GGST/Bridget/Combos

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< GGST‎ | Bridget
Revision as of 11:39, 13 August 2022 by Triplicity (talk | contribs) (→‎{{clr|K|K}} Starters: via Jellycent)
 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

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 cancelled! So what are you waiting for? Go up to the top of the section and try that combo out!




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

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.


Simple Setplay.
Easy


2K / 5K > 2D > 214S




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

5K / c.S Corner ComboStable, Consistent, and High Damage.
Easy

5K / c.S (2) > 6H > j.236H > 2H > 214K > c.S (2) > 5D > 5[D]
Can be started from either c.S or 5K, but not 2K.

  • Replace j.236H with j.236S on CH c.S
  • Can replace 2H with 6H for higher against non-heavy weights.

Break the wall using 66 632146S 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 a tiny bit more damage.


Counterhit 5H into Yo-Yoki
Medium

CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H

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



Full Combo List

P Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5PP/2PP > 6K > 236K~6~K Anywhere 70 All [1] Very Easy Jab confirm for damage and corner carry. 1.21
5PPPP/2PPPP Anywhere 49/44 All [1] Very Easy Can combo 4 times at point blank range. 1.21

K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K / 5K > 2D > 214S or 214H (> 214K) Anywhere 36/47 All [1] Very Easy Basic 2K/5K confirm into yoyo setplay. 1.21
2K / 5K > 6H > j.236S/H > 2H > 214K > c.S (2) > 5D > 5[D] Corner 189 All [2] Easy Similar to c.S routes, replace 2H with 6H against non-heavy weights for more damage. Streamable 66231
(PC)
1.21

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S (2) > 2S (2) > 2H > dl 236K ~ K Anywhere 105 All [2] Easy [6] ~ 4 During 236K will lead to more consistent 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. 64491
(PC)
1.21
CH c.S (2) jc j.S (2) j66 j.S (2) > c.S (2) > 2H > dl 236K [6] K Anywhere 144 ? [3] Medium Can instead use 214S to after 2H to setup Yo-Yoki. Streamable 64493
(PC)
1.21
CH c.S > 5[D] > 5K dc > 5K, c.S > 5H~H > 236K~K > 5D Midscreen 213 All [3] Medium Shoot fails to wallsplat at further than roundstart distance. 1.21
c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D > 5[D] Corner 210 All [2] Easy Streamable 64494
(PC)
1.21
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] Corner 216 Light, Medium [2] Easy Optimized combo for Non-Heavy Weight Characters. Streamable 64496
(PC)
1.21
f.S > 5H~H > (236K~6~K) Anywhere (Midscreen) 85 (112) All [2] Easy Slightly higher damage but less reach than S follow-up. 1.21
CH f.S > 5H > 236K~6~K Anywhere All [2] Easy Requires no precision with KSMH. 64497
(PC)
1.21

H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H ~ H > 236K [6] Anywhere 73 All [1] Very Easy Useful for getting oki off of a stray hit in neutral 1.21
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H Anywhere 97 All [3] Medium Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. Streamable 64499
(PC)
1.21
CH 5H > 236K~4 dl 6 > c.S > dl f.S > 5H~H > 236K 6 K Midscreen All [4] Hard Requires hitting with the last frame of 236K after 5H. Streamable 1.21
CH 2H > 214S > 2S > 2H > 214K > c.S (2) > f.S > 5H~H > (66) 5H Midscreen 196 All [3] Medium Use 632146H to break the wall for HKD. Streamable 1.21
CH 2H > whiff 236S > 6H > 214K > c.S (2) > 214K > c.S (2) > 5D > 5[D] Corner 213 All [3] Medium Streamable 1.21
CH 2H > 214H > 2H > 214K > c.S (2) > dl f.S > 5H~H > (66) 5H Back to Corner 195 All [3] Medium Use 632146H to break the wall for HKD. Streamable 1.21
CH 6H > c.S > jc > j.H > j.66 j.S > j.H, c.S > 6H (WS) > 5[D] Midscreen 211 [3] Medium 1.21
CH 6H > 66 c.S > jc > j.S(2) > j.66 j.S(2) > j.H > c.S > 5D (WS) > 5[D] Midscreen 208 [3] Medium Works from significantly further out than the combo above, at the cost of some damage. Length of the dash before c.S changes depending on the opponent's weight class Streamable 1.21
CH 6H > 5K dc > dl 5K dc > 2K > 2K > c.S > 2S > 2H 236K~K > 6H Anywhere 184 Light, Medium [4] Hard Allows wallbreaks where the above combo doesn't, giving Bridget a wallbreak from almost anywhere on the screen off of a common frametrapping option. Do not cross under again with the second 5K dash cancel. Streamable 1.21
CH 6H > dl 236H > 6H > 214K > c.S (2) > 6H > 214K > j.K > 5[D] Corner 219 All [3] Medium Timing is tighter on heavier characters. 1.21

Dust Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > 236H, 66 2S > 2H > 214K > j.S (2) > j.H > c.S (2) > 6H, 5[D] Midscreen 193 All [3] Medium Streamable 1.21
2D > 236H > 5K > 6H > 214K > j.S (2) > 2K > 6H, 5[D] Corner 183 All [3] Medium Replace 2K with c.S (2) for more damage against non-heavy weights. Youtube 1.21
CH 2D > 236H, 2H > 214K > c.S (2) > 6H > 214K > j.K, 5[D] Corner 185 All [3] Medium Streamable 1.21
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH Anywhere 176 All* [1] Very Easy 1.21
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > j.S(2)S Anywhere 184 All* [2] Easy Gfycat 1.21
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH Anywhere 188 All* [3] Medium 1.21

Special Move Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, 2K / c.S > 2D > 214S Anywhere 65 - 79 All [3] Medium Must hit near the end of Kick Start My Heart, in order to link into 2K / c.S. 1.21
CH 236K, c.S (2) > 2S (2) > 2H > dl 236K ~ K Anywhere 123 All [4] Hard Must hit near the end of KSMH, in order to link into c.S. Greater corner carry but worse 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.. 1.21
CH 236K ~ P, c.S (2) > 6H > j236S > 2H > 214K > 5[D] Corner 182 All [3] Medium 1.21

Throw Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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 [2] Easy Can Dash Cancel after c.S or set a Yo-Yo. 1.21
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D > 214S/H Anywhere 78 All [2] Easy Sets a returning yo-yo, and leaves you slightly plus 1.21
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 236K 6 K Anywhere 83 All [2] Easy Highest damage meterless but leaves you minus enough to be punishable. Only use to finish off opponents at the end of a round. 1.21

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
1.21

Navigation

 Bridget