GGST/Bridget/Combos: Difference between revisions

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< GGST‎ | Bridget
m (→‎Combo Theory: clarification on which 6)
(Undo revision 311643 by Eric111 (talk) Worse combo than already present, does less damage and includes a delay.)
Tag: Undo
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|| {{clr|S|f.S}} > {{clr|H|5H}}~{{clr|H|H}} > {{clr|K|236K}}~6(~{{clr|K|K}}) || Anywhere (Midscreen) || 85 (112) ||  || All || {{clr|2| Easy}} || {{clr|S|f.S}}'s slightly higher damage confirm, but less consistent than the follow-up. If near the corner, {{clr|H|5H}}~{{clr|H|H}} will wallbounce allowing {{clr|K|236K~K}} to combo. || ||  || [https://streamable.com/x0n9ty Video]
|| {{clr|S|f.S}} > {{clr|H|5H}}~{{clr|H|H}} > {{clr|K|236K}}~6(~{{clr|K|K}}) || Anywhere (Midscreen) || 85 (112) ||  || All || {{clr|2| Easy}} || {{clr|S|f.S}}'s slightly higher damage confirm, but less consistent than the follow-up. If near the corner, {{clr|H|5H}}~{{clr|H|H}} will wallbounce allowing {{clr|K|236K~K}} to combo. || ||  || [https://streamable.com/x0n9ty Video]
|-
||{{clr|S|c.S}} (2) > {{clr|H|2H}} > {{clr|H|236H}} > 66 > {{clr|S|c.S}} (2) > dl > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|2H}}~{{clr|H|H}} > WS > {{clr|H|5H}} or ({{clr|S|412364S}}) > WB || Corner || 194 (208) || ~35% (-15%) PB || All || {{clr|K|Easy}} || Easy unoptimized corner combo, use super for more damage and oki, in order to use super the first dash after {{clr|H|236H}} must put you just under your oponent. If not it´s probable to hit only the last hit of the super. Using {{clr|H|412364H}} it´s not recomended due its low damage, but it´s the easy way, even if only the last hit of the other super deals more damage. || 64.445 || || [https://youtu.be/10HKTPjlxYY Video]
|-
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|| CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236K}}~6~{{clr|K|K}}|| Anywhere ||  ||  || All || {{clr|2| Easy}} ||  || ||  ||  
|| CH {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236K}}~6~{{clr|K|K}}|| Anywhere ||  ||  || All || {{clr|2| Easy}} ||  || ||  ||  

Revision as of 08:00, 10 August 2022

 Bridget



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

Combo Theory

S and H Follow-UpsCorner carry and auto-timed and spaced meaty.
Easy

2S or f.S ~ S > 236K [6] (K) or 5H ~ H > 236K [6] (K)

If 2S, f.S, or 5H is followed up with its respective button, S or H it will launch the opponent full screen, and wall bounce if near corner.

Midscreen hits from these normals when followed up with Kick Start Your Heart [6]GGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, will automatically time and space Bridget for 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. c.S. If you chose to go for another option keep in mind Bridget is +10 after Kick Start Your Heart [6].


Near the corner and from Counterhits Kick Start Your Heart [6] and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.


Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into OverdrivesCancel Kick Start Your HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 at any time with any Overdrive.
Hard


236K ([6]) [(6)32146X+S] or [(6)32146X+H]

  • Depending on the timing of the Overdrive, the first 6 input in 632146 may not need to be inputted again. In some cases, this 6 can be stored from the 236K, or if needed a [6] to approach the opponent faster.
  • X must be either P or K, but has no functional difference aside from comfort.
  • Unlike most games, the button inputs for the kara do not need to be in any particular order because of Strive's leniant storage.

This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16 while also approaching the opponent, opening up new pressure options like threatening a throw.

It can also allow you to quickly approach the a Wall Splatted opponent and end with Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 regardless of distance from the opponent. This ensures that you will always be using the most damaging combo-ender Overdrive no matter the combo route.

Learning to Kara

Performing a Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can seem daunting at first, especially so for Overdrives, as you have to deal with more motion inputs. However, learning this technique can be broken down into simple parts;

Firstly, to understand what's going on let's try Cancelling Bridget's 6P normal into 236K special.

This can be done very easily with a combined input - 236P+K. Notice that even though we're cancelling one button into another, we can actually press them both at the same time. Guilty Gear Strive's input storage is very lenient, and it actually caters for any order of the buttons when kara canelling. For this example in order to visibly see what's going on try to press P before K. To know if you've done it, you'll see that Bridget puts her yoyo hand infront of her for 1 frame before she starts moving. If you wish to test yourself, you can then try this in a small string. Try 5K > 236P+K and look at bridget's lower leg in her 5K for that 1 frame of yoyo.

Now, Let's try cancelling into an Overdrive. Let's try it with a special move 63214P into your preferred super; [632146S] or [632146H].

While we are cancelling from a special move, the technique is no different than when we used 6P. Ever since patch 1.18, all special moves gained the kara cancel property, so all that has changed is which buttons to press, and we have a few more motion inputs. All-in-all, our combined input will be 632146P+X. Rock the BabyGGST Bridget 63214P.pngGuardGround ThrowStartup27Recovery28AdvantageN/A's first frame has Bridget crouching down while holding Roger the Teddy Bear, so for a visual conformation switch Bridget to a colour where Roger is more pronounced (#1, #10...), and look at Bridget's waist for that color.

You may notice that this motion looks similar to the actual Technique above, and you'd be right! If you can do this kara cancel, you're ready for the full thing! While in Kick Start Your HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35. These follow-ups are also special moves, so they can be kara caneclled! So what are you waiting for? Go up to the top of the section and try that combo out!


Card Title
Easy

X > S

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Use GGST/Ky_Kiske/Combos as a guide for how to fill in bridgets combos.

titleoneliner
difficulty


combo
combo theory




Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character







Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Lightweight midscreen CH 6HTricky, but useful
Hard

CH 6H , 2H > 236K~K, c.S > f.S > 5HH > WS > 632146H
A big damage confirm that only works on lightweight characters, will wall break from about round start distance, 236K~K needs to be done as soon as possible to hit the bottom of the opponents hurtbox, if you collide with the front you won't land in time to catch them with c.S. Does 214 damage to Giovana with less than 50% tension




Full Combo List

P Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
5PP/2PP > 6K > 236K~6~K Anywhere 70 - All Very Easy Jab confirm for damage and corner carry. - - -
5PPPP/2PPPP Anywhere 49/44 +10% All Very Easy Can combo 4 times at point blank range. - - -

K Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
2K/5K > 2D > 214S or 214H (> 214K) Anywhere 36/47 9% All Very Easy Basic 2K/5K confirm into yoyo setplay.
5K > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D] Corner 189 33.8% All Easy Consistent and easy corner 5K route. Similar to c.S routes. - - Video
5K > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] Corner 194 33.8% Light, Medium Easy Slightly higher damage but doesn't work on All. - -
2K > 6H > j.236H, 66 5H > 6H > j.214K > j.K > 2K, WS [5]D Corner 147 All Medium 2K can't be confirmed using the traditional routing. Micro dash before 5H - -

S Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
c.S (2) > 6K > 236K dl K Anywhere 105 20.55% All Very Easy Delay K (Shoot) for additional corner carry. - -
c.S (2) > f.S > 2H > dl 236K[6]~K Anywhere 124 24.55% All Easy The combo itself is Easy, but controlling KSMH to properly space for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can be difficult. - - Video
c.S (2) > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D] Corner 210 ~35% All Easy Consistent and easy corner c.S route. - - Video
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] Corner 216 ~40% Light, Medium Easy Slightly higher damage but doesn't work on All. - - Video
CH c.S (2) > jc > j.S (2) > IAD j.S (2) > j.H > land c.S (1) > 5H~H > 236K[6]~P, WS 5[D] Midscreen 187 (207) ~35% All Medium Counter hit c.S confirm into wallbreak. Universal, but when comboing lightweights for the second j.S only let it hit once. - -
CH c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D > 5[D] Corner 210 ~35% All Easy On CH j.236H will not combo correctly. - - Video
f.S > 5H~H > 236K~6(~K) Anywhere (Midscreen) 85 (112) All Easy f.S's slightly higher damage confirm, but less consistent than the follow-up. If near the corner, 5H~H will wallbounce allowing 236K~K to combo. Video
CH f.S > 5H > 236K~6~K Anywhere All Easy

H Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H Midscreen 97 All Medium Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. Video
CH 2H > 214S > 2S > 2H > 214K > c.S (2) > f.S > 5H~H > 66 5H Midscreen 196 All Medium Can also use ROTKM to break the wall for HKD. Video
CH 2H > 236S > 6H > 214K > c.S (2) > 214K > c.S (2) > 5D > 5[D] Corner 213 All Medium Yo-Yo toss should whiff the opponent. Video
CH 2H > 214H > 2H > 214K > c.S (2) > dl f.S > 5H~H > WS > 66~5H Back to Corner 195 All Medium Can also use ROTKM to break the wall for HKD. Video
CH 6H > c.S > jc > j.H > j.66 j.S > j.H, c.S > 6H, WS 5[D] Midscreen 211 All Medium Midscreen 6H counter hit starter.

Dust Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
2D > 236H > 5K > 6H > 214K (1) > j.S (2) > c.S (2) > 2H > WS > 5D or (412364S) > WB Corner 178 (196) 35% (-15%) PB All but heavyweights Medium c.S will miss if not done at point blank, check the variation below for not point blank and heavyweights Video
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH Anywhere 176 All* Very Easy
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > j.S(2)S Anywhere 184 19% All* Very Easy Video
5[D]~8 > j.H jc (9) > j.H > j.S(1) > j.H > j.HH Anywhere 185 All* Easy
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH Anywhere 188 All* Easy

Yo-Yo Set Combos

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
..., j.K, c.S, yoyo hit, c.S > f.S > 5H(~H > WS 236K~K) Anywhere (Midscreen) 103 (152) All Medium Overhead setplay from 2D yoyo oki.
..., 2K, 6H, yoyo hit, c.S > 5H~H (> 236K~236K, WS 6H) Anywhere (Midscreen) 99 (145) All Medium Low setplay from 2D yoyo oki. If not midscreen can cancel 5H~H into 236K~6 to close the distance or set up a yoyo.
..., 2K > 6H > 214[K], yoyo hit, j.S > c.S > 6H > 236S > WS dash 5[D] Anywhere (Midscreen) 108 (150) All Medium Low setplay from 2D yoyo oki. Timing is tighter against heavyweights.

Throw Starters

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S (2) Corner 76 All Easy Can Dash Cancel after c.S or set a Yo-Yo.
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2S(2) > 214S/H Anywhere 76 All Easy Sets a returning yo-yo, and leaves you slightly plus

Jump-in Combos

Combo Position Damage Tension Gain Works on Difficulty Notes Recipe Video
PC PS4/5

Navigation

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GGST/Bridget/Combos/Data