget's fastest standing attack. With good reach, speed, and active frames, 5K is a useful close-range poke with great reward with its 2D knockdown gatling, or comboing into c.S off a very close-range Counter Hit. However, unlike most standing jabs, this does not hit high enough to anti-air, and cannot self-gatling, reducing its versatility.
Unfortunately slower than her 2K and can whiff some low attacks making it a generally worse abare unless the opponent is barely out of reach.
- Jump and Dash cancelable
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, but it also affords Bridget more time to hit-confirm the attack.
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 Follow-Up
S after f.S or 2S
Input after f.S or 2S on hit or block.
Wall bounce combo-filler and easy-fit frametrap.
Not particularly special outside combos. Can confirm f.S or 2S into a knockdown from further away than 5H~H.
Almost entirely obsolete to a well-timed 5H gatling for pressure, pushback, R.I.S.C., and even reward on hit. However, this 1F true frametraps from far f.S and 2S, catching 6P abare which is extremely difficult to catch with manually delayed 5H. At close range however, 5H is easier to pressure with due to this move's unforgiving cancel window.
- On hit, launches opponent full-screen and wall bounces.
- Extending hitbox. Max range on Frame 14.
- Cannot be cancelled into during the recovery frames of f.S or 2S, unlike most gatlings.
5H
Slightly Disjointed. Not possible to delay gatling into H follow-up. It must be done or not.
Can confirm into a HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and Yo-Yo Setplay from distant counter hits.
H Follow-Up
H after 5H or 2H
Input after 5H or 2H on hit or block.
Blockstring ender.
Useful combo filler but fairly rudimentary in pressure. It is not possible to frametrap from 5H, only 2H. Its huge pushback means longer blockstrings will leave Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 unable to frametrap, weakening the pressure. However, it has very good R.I.S.C. Gain and Tension on block, improving reward from pressure. This pushback is also good for pushing opponents into the corner at a safe distance.
- On hit, launches opponent full-screen and wall bounces.
- Extending hitbox. Max range on Frame 14.
- Cannot be cancelled into during the recovery frames of 5H or 2H, unlike most gatlings.
5D
Universal overhead attack. Tapping gives a fast but weak overhead, while holding down 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 DashGuardAllStartup130RecoveryTotal 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 MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne).
Additionally Uncharged Dust Attack can be used during Loop the LoopGuardMidStartup9+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 will activate Homing Jump for a large combo opportunity.
Slow, unsafe, but rewarding overhead. Similar to uncharged, Stop and DashGuardAllStartup130RecoveryTotal 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
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 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
- 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 from 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 from 5K and 2K.
j.P
Bidget's aerial jab
Confusingly not j.K like Bridget's grounded normals, this is Bridget's fastest aerial attack. Very good at challenging Air Throws and as an uncommital air-to-air. It can gatling into itself for advantage on block and combo on hit, but this will do very little damage. This is alo the fastest jump-in from 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. with considerably large range, but will initially whiff crouching opponents, making it potentially slower than j.S on very low characters.
- Able to gatling into itself.
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
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
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
- Can throw the opponent either forward or backwards.
- Bridget is in Counter Hit state during recovery.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- Bridget is in Counter Hit state during recovery.
Special Moves
Stop and Dash
236S/H (Air OK) or 214S/H (Air OK)
- 236S goes horizontally.
- 236H goes upwards diagonally.
- j.236H goes downward diagonally.
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.
- 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
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.
- You can move 34F after doing 214S or 214H.
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 an air throw 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, 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.
- 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