GGST/Bridget: Difference between revisions

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A scary command grab that can easily supplement pressure coming in from {{MMC|input=214K|label=Rolling Movement}} or Stop and Dash. 214 variants to Stop and Dash will connect if Rock the Baby is performed immediately after, making this a viable grab mix in cases where 214X can be setup on the opponent's wakeup.  
Slow command grab wih enormous range, for use in pressure.


The lengthy startup + recovery and forced counter-hit state mean that you absolutely do not want to be called out using this, so don't get predictable with it.
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. Luckily, the recovery is comparatively short for a command grab, reducing the opponent's reward on punish.


* When used grounded, will grab grounded opponents and whiff vs airborne opponents. Holding P does not adjust timing or properties.
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.
* Grabs airborne opponent when done in the air, whiffs grounded opponents. Can hold {{clr|P|P}} in mid-air to descent with the bear further.
 
* Airborne version will become grounded grab if {{clr|P|P}} is held until the bear touches ground. Will force a whiff animation entirely if {{clr|P|P}} is done too high up in 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 {{MMC|input=214S/H|label=Stop and Dash}} for meterless corner combos.
* Can combo from [[#Stop and Dash|Stop and Dash]] setup.
 
* Throwable on startup.
* When grounded, will only grab grounded opponents. Holding {{prompt|GGST|P}} does not adjust timing.
* When airborne, will only grab airborne opponents. Holding {{prompt|GGST|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.
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Revision as of 03:09, 9 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 their preference.

Pros
Cons
  • Fantastic Range/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/anti-air or as a delayed trap that allows her to begin rushdown or hold their preferred space.
  • Tricky Mobility and Offense: Numerous specials which advance and adjust/halt their momentum allow Bridget to condition the opponent into guessing how they 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 low-profile 5f 2K and DP for decent defensive options, and fairly strong offensive options whenever she decides to go in. With an overall wide spread of options, they are 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.
  • Vulnerable to Whiffs/Counterpoke: Bridget lacks much disjoints to many of their attacks, making her very vulnerable to counter-pokes and whiff punishment. Outside of 2S range, Bridget's pokes can all be 6P'd, and reckless whiffs can be IAD'd for a full combo.
  • Some Setup Required: Without CH or Stop and Dash set-up, Bridget's access to decent damage, mobility and pressure is fairly limited.
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)
632146H (?F)

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

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

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

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

2K

2S

2H

2D

6P

6K

6H

j.P

j.K

j.S

j.H

j.D

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.

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. 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.

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

For lack of an invincible Overdrive, this is Bridget's dedicated invincible reversal, for better and for worse. Like all DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, 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

Brake

P during Kick Start My Heart

Shoot

K during Kick Start My Heart

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. Luckily, the recovery is comparatively short for a command grab, reducing the opponent's reward on punish.

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

Return of the Killing Machine

632146H (Air OK)

Navigation

 Bridget



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