Numbers represent direction on a keyboard numpad. For example, + 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.
Bridget has a rather freeform combo structure, with many moves being relatively interchangeable and an abundancy of small variations in routing available based the scenario at hand and personal preference. Getting the most out of her revolves around having good situational awareness of things like yo-yos at play, screen positioning, and the opponent's state. Having a general understanding of weights and gravity (and the various systems affecting it) is also important, as Bridget's heavy use of juggles in her routes means these variables very often come into play in determining what is possible.
With that in mind, the key to dealing damage with Bridget is 5[D], 2H, and 6H. Aiming to route into (and, importantly, out of) these moves as much as possible is crucial to effective depletion of your opponent's lifebar. Another notable technique is 5K dash cancels. DCing an aerial 5K hit unlocks confirms into much more reward than would otherwise be possible, and greatly improves Bridget's potential at that range. Finally, a very important factor to be familiar with that will take some more time to get the hang of is use of set yo-yos and Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Roll is a very powerful combo extender and being aware of when it's available as well as when best to use it is what seperates an experienced beginner from an intermediate.
Ultimately, much of Bridget's combo game comes down to developing intuition and understanding of the subtle nuances of how you hit your opponent and adjusting accordingly to get the best outcome. The best resource for this is experience, so get out there!
Long-Range Pokes Follow-Ups
A significant example of Bridget's flexible combo structure is her options out of her long-range pokes, f.S, 2S, and 5H. These moves all serve a similar function in neutral, with their own slight niches to fill, and their options on a long have a similar flavor of variety.
The general structure of Bridget's conversions off her pokes usually involves launching the opponent into a soft knockdown before chasing them with Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 for okizeme and corner-carry. However, the exact way in which this is done can vary, and the ending can change as well!
The S moves share the same relevant gatlings: f.SS and 5H. These both deal the same damage and can be special-cancelled, but differ in that f.SS launches and 5H can be further followed up with 5HH, which also launches and deals additional damage. This doesn't mean that f.SS is useless, however, as it is able to reach and combo at some ranges where its counterpart cannot, and has the added benefit of being a frame trap on block.
When going into 5H, further options are more limited, but still important to consider. 5HH is the most obvious answer, but in some cases, such as a particularly close hit or a counterhit on a previous move (such as f.S), it is possible to go directly into Kick Start My Heart - ShootGuardAllStartup3Recovery29Advantage-35 for more damage. This will sacrifice some oki, however, so it is a matter of determining what reward is preferred at the moment.
Finally, as is always the case with Bridget, awareness of screen positioning and yo-yos at play is very important. f.SS and 5HH will both cause a wall-bounce in the corner, allowing ShootGuardAllStartup3Recovery29Advantage-35 to always connect for maximum damage. Returning yo-yos can offer extensions to combos, either by damaging the opponent or Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne).
From this simple overview it should be evident that a great deal of nuance can exist to what may initially seem to be a simple set of strings. This applies to just about everything Bridget can do, and is a big part of what gives the character her depth. If you're only learning, however, don't worry about memorizing when to use each particular variation. Find what works for you and experiment, eventually you will get a feel for how to do things. Practice makes perfect!
Normal Hit c.S Midscreen Routes
Bridget's routes off a c.S midscreen offer wide flexibility based on what is desired. It is important to understand the differences in the variable parts of the basic route.
c.S > f.S//2S > 5H/2H(H) > 236K(~K)
c.S is the opener and has the norable property of putting the oppenent into a floating crumple state on grounded hit. This means that, depending on the delay before the next move, the opponent can be comboed in either an airborne or grounded state, which will persist for the rest of the combo.
f.S and 2S are fillers and can be used mostly interchangibly. Their differences lie in that f.S does slightly more damage but launches farther away on air hit, which may make it slightly harder to use in some cases. However, 2S's low hitbox can make it tricky to time in some cases. In some cases, one may opt to omit this step entirely.
5H and 2H are further fillers. 5H deals slightly more damage and launches away on air hit, while 2H launches upwards. Both have the same grounded hitstun values.
5HH is a launcher. It will connect after 5H or a grounded 2H. This move is also usually an ender.
236K can be either an ender or an oki tool depending on the route. It serves to close the distance after a 5HH or to connect into ShootGuardAllStartup3Recovery29Advantage-35 after a grounded 5H or 2H of either type (though the timing will differ for an airborne hit). Shoot can also connect after 5HH when causing a wallbounce in the corner, and has the potential to sideswap when juggling out of 2H.
Basic routes with clear use cases are gone over in the combo list.
Yo-Yoki
:P
Combo List
Beginner Combos
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 My Heart [6]GuardAllStartup10Recovery9Advantage-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. Note that this c.S can be backdashed, 2S will meaty and catch backdashes. If you chose to go for another option keep in mind Bridget is +10 after Kick Start My Heart [6].
Near the corner and from counterhits Kick Start Your Heart [6] and ShootGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
Sweep ConfirmSimple setplay
Easy
2K / 5K > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Can alternatively go into Kick Start My Heart for more damage but this is generally ill-advised unless it will close out the round.
Core Combos
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
c.S Midscreen DamageMaximum damage midscreen
Easy
c.S > dl. f.S//2S > 5H > 236K~K
Requires delay after c.S for the oppenent to land out of floating crumple.
Will not work on airborne hit.
Will not work at greater distances (such as if c.S was linked into out of an aerial).
c.S Midscreen OkiStrongest oki midscreen
Easy
c.S > dl. f.S//2S > 5HH > 236K [6]
Requires delay after c.S for the oppenent to land out of floating crumple (failure still allows combo to work but does not provide as good oki).
Leaves Bridget at perfect spacing and advantage for meaty c.S.
c.S Near cornerOptimal near corner
Easy
c.S > f.S//2S > 5HH > 236K~K
Wallbounce allows 236K~K to connect after 5HH.
Performing the S gatling without delay after c.S ultimately increases how far the opppnent is launched. Midscreen this would sacrifice oki, but near the corner it increases potential for wallbounce, and so is preferable.
c.S SideswapOptimal when cornered
Easy
c.S > f.S//2S > 2H > 236K~K
Requires launching 2H to work, and so no landing after c.S floating crumple.
It is possible to get the initial hit of Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 to connect before Shoot, but it requires manual timing and offers only marginally more damage in exchange for high risk of the combo dropping. Safer is to simply hit the airborne oppenent with the higher elevated hitbox of Shoot.
Requires only the first hit of the opening c.S to work on heavyweights.
Some freedom can be taken after the second c.S depending on proximity to the corner and accumulated wall damage, but be wary high gravity scaling may cause things to drop.
Combo Recipe ID (PC):78,315
c.S Corner ComboStable, consistent, and high damage
Break the wall using Loop the LoopGuardMidStartup9+2Recovery47Advantage-29 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.
Combo Recipe IDs (PC):
Midweight route: 78,312
Heavy route: 78,323
Heavy CH route: 78,322
Counterhit 5H into Yo-Yoki
Medium
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H
Specialized Combos
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
Kara Overdrives
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 HeartGuardAllStartup10Recovery9Advantage-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 MachineGuardAllStartup9+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 LoopGuardMidStartup9+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 yo-yo 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 yo-yo.
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 BabyGuardGround 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 HeartGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-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!
[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.
Sets up up yo-yo 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.
Back to Corner Side Switch. Depending on the opponent's height after 2nd 2H, you may need to adjust your timing and position after roll to complete the combo.
Skip using j.H against Light-Weights. Sets up yo-yo 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. but not at the best distance if not somewhat near the corner. 214K > j.S can beat wake-up 6P but not TK Roll.
Highest meterless damage. 2nd 6H and c.S's timing may vary between weight classes and opponent's heigth. Replace j.236H with j.236S and 66 5[D] with j.H against lightweights for a more consistent, but less damaging route.
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..
On midweights, requires a reasonably precise microwalk or microdash between the Roman Cancel and 5[D] to work, but doing this on other weight classes will cause the combo to drop.