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
Core pressure starter.
Like most c.S, this is the best way to begin a standard blockstring. Its advantage on block and low pushback makes it strong for Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. offense and stagger pressure, while maintaining high-low mixups with a Dust AttackGuardHighStartup20Recovery26Advantage-15 and 2S. Its jump cancel can even be used for Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4 as an ambiguous pressure extender.
With its multi-hitting properties, it is extremely easy to hit-confirm with, but it can also be used to stall for the Stop and Dash yo-yo timing to line up with a Dust Attack, or to disrupt 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.ing by offsettng the timing of Bridget's pressure. The only downside is this allows opponents an additional opportunity to IBFD "Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense. to push Bridget away.
- Jump and Dash Cancelable on either hit.
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]Recovery32 [26]Advantage-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
Huge, safe anti-air attack, but a bit slow for counter-poking
Initially hitting vertically, this is among the largest anti-air 6Ps, paired with its fast upper-body invulnerability, and hard knockdown on counter hit makes it extremely versatile to anti-air opponents with. Its only drawbacks are it does not have total immunity like StarshipGuardAllStartup9Recovery39Advantage-28, and less active frames, but it can be input quicker on reaction and offers better reward.
Like most 6P, its upper body invulnerability makes it a good counter-poke in neutral against moves like f.S attacks. However, Bridget's 6P is extremely short in the early active frames, taking functionally longer to have the same reach as others, potentially missing an opportunity to punish an attack.
- On crouching and aerial hit, gives a small launch into soft knockdown.
- On crouching and aerial Counter Hit, launches into a hard knockdown. You can choose to follow this up with 236K-K for good corner carry
6K
Pressure extender
An easy confirm off P and K normals for combos while continuing pressure. Being only -4 on block, it remains safe on block to most opponents, while still threatening a frametrap with Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 or Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4, potentially threatening a Throw or reset into a c.S. This, however, serves no particular use in neutral.
- Moves forward during the attack.
- Is punishable on block by Nagoriyuki's ThrowGuardGround ThrowStartup2Recovery38AdvantageN/A and Potemkin's ThrowGuardGround ThrowStartup2Recovery38AdvantageN/A
6H
Heavy frametrap and low-crush.
Leaping into the opponent Bridget deals high damage and makes for one her strongest Counter Hits. In neutral it can low-crush ground-height pokes, making it a good counterpart to 6P. It will usually hit Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. due to distance, making it safer on block and leave Bridget further, but it is always safe when cancelled into Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4 regardless, for enormous pushback on the opponent.
In pressure it can used similarly to 6K, sacrificing some pressure options in favour of Counter Hit damage and pushback on the opponent. Off P normals this also loses to 6P attacks on prediction. Due to its awful on-block you will almost certainly need to use Roger DiveGuardAllStartup25Recovery15Advantage-5 or Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4 to remain safe. With Roman Cancel, it behaves similarly to ShootGuardAllStartup3Recovery29Advantage-35 with its airborne state and momentum, but is less valuable to route into it.
- Wall bounces on hit.
- Flies forward during active frames. Will hit later based on distance.
- Airborne during active frames. Cancels into air Specials.
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).
- Jump and Dash cancellable.
Gatling Options: j.D
j.S
Primary jump-in and pressure tool.
Deep-hitting, and reaches out further the longer it's active, making it great for airdash offense as it can hit crouching opponents quickly and from far away. On block it's only a little plus, but this can be made safe from any Throw threat using Air Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4, at the loss of close-range pressure. From a High Jump IADPerform an Instant Airdash from a High Jump, done by inputting 2686 or 28~Dash Macro, you have time to cancel j.S(1) into j.D to frametrap, while remaining +6 on block, setting up perfectly for c.S pressure. This does not cause j.S to whiff crouching opponents or delay its hit, making it entirely a benefit for jump-ins
Can also be used in some pressure strings for its multi-hitting attacks and j.H.
- Jump and Dash cancellable.
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 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.
In the corner her throw enables some of her strongest blockstrings by giving her long enough knockdown to set up her win condition with Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4 by either doing 214S > c.S meaty or doing OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S > delayed 236S that hits very deep meaty.
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 with a yo-yo (Air & Hold OK)
Mixup pressure tool, central to Bridget's strongest okizeme.
Functioning like an airdash with an attack, Bridget can run very strong mixups. She can cancel the air movement early (using a whiffed Air Throw or j.P) to hit Low or Throw, or cancel into an overhead attack. Even after the Rolling Movement hits, Bridget has time to use an air attack before landing, while being extremely plus, and is so plus she use no air attack and directly frametrap into 2K. She can also jump cancel the air moves for an F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. mixup. This is the foundation of Bridget's setplay.
If possible, a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. improves the setplay. The extra height changes her trajectory so after Rolling Movement hits Bridget can still land both hits of j.S, preventing 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. without using j.D and hit-confirming the overhead.
Due to its slow startup and easily losing to 6P it is difficult to enforce Rolling Movement. It is only completely safe off 2DGuardLowStartup13Recovery15Advantage-6 knockdowns or by using a returning yo-yo from Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~ (such as after Throw oki). However, it can be difficult to react at close-range, resetting pressure. In neutral, this can be used like an alternative airdash, being much more obvious and reactable, but able to bait anti-airs and with better on-block pressure.
- Can only be input when a yo-yo is currently active from Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4. Flies directly towards the yo-yo's position, even if it is behind her.
- Holding will make Bridget pull back to a higher angle, and delay the movement. This has no effect on the attack or movement's properties,
- After startup, cancellable into any air movement, Normal, Special, Overdrive, or Burst. Roman Cancelling during this time will result in a Blue Roman Cancel. It is not possible to FDC "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together..
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
Pressure extender from Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 using Tension.
Bridget leaps into the air for a fast upward strike. It's best used with Roman Cancels. By fast cancelling a Roman CancelColloquially "Fast Roman Cancel", input any attack during the roman cancel to end it early, spending less Tension in the process but having reduced Slowdown and no shockwave from Red Roman Cancel, Bridget maintains aerial momentum, combined with their strong air attacks allows easy pressure resetting. Combined with Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 and ambiguous drifting it becomes several frametraps in a row, with a mixup, into a pressure reset, from long-range, for as little as 36% Tension.
Without Tension, its huge recovery makes it fairly obsolete to BrakeGuardAllStartup7Recovery19Advantage-6. Even blocked in the air leaves Bridget punishable. On hit, it provides close-range okizeme, but not time to set up Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~, making it a usually not a valuable confirm.
- On Counter Hit, launches opponent into Hard Knockdown.
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 with 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 blockstrings. However, it is very slow, and easily interrupted, including with Throw. In contrast, the recovery is comparatively short for a command grab, giving weaker punishes if the opponent jumps or backdashes on reaction. While Throw normally gives better oki, used immediately after Stop and DashGuardAllStartup130RecoveryTotal 30Advantage~ this can combo meterlessly on hit, giving much better reward.
Despite appearance, the air version does not function as a practical air-to-air, due to its extremely small grab height. Bridget can theoretically use it to bait and punish reaction jump-outs, but there's little reason to do this, and it's not practical to set up.
- 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, and is very low damage for its cost. It is also relatively short range for Bridget, meaning some combos cannot confirm into this.
With 100% Tension, you can Roman Cancel to set up mixups with 2K and 5D that combo into Roger's final attack and are advantageous on block. However, this is extremely expensive, and is rarely 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)
Niche anti-zoning and whiff punish tool
Roger flies across the stage on his bike as a large projectile straight at the oppponent, able to cut through any zoning that would hold Bridget back. Unfortunately only slightly advantaged, and fairly low damage, making it not nothing particularly special for enforcing pressure.
With its extremely fast startup for its range, Roger can whiff punish attacks from long-range. Unfortunately it is rarely very useful, for its difficult to buffer (and fairly obvious) input, low damage, and Bridget's access to an enormous 5H for a similar purpose.
Can be used in some long-range Wall Sticks to get a hard knockdown on wall-break, but it deals extremely low damage and is best avoided if possible.
- Hard knockdown on hit.
- Roger continues to move forward indefinitely until they go off-screen, hitting for a total 5 times on an opponent.
- Roger flies in a straight line towards the opponent's position on activation.
- On contact with the floor, Roger will travel along the floor.
- 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