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.
- 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.
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
5P
Bridget's 5P is not a traditional jab, having slightly greater startup, and range than most characters.
- 5P > 6P is gapless.
- 5P > 6K has a 3f gap.
- 5P > 6H has a 4f gap.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump and Dash Cancelable on Hit or Block
A quick attack that doesn't utilize Bridget's Yo-Yo.
- 5K > 6P is gapless.
- 5K > 6K has a 1f gap.
- 5K > 6H has a 1f gap.
- 5K > 2D has a 2f gap.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump and Dash Cancelable on Hit or Block
c.S hits twice. During pressure this can be detrimental, as it doubles the opportunity for your opponent to IB, FD or IBFD.
Gatling Options: f.S, 2S, 5H, 2H, 6P, 6K, 6H, 5D, 2D
f.S
Fast and long range poke, that is disjointed at the tip of the move, this move will still greatly extend Bridget's hurtbox, making it susceptible to counterpokes such as 6P.
Gatling Options: S, 5H, 2H
S
S after f.S or 2S
S follow-up after f.S or 2S. If delayed properly the follow-up can be a frametrap.
5H
H
H after 5H or 2H
H follow-up after 5H or 2H. If delayed properly the follow-up can be a frametrap.
5D
- Uncharged Dust Attack
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
- Charged Dust Attack
- Launches opponent on hit if combo'd into.
- Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
- Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
- During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
- Homing Jump combos greatly increase Tension Balance.
Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
2P
2P is faster than 5P but has less range and hits lower.
Hits low enough to stop : Ky's Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14]
Doesn't hit low enough to stop Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17, I-No's Stroke the Big TreeGuardLowStartup28Recovery16Advantage-2
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
Bridget's only 5f normal and thus your primary choice for mash/abare. The hitbox and Bridget's smaller body allow this move to low profile at specific ranges to boot. Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
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.
- 5K and 2K leave a 2F gap that can be punished with throw if spaced poorly.
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 too this move will lose to disjointed low attacks or low crushes.
.
6P
- Gapless gatling from either P or K normals.
- Grants a small launch and soft knock down on crouching opponents. Allows for some different corner routes off of P and K starters.
6K
- 3 frame gap from 5P and 2P.
- 1 frame gap frame 5K and 2K.
6H
Wallbounces on corner hit.
- 4 frame gap from 5P and 2P.
- 1 frame gap frame 5K and 2K.
j.P
Gatling Options: j.P
j.K
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
Gatling Options: j.D
j.D
Hits 3 times, all 3 hits must be blocked standing.
Special Moves
Stop and Dash
236S/H (Air OK) or 214S/H (Air OK)
- Both 236S go horizontally
- 236H version goes upwards while j.236H goes downward.
Bridget throws out a yoyo out which will come back after a short delay. 236 version has a hitbox going out and takes 4 seconds to come back, While 214 version has a hitbox coming back to Bridget and takes 2 seconds to return. While the yoyo is out Bridget gains access to Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne).
While a Stop and Dash yo-yo is on the screen, Bridget cannot throw another until the yo-yo returns to Bridget.
If Bridget is hit or blocks an attack, the yoyo immediately returns with no hitbox, regardless of whether it was placed with 214X or 236X.
Rolling Movement
214K (Air & Hold OK)
Bridget curls up and rolls through the air towards her yoyo. [K] can be held to delay activation of the roll. 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
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
Approach tool and okizeme setup.
In neutral, Bridget can approach extremely quickly, using their BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35 to support their 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, 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
Shoot
K during Kick Start My Heart
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. 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 DashGuardAllStartup130RecoveryTotal 30Advantage~ for meterless corner combos.
- Throwable on startup.
- When grounded, will only grab grounded opponents. Holding does not adjust timing.
- When airborne, will only grab airborne opponents. Holding will delay the grab during the descent. Will force a whiff animation if held for too long before landing.
- Landing before the aerial Rock the Baby begins will perform a grounded grab.
Overdrives
Loop the Loop
632146S
Your go to super for wallbreaking in the corner. If the attack is Roman Cancelled before the flurry of strikes finishes, Roger still drops from the sky for the followup attack.
Return of the Killing Machine
632146H (Air OK)
Useful for ranges where Loop the Loop and Drift RC will not connect after a poke/combo, or to pull some + frames. Otherwise, possibly better uses for your meter considering the fairly low damage.
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- Bridget [★]
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- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
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- May [★]
- Millia Rage [★]
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- 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