(MU page from my template (doesn't include bridget yet)) |
(this section was really bad i had to fix it) |
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{{GGST/CharacterLinks}} | |||
== Matchups == | == Matchups == | ||
{{Matchup ToC}} | |||
{| class="wikitable" | ==Anji Mito== | ||
! | {{MatchupSummaryBox | ||
| character = Anji Mito | |||
| favorability = | |||
| oneliner = Who spins the hardest. | |||
| summary = | |||
Bridget has the ability to play outside of Anji's comfort range relatively consistently. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|P|2P}} || || {{clr|K|5K}} || {{clr|H|2H}}, {{clr|P|5P}} | |||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}}, jump forward>{{clr|S|j.S}},<br>delayed {{clr|S|f.S}}/{{clr|H|5H}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}} || {{clr|P|6P}} (Clash) || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} || Delayed {{clr|S|f.S}}/{{clr|H|5H}}/{{clr|H|2H}}, {{clr|S|2S}}, {{clr|P|2P}} || || {{clr|S|f.S}}, {{clr|H|5H}}, {{tt|{{clr|H|2H}}|Bridget recovers much earlier, allowing her to run up and meaty with c.S}}, {{clr|P|5P}}, {{clr|K|5K}} || | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} || Walk back {{clr|S|f.S}}/{{tt|{{clr|S|2S}}|Can only hit once}}/{{clr|H|5H}}/{{clr|H|2H}},<br>{{clr|P|6P}}, {{clr|P|5P}}, {{clr|P|2P}} || {{clr|K|5K}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{tt|{{clr|H|2H}}|Bridget recovers much earlier, allowing her to run up and meaty with c.S}} || Jump, backdash | ||
|- | |- | ||
| | | uncharged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|P|5P}} || || Jump, backdash<sup>[1]</sup> | ||
|} | |||
{| | |||
|- | |- | ||
| | | charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || Neutral jump>any button,<br> Back jump>{{clr|H|j.H}}/{{tt|{{clr|S|j.S}}|The number of hits can vary depending on how long they spin}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|P|6P}}, {{tt|{{clr|P|5P}}|Can be safe if they spin for too long since it whiffs}} || || Forward jump, {{clr|K|5K}} | ||
|} | |} | ||
* [ | * Anji's {{clr|P|2P}} and {{clr|K|5K}} do not reach roundstart | ||
* [1] Bridget can still press a button and punish after backdashing | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
If he gets too comfortable spinning towards you, take that chance to throw out a hit on return yo-yo and threaten with that. | |||
== | He can use Kou to swat you out of the air if you get too comfortable committing to Rolling Movement, so try to cancel it a few times to show him you've got mix. | ||
===Offence=== | |||
---- | |||
===Defence=== | |||
| | ---- | ||
| | |||
| | ==Asuka R== | ||
| | {{MatchupSummaryBox | ||
| character = Asuka R | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
! | |+style=white-space:nowrap | Common Round Start Interaction Table | ||
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |- | ||
| | ||| || || || | ||
|- | |- | ||
| | ||| || || || | ||
|- | |- | ||
| | ||| || || || | ||
|- | |- | ||
| | ||| || || || | ||
|} | |} | ||
===Neutral=== | |||
Asuka's cubes can be sniped by your normals or your projectiles. This does not hurt Asuka himself, but it does help you establish some momentum. | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
{{ | ==Axl Low== | ||
| | {{MatchupSummaryBox | ||
| | | character = Axl Low | ||
| | | favorability = | ||
| | | oneliner = Time for a British throwdown | ||
| | | summary = | ||
| | While Axl doesn't necessarily allow Bridget to play in her long/mid range, she is able to close distance well and limit Axl's options up close. However, given Axl can punish Bridget's air approaches because of his control over air space, Bridget's {{MMC|input=214K|label=Rolling Movement}} is a bad option during neutral. Axl can also low profile {{MMC|input=236S/H|label=Stop and Dash}} and {{clr|H|5H}} along with other pokes when timed right with his {{clr|K|2K}}. Defeating Axl is a matter of being careful in neutral and getting in to start your offence. | ||
| | |||
}} | }} | ||
== | ===Round Start=== | ||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 136: | Line 113: | ||
|IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || || || || | |IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
You can catch a lot of his aerial pressure with a well-placed diagonal yo-yo toss snipe. | |||
Many of Axl's normals have extended hurtboxes. You can catch them with {{clr|P|6P}}, but be mindful of his {{clr|P|2P}} and {{clr|H|2H}}. | |||
If you're the type of player who likes to start setting up from the air, you should take caution as Axl has an abundance of anti airs that hit at different angles. He can very easily discourage autopiloted {{clr|H|j.236H}} or Roger Dives. | |||
==== Sickle Flash ==== | |||
{{MMC|chara=Axl Low|input=[4]6S|label=Sickle Flash}} (sometimes called Rensen) is the cornerstone of Axl's playstyle. This large horizontal disjointed attack covers much of the space in front of him and has three distinct followups. Your proficiency in countering these attacks will make or break the matchup for you. It is very important that you learn how to properly dash block, as it will be your primary means of playing against these moves. | |||
The most important and potentially the most common of these followups is {{MMC|chara=Axl Low|input=[4]6S S|label=Winter Cherry}}. This one is tricky, as Axl can mess with the timing by either inputting the followup immediately or delaying it slightly. An immediate explosion is often used to try and stop you from dash blocking, while a delayed explosion offers Axl more reward. | |||
Second up is {{MMC|chara=Axl Low|input=[4]6S 8|label=Soaring Chain Strike}}. This can be used to call you out for jumping or IADing Sickle FLash. Blocking this will put you into a pretty bad RPS, but FDing it can {{tt|improve your frame advantage|FDing moves in the air increases the speed at which they push (or in this case pull) you, letting you land and thus act sooner}}, sometimes even letting you get a throw punish depending on the spacing you blocked it at. Soaring Chain Strike can also be avoided by just running at Axl, letting you get a better punish if he's relying on it too much. | |||
Finally, there is {{MMC|chara=Axl Low|input=[4]6S 2|label=Spinning Chain Strike}}. Don't let the animation fool you, the hitbox hits {{MMC|chara=Axl Low|input=[4]6S 8|hitboxMode=true|label=by the ground}} and no higher. This move is easily jumped over for a punish and can even be hit with {{clr|H|5H}} if you have some distance for a better punish. | |||
While not a Sickle Flash followup, it's also important to be familiar with the startup of {{MMC|chara=Axl Low|input=41236H|label=Winter Mantis}}. This full screen command grab spawns behind you, and compliments Axl's Sickle Flash very well. If it connects, you get tossed into the corner and Axl gets to do whatever he wants. The good news is it can be consistently reacted to with training with its whopping 28 frame startup, and can be easily punished even from full screen with an IAD, giving you the momentum you need to smother Axl. This move is commonly used to open you up for playing patiently against Sickle Flash, but is also an effective callout if you attempt to counter zone Axl. For example, if he thinks you're going to call him out with Return of the Killing Machine, he can throw this out and win the exchange, as the grab cinematic will leave Axl untouched by Roger. | |||
===Offence=== | |||
Axl's reversal super is {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}}. The second hit is safe on block, but there is a large gap between the two that allows for a punish if you jump over the second hit. It's very important that you learn how to punish this, as if you let the entire animation play, he will get his turn back and you will lose your momentum. | |||
| | |||
| | |||
| | |||
===Defence=== | |||
{{MMC|chara=Axl Low|input=214S|label=Rainwater}} is commonly used in Axl's pressure. It leaves him plus on block and allows him to jump over your attempts to disrespect his pressure. The counterplay is to jump over it, as like Soaring Chain Strike, it has a deceptive hitbox that {{MMC|chara=Axl Low|input=214S|hitboxMode=true|label=only hits by the ground}}. By showing Axl that you're willing to call this move out, you'll force him to use other options to try and call out your jump. | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
{{MMC|chara=Axl Low|input=214H|label=Snail}} could be thought of as the opposite of Rainwater. It will catch you if you attempt to jump, but is ridiculously unsafe on block. If Axl ends his block pressure with this, you can get an easy punish. | |||
{{ | |||
| | |||
| | |||
| | |||
==Baiken== | ==Baiken== | ||
{{MatchupSummaryBox | |||
{{ | | character = Baiken | ||
| | | favorability = | ||
| | | oneliner = Tastes like vegetables I don't like... | ||
| | | summary = | ||
| | With her {{MMC|game=GGST|chara=Baiken|input=236P|label=Hiiragi}} and strong buttons, Baiken is able to strongly challenge Bridget's usual gameplan, forcing her to adapt and restructure her offence. Since Baiken is so effective at disrupting Bridget's oki, it's best to play a keep-away game with your long normals and projectiles. Baiken doesn't have many options to approach you can't beat on reaction. | ||
| | |||
| | |||
| | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} || || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || | |{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || Walking backwards makes {{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} whiff || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}}(Clash) {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} || | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} || || | ||
|- | |- | ||
|Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr| | |Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} || {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || || || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | ---- | ||
===Neutral=== | |||
---- | |||
===Offence=== | |||
| | ---- | ||
| | |||
| | ===Defence=== | ||
| | ---- | ||
==Bedman== | |||
{{MatchupSummaryBox | |||
| character = Bedman | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
{ | |+style=white-space:nowrap | Common Round Start Interaction Table | ||
| | ! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
| | |- | ||
| || || || || | |||
| | |} | ||
| | |||
| | ===Neutral=== | ||
| | ---- | ||
===Offence=== | |||
---- | |||
===Defence=== | |||
---- | |||
==Bridget== | |||
{{MatchupSummaryBox | |||
| character = Bridget | |||
| favorability = | |||
| oneliner = t4t | |||
| summary = | |||
May the better yo-yo keep on yoing. | |||
}} | }} | ||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | |||
| | |||
| | ==Chipp Zanuff== | ||
| | {{MatchupSummaryBox | ||
| | | character = Chipp Zanuff | ||
| favorability = | |||
| oneliner = I'm running circles around ya! | |||
| summary = | |||
As fast as Bridget is, Chipp can easily outpace her if he gets past her neutral. Bridget whiffing her big buttons like {{clr|S|f.S}} and {{clr|H|5H}} will give him plenty of room to do just that. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || || | |{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}}, forward jump>{{clr|S|j.S}}, delayed {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|H|5H}}/{{clr|H|2H}},<br> || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|P|5P}}, {{clr|K|5K}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || | |{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || Walk back {{clr|S|f.S}}/{{tt|{{clr|S|2S}}|Getting both hits requires precise timing}}/{{clr|H|5H}}/{{clr|H|2H}},<br> {{clr|P|5P}}, {{clr|K|5K}} || Jump, {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}} || || Backdash | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|S|2S}}, {{clr|H|2H}} || || Jump | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|S|2S}}, {{clr|H|2H}} || || Jump | ||
|- | |- | ||
|IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || | |IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || {{clr|H|2H}}, {{clr|P|5P}}/{{clr|K|5K}}<sup>[1]</sup>, forward jump>{{tt|{{clr|S|j.S}}|Can Counter Hit with the right timing giving high reward}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|S|2S}} || || | ||
|} | |} | ||
*[1] {{clr|P|5P}} and {{clr|K|5K}} whiff but she recovers fast enough that she can beat {{clr|H|j.H}} with {{clr|P|6P}}. | |||
===Notable Interactions=== | |||
---- | ---- | ||
===Neutral=== | |||
You're going to want to play neutral very carefully. Try to always swing second, and have your reaction time on deck. While Chipp can blow you up off a single opening, you can do the same to him. | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
{{ | ==Elphelt Valentine== | ||
| | {{MatchupSummaryBox | ||
| | | character = Elphelt Valentine | ||
| | | favorability = | ||
| oneliner = | |||
| | | summary = | ||
}} | }} | ||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Faust== | |||
{{MatchupSummaryBox | |||
| character = Faust | |||
| favorability = | |||
| oneliner = At least Bridget can work the fro | |||
| summary = | |||
Faust's crouch alone can remove so many neutral options from Bridget. He can easily avoid Bridget's {{clr|S|f.S}}, {{clr|H|5H}} and even {{clr|K|j.K}} in some cases, and many of his moves crouching easily low profile these options. He generally beats Bridget in neutral and she has trouble getting in; even when she gets in, it can be hard to pressure Faust. Lastly, {{clr|K|Rolling Movement}} will be a very risky option during neutral as it can get easily punished by Faust's {{clr|P|6P}}. The same goes for her {{MMC|input=236S/H|label=[[#Stop and Dash|Stop and Dash]]}}. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 358: | Line 341: | ||
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || | |{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
If he starts diving at you with {{clr|K|j.2K}} from the air, you can use {{clr|H|6H}} to beat him out. | |||
Be sure you mix up between covering high and low as he approaches as his crouch makes it incredibly hard for Bridget to use her best neutral tools. | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Giovanna== | ==Giovanna== | ||
{{MatchupSummaryBox | |||
{{ | | character = Giovanna | ||
| | | favorability = | ||
| oneliner = Dog vs Bear | |||
| | | summary = | ||
| | Short Summary Goes Here. | ||
| | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 430: | Line 380: | ||
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | |{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || | |{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || {{clr|K|j.K}}<sup>[verify]</sup>, {{clr|P|j.P}}<sup>[verify]</sup> || {{clr|S|2S}} || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Goldlewis Dickinson== | |||
{{MatchupSummaryBox | |||
| | | character = Goldlewis Dickinson | ||
| | | favorability = | ||
| | | oneliner = Sorry dad | ||
| | | summary = | ||
Short Summary Goes Here. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || Jump forward>{{clr|S|j.S}},<br> delayed {{clr|H|5H}}/{{clr|H|2H}}, {{clr|S|2S}} || {{tt|{{clr|S|f.S}}|Doesn't Counter Hit}}, {{clr|H|5H}} || {{clr|H|2H}} (Clash), {{clr|P|6P}} (Clash) || {{clr|P|5P}}<sup>[1]</sup>, {{clr|P|2P}}<sup>[1]</sup>, {{clr|K|5K}}<sup>[1]</sup> | ||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} || {{clr|S|f.S}}, {{clr|H|5H}} || {{clr|S|2S}}, {{clr|H|2H}}, {{clr|P|2P}}, {{clr|K|5K}} || || {{clr|P|6P}}, {{clr|P|5P}} | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input= | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} || Walk back {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|H|5H}}/{{clr|H|2H}}, {{clr|P|5P}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}} || {{clr|P|6P}} (Clash), {{clr|K|5K}}, {{clr|P|2P}} || Backdash<sup>[2]</sup> | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input= | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|P|5P}} || {{clr|P|6P}}, {{clr|H|2H}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|H|5H}} || Backdash<sup>[3]</sup> | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input= | |Neutral jump {{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || Jump forward>{{clr|S|j.S}}, {{clr|H|2H}}, {{clr|P|5P}} || {{clr|S|f.S}}, {{clr|H|5H}} || || {{clr|S|2S}}, {{clr|P|6P}}, {{clr|P|2P}}, {{clr|K|5K}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || | |Forward jump {{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || Jump forward>{{clr|S|j.S}}, {{clr|H|2H}}, {{clr|P|6P}}, {{tt|{{clr|P|5P}}|Can be blocked}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}} || || {{clr|P|2P}}<sup>[4]</sup>, {{clr|K|5K}}<sup>[4]</sup> | ||
|} | |} | ||
* [1] Bridget can still punish after whiffing using an {{clr|S|S}} or {{clr|H|H}} normal, run-up {{clr|K|2K}} and run-up {{clr|D|4/6D}}. | |||
* [2] Bridget can punish after backdashing using {{clr|S|f.S}} or {{clr|H|5H}} as soon as possible. | |||
* [3] Bridget can punish after backdashing by doing run-up {{clr|S|f.S}}/{{clr|S|2S}}/{{clr|H|5H}}, run-up {{clr|K|2K}} and run-up {{clr|D|4/6D}}. | |||
* [4] Bridget recovers fast enough to punish {{clr|D|j.D}} with {{clr|P|6P}}. | |||
===Notable Interactions=== | |||
---- | ---- | ||
===Neutral=== | |||
- | Goldlewis is very big and very slow. He can dash and airdash, but he will generally be struggling to move against you. You can set 214S to make his life harder. You may also choose to set 214H and harass him with 214K combined with j.H's large disjoint. | ||
{{ | Since after the patch you can destroy Thunderbird by hitting Goldlewis, you can throw a yo-yo at him and just negate that problem entirely. If you have meter you can also use Return of the Killing Machine, which is a pricier but guaranteed answer to the problem. | ||
| | |||
Thanks to his short jump height and sizable hurtbox, Goldlewis is prone to eating 2H callouts. This can lead to decent reward on hit for you, especially on counterhit. | |||
===Offence=== | |||
Try to play outside of the ranges of his {{clr|S|f.S}} and {{clr|H|684H}}. | |||
His jump out attempts are specifically weak to {{clr|H|2H}}. | |||
His main character specific option to worry about is his use White Wild Assault to get out of extended corner pressure. | |||
===Defence=== | |||
Goldlewis's offence is defined by Behemoth Typhoon, which is technically multiple special moves with the same name. They cause guard crush on block, but many of them are also overheads, frame traps or carry other utility. You can use your DP to call out Behemoth Typhoon pressure, as many of them have gaps, but be mindful of spacing and especially remember that you are probably going to die if you get baited. As BTs are all disjointed, you may find your DP clashing with them. Be prepared to act. | |||
==Happy Chaos== | ==Happy Chaos== | ||
{{MatchupSummaryBox | |||
{{ | | character = Happy Chaos | ||
| | | favorability = | ||
| oneliner = Red light! Green light! | |||
| | | summary = | ||
| | Short Summary Goes Here. | ||
| | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 584: | Line 483: | ||
|{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} || || || || | |{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
You can pressure him to not whip out the blicky if you've got a returning hit yo-yo behind him due to his gun stance not having defence. | |||
===Offence=== | |||
DO NOT BREAK WALL, KEEP HIM CORNERED! | |||
===Defence=== | |||
Be sure to have your dash blocks on point, and once you see an opening you can easily close the distance with kickstart | |||
==I-No== | ==I-No== | ||
{{MatchupSummaryBox | |||
{{ | | character = I-No | ||
| | | favorability = | ||
| | | oneliner = No strings attached | ||
| | | summary = | ||
Short Summary Goes Here. | |||
| | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
I-No's round start options are generally quite committal. For grounded normals, the most common choics are {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} and {{MiniMoveCard|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}}. Walking back will allow both to be punished. Your own f.S will reliably whiff punish her 2S, but will lose to the later hitbox of her f.S. 5H will cleanly punish both, and against 2S will even allow for a confirm into Wild Assault due to crouching hitstun. | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs | ! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 660: | Line 527: | ||
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || || || | |66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
You ''can'' run under Chemical Love, just be very careful and precise about it. | |||
2H can call out several of her options, particularly if she tries to start throwing out notes from the air or fish for hover dashes. In some very unusual instances, it can even beat stroke. But as always, be mindful as 2H has lengthy recovery on whiff. | |||
===Offence=== | |||
{{ | I-No's reversal is the grounded version of {{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label={{clr|S|Ultimate Fortissimo.}}}} Both hits of this attack are plus on block, however there's a massive gap between the knee and the projectile that allows you to punish her. It is critical that you learn this, because if you allow the entire animation to connect, she will get her turn back and you will lose your momentum. | ||
| | |||
| | ===Defence=== | ||
| | If you anticipate a stroke from her, you can snuff it out with {{clr|S|2S}}. | ||
| | |||
}} | |||
As of season 3, I-No gains a new special move in {{MiniMoveCard|game=GGST|chara=I-No|input=214S|label={{clr|S|Mad Love Agitato.}}}} This is a forward moving attack that causes guard crush on block, but creates a lengthy 26 frame gap when done in block pressure. This can be called out with a DP, but if your opponent is wise to your attempt they may opt to cancel into something else, causing your DP to whiff and allowing for a punish. | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
Some of I-No's common okizeme setups create true safe jumps. It is helpful to familiarize yourself with these, so that you don't throw out a DP without the meter to save yourself. | |||
==Jack-O== | ==Jack-O== | ||
{{MatchupSummaryBox | |||
{{ | | character = Jack-O | ||
| | | favorability = | ||
| | | oneliner = One-Liner | ||
| | | summary = | ||
Short Summary Goes Here. | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 732: | Line 570: | ||
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offence=== | |||
---- | |||
===Defence=== | |||
---- | ---- | ||
{{ | ==Johnny== | ||
| | {{MatchupSummaryBox | ||
| character = Johnny | |||
| | | favorability = | ||
| | | oneliner = Johnny | ||
| | | summary = | ||
Short Summary Goes Here. | |||
}} | }} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
Johnny boasts some impressive normals, particularly his f.S which has a very geneous 9 frame startup combined with its large range and sizable disjoint. Like with Axl, many of these can be beaten with proper use of 6P, but this is where Johnny can represent Mist Finer. Familiarize yourself with the max range of this move, as there's a sweet spot just outside of it where you can 236S on reaction to slap Johnny from fishing for it. It's also not the safest move on block, at -15. | |||
Johnny's standard movement without Vault isn't the best, and he's not even able to dash block. Setting 214S from a safe distance allows you to further limit his movement thanks to the threat of the yo-yo return, which will also allow you to start harassing him with your own normals. | |||
If Johnny has 50 meter, it becomes riskier to play your standard ground game against him, as Joker Trick is a lightning fast 6 frame startup projectile super with priority over almost every other projectile in the game. Trying to set up or zone him as you normally would could result in getting sniped. In this situation you may choose to start playing more from the air, with j.236 and j.214 yo-yos to set up from a safer position. | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Ky Kiske== | |||
{{MatchupSummaryBox | |||
| | | character = Ky Kiske | ||
| | | favorability = | ||
| | | oneliner = King of whooping your ass | ||
| | | summary = | ||
Short Summary Goes Here. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}}, delayed {{clr|S|f.S}}/{{clr|H|5H}}/{{clr|H|2H}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|P|6P}} (Clash) || | ||
| | |||
|{{ | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Ky Kiske|input= | |{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, Walk back {{clr|S|f.S}}/{{tt|{{clr|S|2S}}|Can Counter Hit with the right timing}}/{{clr|H|5H}} || Walk back {{clr|H|2H}}, {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{tt|{{clr|H|2H}}|Bridget recovers much earlier since Ky gets launched}} || Jump, backdash | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ky Kiske|input= | |{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || Walk back {{clr|S|f.S}}/{{tt|{{clr|S|2S}}|Can only hit once}}/{{clr|H|5H}}/{{clr|H|2H}}, {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}} || || Jump, backdash | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || | |{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || {{clr|S|f.S}}, delayed {{clr|S|2S}}, {{clr|H|5H}}, {{clr|P|5P}}, {{clr|P|2P}} || {{clr|S|2S}}, {{clr|H|2H}} || || Jump, backdash, {{clr|K|5K}}<sup>[1]</sup> | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || | |{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || Jump back>any button, <br>neutral jump>{{clr|K|j.K}}, low block || Walk back, backdash, {{tt|most buttons|f.S, 2S, 5H, 2H, 5P, 5K}} || {{tt|{{clr|P|2P}}|Ky recovers faster}} || Forward jump | ||
|} | |} | ||
* [1] Bridget recovers fast enough that she can still punish with {{clr|P|5P}} or {{clr|P|2P}}. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
{{ | ==Leo Whitefang== | ||
| | {{MatchupSummaryBox | ||
| character = Leo Whitefang | |||
| | | favorability = | ||
| | | oneliner = How cute! | ||
| | | summary = | ||
Short Summary Goes Here. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 884: | Line 679: | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==May== | ==May== | ||
{{MatchupSummaryBox | |||
| character = May | |||
| | | favorability = | ||
| | | oneliner = Me and the bestie! | ||
| | | summary = | ||
| | May gets outranged, her pokes get easily beaten with a simple {{clr|S|f.S}}, and she has to be careful when using her {{MMC|chara=May|game=GGST|input=[4]6H|label=Totsugeki}} as Bridget's {{clr|S|2S}} will easily punish it. However, May WILL punish any mistakes, and even a simple whiff can get Bridget's healthbar down to less than half. | ||
| | |||
| | |||
| | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! May's Button !! Loses To !! Beats !! Trades !! Whiffs | ! May's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 957: | Line 717: | ||
|{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} || || || || | |{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
{{ | ==Millia Rage== | ||
| | {{MatchupSummaryBox | ||
| character = Millia Rage | |||
| | | favorability = | ||
| | | oneliner = Battle of the blenders | ||
| | | summary = | ||
Short Summary Goes Here. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 1,031: | Line 756: | ||
|{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Nagoriyuki== | ==Nagoriyuki== | ||
{{MatchupSummaryBox | |||
{{ | | character = Nagoriyuki | ||
| | | favorability = | ||
| | | oneliner = Don't slip up | ||
| | | summary = | ||
Bridget can reliably stop Nagoriyuki from doing much if she plays carefully, but a single mistake can spell death. Be careful trying to do air approaches because Nagoriyuki's {{clr|H|2H}} easily will counter it. He is weak to pressure so make sure to keep him pinned down. Bridget negates many of Nago's roundstart options with just a {{clr|P|5P}} alone. | |||
| | |||
| | |||
| | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 1,101: | Line 791: | ||
|{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} || || || || | |{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || | |{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || {{clr|P|5P}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | |{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || | |{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || {{clr|P|5P}} || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Potemkin== | ==Potemkin== | ||
{{MatchupSummaryBox | |||
{{ | | character = Potemkin | ||
| | | favorability = | ||
| | | oneliner = Oops I got grabbed, there goes half my health | ||
| | | summary = | ||
Short Summary Goes Here. | |||
| | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 1,179: | Line 834: | ||
|{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
If Potemkin flicks 236S/H or its air versions, the yo-yo set will remain even if he successfully nulls the projectile. | |||
===Offence=== | |||
Potemkin has no true frame 1 invincible reversal, have fun. | |||
===Defence=== | |||
As Bridget's only reversal is a throwable DP, you will need to play an RPS on defence. Backdash will beat Potemkin buster, but lose to frame traps. DP will beat frame traps, but lose to Potemkin Buster. Poorly spaced Garuda Impacts will also lose to or clash with DP. | |||
==Ramlethal Valentine== | |||
{{MatchupSummaryBox | |||
| character = Ramlethal Valentine | |||
{{ | | favorability = | ||
| | | oneliner = Don't bring a yo-yo to a sword fight. | ||
| | | summary = | ||
| | Ram is able to patrol Bridget's midrange with {{clr|S|f.S}} and {{clr|H|5H}} really effectively, so your best bet is to bait her into swinging and punish accordingly. | ||
| | |||
| | |||
| | |||
}} | }} | ||
== | ===Round Start=== | ||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
Line 1,255: | Line 875: | ||
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | |IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offence=== | |||
---- | |||
===Defence=== | |||
---- | ---- | ||
{{ | ==Sin Kiske== | ||
| | {{MatchupSummaryBox | ||
| character = Sin Kiske | |||
| | | favorability = | ||
| | | oneliner = What are your adjectives? Mine are NOISY and CHAOTIC. | ||
| | | summary = | ||
| | Bridget can keep Elk Hunt on lock with {{clr|P|2P}} and {{clr|S|2S}}. | ||
| | |||
}} | }} | ||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
</div></div> | </div></div> | ||
==Sol== | ==Sol Badguy== | ||
{{MatchupSummaryBox | |||
{{ | | character = Sol Badguy | ||
| | | favorability = | ||
| oneliner = Time to settle this, bounty hunter to bounty hunter | |||
| | | summary = | ||
| | Sol Badguy | ||
| | |||
}} | }} | ||
[https://docs.google.com/document/d/1UiCOwcewBglRH0QH98umE4Yw2mFsthE0Hup7eUXkcBc/edit#heading=h.1toz307v9mek Rox's Bridget vs Sol doc.] | |||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || | |{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}} || {{clr|S|2S}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || {{clr|H|5H}} || {{clr|S|2S}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} || | |{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} || {{clr|K|2K}} || {{clr|S|2S}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || {{clr|D|2D}} || || {{clr|S|2S}} || | ||
|- | |- | ||
|Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || | |Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || {{clr|S|2S}} || || || | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
==Testament== | ==Testament== | ||
{{MatchupSummaryBox | |||
{{ | | character = Testament | ||
| | | favorability = | ||
| oneliner = Gender? I hardly know her! | |||
| | | summary = | ||
| | Short Summary Goes Here. | ||
| | |||
Short Summary Goes Here | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}}(Clash) || | ||
| | |||
|{{MMC|game=GGST|chara= | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || || | |{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}}(Bridget advantage) || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Testament|input= | |{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Testament|input= | |{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} || | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} || {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} (Only if you walk a little forward and then 2H) || || || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} | ||
|} | |} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | ---- | ||
===Offence=== | |||
---- | ---- | ||
===Defence=== | |||
---- | ---- | ||
{{ | |||
| | |||
==Zato-1== | |||
| | {{MatchupSummaryBox | ||
| | | character = Zato-1 | ||
| | | favorability = | ||
| | | oneliner = Don't let him breathe | ||
| | | summary = | ||
An oppressive puppet character, Zato-1 and Eddie has strong offence, but is easily put into the blender. Your pokes will be really useful during this match up, including {{clr|S|f.S}}, you can also use {{clr|H|5H}} on neutral safely as it can outrange Zato and get you a counter. [[GGST/Zato-1#Drunkard Shade|Drunkard Shade]] will not work agaisnt Bridget on medium range. However, Zato's strong offence and damage will overwhelm Bridget as soon as he gets the chance to jump in, one mistake can take most of her health and can end up on death. | |||
}} | }} | ||
===Round Start=== | |||
---- | ---- | ||
{| class="mw mw wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || | |{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}}(Clash) {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}}(Clash) || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}}|| {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}}|| {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} || {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input= | |Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || {{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} {{MMC|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} || {{MMC|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || || {{MMC|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} {{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{MMC|game=GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{MMC|game=GGST|chara=Bridget|input=5K|label={{clr|K|5K}}}} {{MMC|game=GGST|chara=Bridget|input=2S|label={{clr|S|2S}}}} {{MMC|game=GGST|chara=Bridget|input=2D|label={{clr|D|2D}}}} | ||
|} | |} | ||
===General Information=== | |||
----Zato-1 is an incredibly oppressive character, utilizing {{tt|Eddie|His shadow puppet}} to enable great offence upon his foe. His strike/throw mixup is a threat to Bridget, who has to defend correctly for an extended amount of time to get out of pressure, and being at risk of being command grabbed, which resets pressure. | |||
Hitting Eddie or Zato-1 with any attack will kill Eddie, ensuring he won't return for a short period of time. | |||
Zato-1 has a fly instead of an air dash and double jump, which is very slow. This is easily called out by {{clr|H|2H}} or {{clr|P|6P}} or even an air throw. | |||
===Neutral=== | |||
---- You should play neutral carefully, exploiting the gaps in his attempts to put you on the defensive. Moves like {{clr|H|Oppose}} allows Zato-1 to exert control of neutral while keeping distance. Utilize Bridget's strong pokes like {{clr|H|2H}} and {{clr|H|5H}} to kill Eddie, or even throw Bridget's yo-yo! | |||
Roger Dive will let you drop your air momentum and land on top of Eddie if Zato is attempting to control space or play neutral with him. As of season 3, this is much scarier for Zato as Eddie takes longer to regenerate. | |||
===Offence=== | |||
---- | ---- Zato-1 has poor defensive mechanics, enabling Bridget to put him into the blender. Utilize strong okizeme and mixup tools like {{clr|S|c.S}} [[GGST/Bridget/Okizeme|(See Okizeme page for more)]] and {{clr|K|214K}} to ensure he doesn't have a chance to slip back into offence. He has a strong {{clr|P|6P}}, but this is easily called out and countered by a move like {{clr|S|2S}}. | ||
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===Defence=== | |||
---- This is Zato-1's strongest domain, and the part of the game Bridget need to pay the most attention to. A good Zato-1 player will utilize Eddie to create seemingly unbreakable pressure and a terrifying strike/throw mixup. However, Bridget has the tools to avoid crumbling to the pressure, like her invincible {{clr|P|623P}} DP, and her fast moves like {{clr|K|2K}} and {{clr|K|5K}}. If you can figure out the small gaps in his pressure, you can break out of it using DP or a mash. | |||
Zato-1 cannot keep up pressure forever, as Eddie will eventually die, so pay attention to the {{tt|Eddie Gauge|Zato-1's unique resource}}. Zato-1 will most likely attempt to go for his command grab, as this allows him to heal Eddie and reset pressure. If you can call it out, you can jump out of his command grab, allowing you to punish him and send him to the corner. | |||
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==Navigation== | |||
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Latest revision as of 20:31, 8 March 2024
Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Bridget has the ability to play outside of Anji's comfort range relatively consistently.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- Anji's 2P and 5K do not reach roundstart
- [1] Bridget can still press a button and punish after backdashing
Notable Interactions
Neutral
If he gets too comfortable spinning towards you, take that chance to throw out a hit on return yo-yo and threaten with that.
He can use Kou to swat you out of the air if you get too comfortable committing to Rolling Movement, so try to cancel it a few times to show him you've got mix.
Offence
Defence
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Asuka's cubes can be sniped by your normals or your projectiles. This does not hurt Asuka himself, but it does help you establish some momentum.
Offence
Defence
Axl Low
While Axl doesn't necessarily allow Bridget to play in her long/mid range, she is able to close distance well and limit Axl's options up close. However, given Axl can punish Bridget's air approaches because of his control over air space, Bridget's Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne) is a bad option during neutral. Axl can also low profile Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4 and 5H along with other pokes when timed right with his 2K. Defeating Axl is a matter of being careful in neutral and getting in to start your offence.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
You can catch a lot of his aerial pressure with a well-placed diagonal yo-yo toss snipe.
Many of Axl's normals have extended hurtboxes. You can catch them with 6P, but be mindful of his 2P and 2H.
If you're the type of player who likes to start setting up from the air, you should take caution as Axl has an abundance of anti airs that hit at different angles. He can very easily discourage autopiloted j.236H or Roger Dives.
Sickle Flash
Sickle FlashGuardAllStartup24Recovery29Advantage-19~-9 (sometimes called Rensen) is the cornerstone of Axl's playstyle. This large horizontal disjointed attack covers much of the space in front of him and has three distinct followups. Your proficiency in countering these attacks will make or break the matchup for you. It is very important that you learn how to properly dash block, as it will be your primary means of playing against these moves.
The most important and potentially the most common of these followups is Winter CherryGuardAllStartup18 [22]Recovery24Advantage-3 [+10]. This one is tricky, as Axl can mess with the timing by either inputting the followup immediately or delaying it slightly. An immediate explosion is often used to try and stop you from dash blocking, while a delayed explosion offers Axl more reward.
Second up is Soaring Chain StrikeGuardAllStartup8Recovery34Advantage-11. This can be used to call you out for jumping or IADing Sickle FLash. Blocking this will put you into a pretty bad RPS, but FDing it can improve your frame advantageFDing moves in the air increases the speed at which they push (or in this case pull) you, letting you land and thus act sooner, sometimes even letting you get a throw punish depending on the spacing you blocked it at. Soaring Chain Strike can also be avoided by just running at Axl, letting you get a better punish if he's relying on it too much.
Finally, there is Spinning Chain StrikeGuardLowStartup7Recovery19Advantage-6. Don't let the animation fool you, the hitbox hits by the groundGuardAllStartup8Recovery34Advantage-11 and no higher. This move is easily jumped over for a punish and can even be hit with 5H if you have some distance for a better punish.
While not a Sickle Flash followup, it's also important to be familiar with the startup of Winter MantisGuardGround ThrowStartup28Recovery34Advantage-. This full screen command grab spawns behind you, and compliments Axl's Sickle Flash very well. If it connects, you get tossed into the corner and Axl gets to do whatever he wants. The good news is it can be consistently reacted to with training with its whopping 28 frame startup, and can be easily punished even from full screen with an IAD, giving you the momentum you need to smother Axl. This move is commonly used to open you up for playing patiently against Sickle Flash, but is also an effective callout if you attempt to counter zone Axl. For example, if he thinks you're going to call him out with Return of the Killing Machine, he can throw this out and win the exchange, as the grab cinematic will leave Axl untouched by Roger.
Offence
Axl's reversal super is Sickle StormGuardAllStartup11+1Recovery26Advantage-2. The second hit is safe on block, but there is a large gap between the two that allows for a punish if you jump over the second hit. It's very important that you learn how to punish this, as if you let the entire animation play, he will get his turn back and you will lose your momentum.
Defence
RainwaterGuardAllStartup24Recovery21Advantage+3 is commonly used in Axl's pressure. It leaves him plus on block and allows him to jump over your attempts to disrespect his pressure. The counterplay is to jump over it, as like Soaring Chain Strike, it has a deceptive hitbox that only hits by the groundGuardAllStartup24Recovery21Advantage+3. By showing Axl that you're willing to call this move out, you'll force him to use other options to try and call out your jump.
SnailGuardAllStartup14Recovery29Advantage-24 could be thought of as the opposite of Rainwater. It will catch you if you attempt to jump, but is ridiculously unsafe on block. If Axl ends his block pressure with this, you can get an easy punish.
Baiken
With her HiiragiGuard-Startup1Recovery32Advantage- and strong buttons, Baiken is able to strongly challenge Bridget's usual gameplan, forcing her to adapt and restructure her offence. Since Baiken is so effective at disrupting Bridget's oki, it's best to play a keep-away game with your long normals and projectiles. Baiken doesn't have many options to approach you can't beat on reaction.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offence
Defence
Bridget
May the better yo-yo keep on yoing.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offence
Defence
Chipp Zanuff
As fast as Bridget is, Chipp can easily outpace her if he gets past her neutral. Bridget whiffing her big buttons like f.S and 5H will give him plenty of room to do just that.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- [1] 5P and 5K whiff but she recovers fast enough that she can beat j.H with 6P.
Notable Interactions
Neutral
You're going to want to play neutral very carefully. Try to always swing second, and have your reaction time on deck. While Chipp can blow you up off a single opening, you can do the same to him.
Offence
Defence
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Faust's crouch alone can remove so many neutral options from Bridget. He can easily avoid Bridget's f.S, 5H and even j.K in some cases, and many of his moves crouching easily low profile these options. He generally beats Bridget in neutral and she has trouble getting in; even when she gets in, it can be hard to pressure Faust. Lastly, Rolling Movement will be a very risky option during neutral as it can get easily punished by Faust's 6P. The same goes for her Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
If he starts diving at you with j.2K from the air, you can use 6H to beat him out.
Be sure you mix up between covering high and low as he approaches as his crouch makes it incredibly hard for Bridget to use her best neutral tools.
Offence
Defence
Giovanna
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Goldlewis Dickinson
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- [1] Bridget can still punish after whiffing using an S or H normal, run-up 2K and run-up 4/6D.
- [2] Bridget can punish after backdashing using f.S or 5H as soon as possible.
- [3] Bridget can punish after backdashing by doing run-up f.S/2S/5H, run-up 2K and run-up 4/6D.
- [4] Bridget recovers fast enough to punish j.D with 6P.
Notable Interactions
Neutral
Goldlewis is very big and very slow. He can dash and airdash, but he will generally be struggling to move against you. You can set 214S to make his life harder. You may also choose to set 214H and harass him with 214K combined with j.H's large disjoint.
Since after the patch you can destroy Thunderbird by hitting Goldlewis, you can throw a yo-yo at him and just negate that problem entirely. If you have meter you can also use Return of the Killing Machine, which is a pricier but guaranteed answer to the problem.
Thanks to his short jump height and sizable hurtbox, Goldlewis is prone to eating 2H callouts. This can lead to decent reward on hit for you, especially on counterhit.
Offence
Try to play outside of the ranges of his f.S and 684H. His jump out attempts are specifically weak to 2H. His main character specific option to worry about is his use White Wild Assault to get out of extended corner pressure.
Defence
Goldlewis's offence is defined by Behemoth Typhoon, which is technically multiple special moves with the same name. They cause guard crush on block, but many of them are also overheads, frame traps or carry other utility. You can use your DP to call out Behemoth Typhoon pressure, as many of them have gaps, but be mindful of spacing and especially remember that you are probably going to die if you get baited. As BTs are all disjointed, you may find your DP clashing with them. Be prepared to act.
Happy Chaos
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
You can pressure him to not whip out the blicky if you've got a returning hit yo-yo behind him due to his gun stance not having defence.
Offence
DO NOT BREAK WALL, KEEP HIM CORNERED!
Defence
Be sure to have your dash blocks on point, and once you see an opening you can easily close the distance with kickstart
I-No
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
I-No's round start options are generally quite committal. For grounded normals, the most common choics are f.SGuardAllStartup12Recovery18Advantage-13 and 2SGuardAllStartup10Recovery23Advantage-11. Walking back will allow both to be punished. Your own f.S will reliably whiff punish her 2S, but will lose to the later hitbox of her f.S. 5H will cleanly punish both, and against 2S will even allow for a confirm into Wild Assault due to crouching hitstun.
Notable Interactions
Neutral
You can run under Chemical Love, just be very careful and precise about it.
2H can call out several of her options, particularly if she tries to start throwing out notes from the air or fish for hover dashes. In some very unusual instances, it can even beat stroke. But as always, be mindful as 2H has lengthy recovery on whiff.
Offence
I-No's reversal is the grounded version of Ultimate Fortissimo.GuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 Both hits of this attack are plus on block, however there's a massive gap between the knee and the projectile that allows you to punish her. It is critical that you learn this, because if you allow the entire animation to connect, she will get her turn back and you will lose your momentum.
Defence
If you anticipate a stroke from her, you can snuff it out with 2S.
As of season 3, I-No gains a new special move in Mad Love Agitato.GuardAll (Guard Crush)Startup26Recovery15 (17 OH)Advantage+17 This is a forward moving attack that causes guard crush on block, but creates a lengthy 26 frame gap when done in block pressure. This can be called out with a DP, but if your opponent is wise to your attempt they may opt to cancel into something else, causing your DP to whiff and allowing for a punish.
Some of I-No's common okizeme setups create true safe jumps. It is helpful to familiarize yourself with these, so that you don't throw out a DP without the meter to save yourself.
Jack-O
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Johnny
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Notable Interactions
Neutral
Johnny boasts some impressive normals, particularly his f.S which has a very geneous 9 frame startup combined with its large range and sizable disjoint. Like with Axl, many of these can be beaten with proper use of 6P, but this is where Johnny can represent Mist Finer. Familiarize yourself with the max range of this move, as there's a sweet spot just outside of it where you can 236S on reaction to slap Johnny from fishing for it. It's also not the safest move on block, at -15.
Johnny's standard movement without Vault isn't the best, and he's not even able to dash block. Setting 214S from a safe distance allows you to further limit his movement thanks to the threat of the yo-yo return, which will also allow you to start harassing him with your own normals.
If Johnny has 50 meter, it becomes riskier to play your standard ground game against him, as Joker Trick is a lightning fast 6 frame startup projectile super with priority over almost every other projectile in the game. Trying to set up or zone him as you normally would could result in getting sniped. In this situation you may choose to start playing more from the air, with j.236 and j.214 yo-yos to set up from a safer position.
Offence
Defence
Ky Kiske
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- [1] Bridget recovers fast enough that she can still punish with 5P or 2P.
Notable Interactions
Neutral
Offence
Defence
Leo Whitefang
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
May
May gets outranged, her pokes get easily beaten with a simple f.S, and she has to be careful when using her TotsugekiGuardAllStartup25Recovery20 (18 OH)Advantage+7 as Bridget's 2S will easily punish it. However, May WILL punish any mistakes, and even a simple whiff can get Bridget's healthbar down to less than half.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Millia Rage
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Nagoriyuki
Bridget can reliably stop Nagoriyuki from doing much if she plays carefully, but a single mistake can spell death. Be careful trying to do air approaches because Nagoriyuki's 2H easily will counter it. He is weak to pressure so make sure to keep him pinned down. Bridget negates many of Nago's roundstart options with just a 5P alone.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Potemkin
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
If Potemkin flicks 236S/H or its air versions, the yo-yo set will remain even if he successfully nulls the projectile.
Offence
Potemkin has no true frame 1 invincible reversal, have fun.
Defence
As Bridget's only reversal is a throwable DP, you will need to play an RPS on defence. Backdash will beat Potemkin buster, but lose to frame traps. DP will beat frame traps, but lose to Potemkin Buster. Poorly spaced Garuda Impacts will also lose to or clash with DP.
Ramlethal Valentine
Ram is able to patrol Bridget's midrange with f.S and 5H really effectively, so your best bet is to bait her into swinging and punish accordingly.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Sin Kiske
Bridget can keep Elk Hunt on lock with 2P and 2S.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offence
Defence
Sol Badguy
Sol Badguy
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Testament
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offence
Defence
Zato-1
An oppressive puppet character, Zato-1 and Eddie has strong offence, but is easily put into the blender. Your pokes will be really useful during this match up, including f.S, you can also use 5H on neutral safely as it can outrange Zato and get you a counter. Drunkard Shade will not work agaisnt Bridget on medium range. However, Zato's strong offence and damage will overwhelm Bridget as soon as he gets the chance to jump in, one mistake can take most of her health and can end up on death.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
General Information
Zato-1 is an incredibly oppressive character, utilizing EddieHis shadow puppet to enable great offence upon his foe. His strike/throw mixup is a threat to Bridget, who has to defend correctly for an extended amount of time to get out of pressure, and being at risk of being command grabbed, which resets pressure.
Hitting Eddie or Zato-1 with any attack will kill Eddie, ensuring he won't return for a short period of time.
Zato-1 has a fly instead of an air dash and double jump, which is very slow. This is easily called out by 2H or 6P or even an air throw.
Neutral
You should play neutral carefully, exploiting the gaps in his attempts to put you on the defensive. Moves like Oppose allows Zato-1 to exert control of neutral while keeping distance. Utilize Bridget's strong pokes like 2H and 5H to kill Eddie, or even throw Bridget's yo-yo!
Roger Dive will let you drop your air momentum and land on top of Eddie if Zato is attempting to control space or play neutral with him. As of season 3, this is much scarier for Zato as Eddie takes longer to regenerate.
Offence
Zato-1 has poor defensive mechanics, enabling Bridget to put him into the blender. Utilize strong okizeme and mixup tools like c.S (See Okizeme page for more) and 214K to ensure he doesn't have a chance to slip back into offence. He has a strong 6P, but this is easily called out and countered by a move like 2S.
Defence
This is Zato-1's strongest domain, and the part of the game Bridget need to pay the most attention to. A good Zato-1 player will utilize Eddie to create seemingly unbreakable pressure and a terrifying strike/throw mixup. However, Bridget has the tools to avoid crumbling to the pressure, like her invincible 623P DP, and her fast moves like 2K and 5K. If you can figure out the small gaps in his pressure, you can break out of it using DP or a mash.
Zato-1 cannot keep up pressure forever, as Eddie will eventually die, so pay attention to the Eddie GaugeZato-1's unique resource. Zato-1 will most likely attempt to go for his command grab, as this allows him to heal Eddie and reset pressure. If you can call it out, you can jump out of his command grab, allowing you to punish him and send him to the corner.