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| ===Yo-Yo Oki (Yo-Yoki)=== | | ===Yo-Yo Oki (Yo-Yoki)=== |
| Ideally, Bridget wants to set up a yo-yo on her opponent's wakeup, then hit her opponent with a {{keyword|Meaty}} attack to prevent any attempted escape. With a yo-yo out, Bridget's offense becomes much more potent, as it enables the use of Rolling Movement for resets, mixups, and combos. Typically, Bridget uses {{clr|S|214S}} or {{clr|S|236S}} for her okizeme setups, with each having their pros and cons. | | Ideally, Bridget wants to set up a yo-yo on her opponent's wakeup, then hit her opponent with a {{keyword|Meaty}} attack to prevent any attempted escape. With a yo-yo out, Bridget's offense becomes much more potent, as it enables the use of Rolling Movement for resets, mixups, and combos. Typically, Bridget uses {{clr|S|214S}} or {{clr|S|236S}} for her okizeme setups. |
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| {{clr|S|236S}} is exclusive to corner setups. It functions as both the meaty and the set, and if timed correctly, it is extremely advantageous on block and safe to invincible reversals. Notably, it's also a projectile, meaning it'll beat {{Character Label|GGST|Baiken|label=Baiken}}'s meterless reversal, Hiiragi, and give a combo if she happens to use it. The 236 set also lasts significantly longer than 214 sets, meaning Bridget will be able to threaten Rolling Movement in her pressure for significantly longer than if she uses {{clr|S|214S}}.
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| Examples of meaty {{clr|S|236S}}:
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| *[[{{PAGENAME}}#Brake|Combo ending in 236K~P]]
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| *[[{{PAGENAME}}#Regular_throw_alternate|HKD > OTG]]
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| {{clr|S|214S}} has setups from any position on screen, but does not come packaged with its own meaty. This means that from less advantageous positions, Bridget might prefer using {{clr|S|236S}} as it is much easier to set up safely quickly. However, if Bridget has the time, {{clr|S|214S}} setups are almost always preferred, as they enable much stronger and safer mixups than {{clr|S|236S}} setups. With enough advantage, Bridget can both set up {{clr|S|214S}} and get a safejump, which has virtually no counterplay if done correctly.
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| Examples of {{clr|S|214S}} into safejump:
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| *[[{{PAGENAME}}#Roll Safejump|Basic setup from 2D]]
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| *[[{{PAGENAME}}#Roll_setup-2|Airborne reset]]
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| Examples of {{clr|S|214S}} into meaty {{clr|S|c.S}}:
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| *[[{{PAGENAME}}#Regular_throw-1|Midscreen throw]]
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| *[[{{PAGENAME}}#Regular_throw-4|Corner throw]]
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| Generally, Bridget likes yo-yo set to be farther behind her opponent, as the farther forward it is the more likely it is that pushback will make {{clr|S|214S}} whiff. In very rare cases, the yo-yo set can be so far forward that she'll roll away from her opponent instead of towards them! This isn't likely to come up with the listed setups on this page, but it's useful to note in general.
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| ===Meaties/Safejumps=== | | ===Meaties/Safejumps=== |
| These are usually used in conjunction with yo-yoki, but if Bridget can't get both yo-yo oki and a meaty, it's preferable to just shirk yo-yoki altogether than leave potential gaps for her opponent to escape after setting yo-yo. Safejumps are just better than meaties as they automatically OS reversals (if you hold 4 while executing them), so use them in the rare case where you have the option to go for them but not yo-yoki. | | These are usually used in conjunction with yo-yoki, but if Bridget can't get both yo-yo oki and a meaty, it's preferable to just shirk yo-yoki altogether than leave potential gaps for her opponent to escape after setting yo-yo. Safejumps are just better than meaties as they automatically OS reversals (if you hold 4 while executing them), so use them in the rare case where you have the option to go for them but not yo-yoki. |
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| ==Midscreen Setups== | | =={{clr|D|2D}} Yo-yoki== |
| | A crucial part of Bridget's gameplan. |
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| | Easily her most flexible type of okizeme, with a slew options to choose from. It generally consists of setting up {{MMC|game=GGST|chara=Bridget|input=214S/H|label=Stop and Dash}} ({{clr|S|214S}}) and then hitting the opponent with a {{keyword|meaty}} attack out of {{MMC|game=GGST|chara=Bridget|input=214K|label=Rolling Movement}}, enabling both strong mixups and extended pressure. |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|S|S}} and {{clr|H|H}} Follow-Ups | | | Title = Setting it up! |
| | Oneliner = Corner carry and auto-timed and spaced meaty. | | | Oneliner = Turn on the blender |
| | Difficulty = {{clr|K|Easy}} | | | Difficulty = Very Easy |
| | Anchor = | | | Anchor = 2D Oki j.D |
| | Video = GGST_Bridget_SH_Followup_Meaty_cS.mp4 | | | Video = GGST Bridget 2K 2D 214S.webm |
| | Thumbnail = GGST_Bridget_Thumbnail.png | | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | Recipe = | | | Recipe = ({{clr|S|c.S}} / {{clr|K|5K}} / {{clr|K|2K}}) > {{clr|D|2D}} > {{clr|S|214S}} |
| | content = | | | content = |
| <code>{{clr|S|2S}} or {{clr|S|f.S}} ~ {{clr|S|S}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code> or
| | * Some timings might minimally differ depending on the combo length and starter. |
| <code>{{clr|H|5H}} ~ {{clr|H|H}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code>
| | After the setup, Bridget can opt for {{clr|K|214K}} or {{clr|K|j.214K}}, both of which offer many opportunities to mix her opponent up. |
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| * Leaves Bridget at maximum +10 if done from {{clr|H|5HH}}.
| | She can run up and do {{MCB|{{clr|S|c.S}} > {{clr|S|2S}}(1) > {{clr|K|214K}}}} for an easier but much weaker meaty that still ends in mix. |
| ** Advantage decreases based on starter and length of combo, but {{clr|S|c.S}} should always beat throw.
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| If {{clr|S|2S}}, {{clr|S|f.S}}, or {{clr|H|5H}} is followed up with its respective button ({{clr|S|S}} or {{clr|H|H}}), it will launch the opponent full screen, and wall bounce if near the corner.
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| Midscreen hits from these normals when followed up with {{MMC|game=GGST|chara=Bridget|input=236K|label=Kick Start My Heart}} [6], will automatically time and space Bridget for {{keyword|meaty}} {{clr|S|c.S}}.
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| Near the corner and from counter hit, Kick Start My Heart [6] and {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}} will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
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| Note: {{clr|K|236K}}[6] does not always leave Bridget close enough for a meaty {{clr|S|c.S}}, and {{clr|S|2S}} might be preferable instead.
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| }} | | }} |
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| ==={{clr|D|2D}} Yo-yoki=== | | ===With {{clr|K|214K}}=== |
| | Grounded {{MMC|game=GGST|chara=Bridget|input=214K|label=roll}} {{clr|D|2D}} Yo-yoki is Bridget's most common okizeme setup. It differs from air roll okizeme in that it's easier to input and leads to more damage at the cost of having more points of interaction for the opponent. |
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| {{clr|D|2D}} yo-yoki offers you:
| | This okizeme setup offers a true {{Keyword|fifty-fifty|term=50/50}} in the form of {{clr|D|j.D}} and {{clr|K|2K}} both being {{Keyword|meaty}}, plus multiple other layers of mix, {{keyword|RPS}}, and interactions. |
| * Being available from Bridget's fastest normal, {{clr|K|2K}}.
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| * A true {{Keyword|fifty-fifty|term=50/50}} in the form of {{clr|D|j.D}} and {{clr|K|2K}} both being {{Keyword|meaty}}.
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| * Very favourable {{Keyword|RPS}} on block.
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| * A second chance at opening your opponent up from some setups with another {{clr|K|214K}}—which always offers {{clr|D|j.D}} or {{clr|K|2K}} on block for another true fifty-fifty.
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| * Many, many layers of mix and a ton of options to choose from, though not ''all'' of them are covered here.
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| ==== The Basic Mix ==== | | ==== The Basic Mix ==== |
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| | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}} | | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}} |
| | content = | | | content = |
| * Safejumps. | | * Reversal safe. |
| * Backdashes will make {{clr|D|j.D}} whiff, though Bridget will still be safe. | | * Backdashes will make {{clr|D|j.D}} whiff, though Bridget will still be safe. |
| * Susceptible to Faultless Defense. | | * Susceptible to Faultless Defense. |
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| '''Blockstrings:''' | | '''Blockstrings:''' |
| * <code>{{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|K|214K}}</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}}} |
| * <code>{{clr|D|j.D}}, {{clr|S|2S}} > {{clr|K|214K}} against Faultless Defense</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|2S}}(1) > {{clr|K|214K}} against Faultless Defense}} |
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| '''Confirms:''' | | '''Confirms:''' |
| * <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > dl. {{clr|K|214K}}, dl. {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > dl. {{clr|K|214K}}, dl. {{clr|S|c.S}} > ...}} |
| * <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ...</code> | | * {{MCB| {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ...}} |
| * <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) / {{clr|S|2S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ... if Bridget is cornered</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|c.S}}(1) / {{clr|S|2S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ... if Bridget is cornered}} |
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| Bridget's default overhead option. | | Bridget's default overhead option. |
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| Backdashes can be {{Keyword|OS}}ed by pressing {{clr|S|S}} when {{clr|D|j.D}} ''would'' hit, netting you a strong combo in <code>AA {{clr|S|c.S}} > dl. {{clr|D|5[D]}}, {{clr|K|5K}} > dc > {{clr|S|c.S}} > ...</code>— though this sacrifices the safejump aspect of the setup. Meterless reversals can be OSed by doing {{clr|P|623P}} instead, but this will whiff against most backdashes midscreen and leave Bridget extremely punishable. | | Backdashes can be {{Keyword|OS}}ed by pressing {{clr|S|S}} when {{clr|D|j.D}} ''would'' hit, netting you a strong combo in {{MCB|AA {{clr|S|c.S}} > dl. {{clr|D|5[D]}}, {{clr|K|5K}} > dc. > {{clr|S|c.S}} > ...}}—though this sacrifices the safejump aspect of the setup. Reversals can be OSed by doing {{clr|P|623P}} instead, but this will whiff against most backdashes midscreen and leave Bridget extremely punishable. |
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| }} | | }} |
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| | Video = GGST Bridget 2D Oki 2K Blockstring.webm | | | Video = GGST Bridget 2D Oki 2K Blockstring.webm |
| | Thumbnail = GGST_Bridget_Thumbnail.png | | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}} | | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{keyword|whiff}} j.X, {{clr|K|2K}} |
| | content = | | | content = |
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| * Backdashes will make {{clr|K|2K}} whiff, though Bridget will still be safe. | | * Backdashes will make {{clr|K|2K}} whiff, though Bridget will still be safe. |
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| '''Blockstring:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}</code> | | '''Blockstring:'''<br>{{MCB|{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}}} |
| * There's a gap between {{clr|S|214S}}'s return and {{clr|K|j.214K}} where the opponent can {{clr|P|6P}} or use a reversal. | | * There's a gap between {{clr|S|214S}}'s return and {{clr|K|j.214K}} where the opponent can {{clr|P|6P}} or use a reversal. |
| ** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|j.214K}}, {{clr|K|j.214[K]}}, or {{clr|K|j.214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. | | ** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|j.214K}}, {{clr|K|j.214[K]}}, or {{clr|K|j.214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. |
| '''Confirm:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}, {{clr|S|c.S}} > ... </code> | | '''Confirm:'''<br>{{MCB|{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}, {{clr|S|c.S}} > ... }} |
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| The low component of Bridget's basic mix. | | The low component of Bridget's basic mix. |
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| Any of her air buttons (except {{clr|D|j.D}}) can be used to cancel {{clr|K|214K}}, and it's optimal to switch up the one you're using. | | Any of her air buttons (except {{clr|D|j.D}}) can be used to cancel {{clr|K|214K}}, and it's {{tt|optimal|<p>The opponent can react to the startup of the air button and block low in response. By varying the air button, it becomes much more difficult to react to the low option, because human reactions are slower when there are more possibilities.</p><p>Only advanced players need worry about this.</p>}} to switch up the one you're using. |
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| This option can be consistently punished midscreen if your opponent guesses correctly: blocking {{clr|K|2K}} with Faultless Defense and backdashing {{clr|H|6H}} will grant them a big punish. If this happens, consider alternate blockstrings like <code>{{clr|K|2K}} > {{clr|K|214K}}</code> and <code> {{clr|K|2K}}, {{clr|H|5H}} > {{clr|K|214K}}</code> to catch backdashes or <code>{{clr|K|2K}} > {{clr|K|236K}} ~ {{clr|P|P}}</code> for a gapless pressure extender which combos on hit and leaves Bridget +7 on block. | | This option can be consistently punished midscreen if your opponent guesses correctly: blocking {{clr|K|2K}} with Faultless Defense and backdashing {{clr|H|6H}} will grant them a big punish. If this happens, consider alternate blockstrings like {{MCB|{{clr|K|2K}} > {{clr|K|214K}}}} and {{MCB| {{clr|K|2K}}, {{clr|H|5H}} > {{clr|K|214K}}}} to catch backdashes or {{MCB|{{clr|K|2K}} > {{clr|K|236K}} ~ {{clr|P|P}}}} for a gapless pressure extender which combos on hit and leaves Bridget +7 on block. |
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| }} | | }} |
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| | Video = GGST Bridget 2D Oki Throw.webm | | | Video = GGST Bridget 2D Oki Throw.webm |
| | Thumbnail = GGST_Bridget_Thumbnail.png | | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. (whiff) j.X, {{clr|D|4D}} | | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. whiff j.X, {{clr|D|4D}} |
| | content = | | | content = |
| * Beats meterless reversals. | | * Beats meterless reversals. |
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| Delayed Overhead = {{TheoryBox | | Delayed Overhead = {{TheoryBox |
| | Title = Delayed Overhead | | | Title = Delayed Overhead |
| | Oneliner = Catch their fuzzies! | | | Oneliner = Catch their fuzzies |
| | Difficulty = Easy | | | Difficulty = Easy |
| | Anchor = dl. j.D | | | Anchor = dl. j.D |
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| '''Blockstrings:''' | | '''Blockstrings:''' |
| * <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}}} |
| * <code>{{clr|D|j.D}}, {{clr|S|2S}}(1) > {{clr|K|214K}} against Faultless Defense</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|2S}}(1) > {{clr|K|214K}} against Faultless Defense}} |
| | **There's a gap between {{clr|S|214S}}'s return and {{clr|K|j.214K}} when this is blocked with Faultless Defense where the opponent can {{clr|P|6P}} or use a reversal. |
| | ** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|214K}}, {{clr|K|214[K]}}, or {{clr|K|214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. |
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| '''Confirms:''' | | '''Confirms:''' |
| * <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...}} |
| * <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ... </code> | | * {{MCB| {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ... }} |
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| A solid option after representing throw, since it'll beat both fuzzy jumps and backdashes. Although mashing on wake-up beats it, it’s quite unlikely your opponent will do this because of the risk/reward involved, so it's fairly safe in practice. | | A solid option after representing throw, since it'll beat both fuzzy jumps and backdashes. Although mashing on wake-up beats it, it’s unlikely your opponent will choose this option because of the risk/reward involved making this option fairly safe in practice. |
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| {{clr|S|c.S}} / {{clr|S|2S}} hitting only once in the blockstring is key to making it safe—your second {{clr|K|214K}} can be {{clr|P|6P}}d otherwise. | | {{clr|S|c.S}} hitting only once in the blockstring is key to making it safe—your second {{clr|K|214K}} can be {{clr|P|6P}}d otherwise. |
| }} | | }} |
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| | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}} | | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}} |
| | content = | | | content = |
| * {{clr|K|214[K]}} needs to be held for only one frame for the setup to work, but can be held more if necessary. | | * {{clr|K|214[K]}} needs to be held for only two frames for the setup to work, but can be held more if necessary. |
| * Catches backdashes... | | * Catches backdashes... |
| ** Unless the initial {{clr|D|2D}} is point blank, then Bridget will stop rolling right in front of the opponent's face. | | ** Unless the initial {{clr|D|2D}} is point blank, then Bridget will stop rolling right in front of the opponent's face. |
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| ** Unless the initial {{clr|D|2D}} is point blank, then Bridget will block both {{clr|P|6P}}s and reversals. | | ** Unless the initial {{clr|D|2D}} is point blank, then Bridget will block both {{clr|P|6P}}s and reversals. |
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| '''Blockstring:''' <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code> | | '''Blockstring:'''<br>{{MCB|{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}}} |
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| '''Confirms:''' | | '''Confirms:''' |
| * <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}, {{clr|S|c.S}} > ...}} |
| * <code>{{clr|K|214[K]}} > {{clr|S|c.S}}(1) > {{clr|D|5[D]}}, {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|K|214[K]}} > {{clr|S|c.S}}(1) > {{clr|D|5[D]}}, {{clr|S|c.S}} > ...}} |
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| '''Anti-air confirms:''' | | '''Anti-air confirms:''' |
| * <code> AA {{clr|K|214[K]}}, {{clr|S|c.S}} > 9 > {{clr|S|j.S}} > j.66 > {{clr|S|j.S}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} ~ {{clr|P|P}} WS {{clr|D|5[D]}}</code> | | * {{MCB| AA {{clr|K|214[K]}}, {{clr|S|c.S}} > 9 > {{clr|S|j.S}} > j.66 > {{clr|S|j.S}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} ~ {{clr|P|P}} WS {{clr|D|5[D]}}}} |
| ** Wallsplats from anywhere on the screen. | | ** Wallsplats from anywhere on the screen. |
| ** Doesn't work on Anji. | | ** Doesn't work on Anji. |
| * <code>AA {{clr|K|214[K]}} > {{clr|D|j.D}}, {{clr|K|5K}} > dc > ({{clr|K|2K}}), {{clr|S|c.S}} > ...</code> | | * {{MCB|AA {{clr|K|214[K]}} > {{clr|D|j.D}}, {{clr|K|5K}} > dc > ({{clr|K|2K}}), {{clr|S|c.S}} > ...}} |
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| Another good option to catch backdashes with ''amazing'' almost full-screen corner carry as a reward if it does so. Incredibly safe if the opponent doesn't have a reversal since there's only a 1f gap between {{clr|K|214[K]}} and {{clr|S|c.S}}(1) in the entire blockstring, even against Faultless Defense. | | Another good option to catch backdashes with ''amazing'' almost full-screen corner carry as a reward if it does so. Very safe if the opponent doesn't have a reversal since there's only a 1f gap between {{clr|K|214[K]}} and {{clr|S|c.S}}(1) in the entire blockstring, even against Faultless Defense. |
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| {{clr|K|214[K]}} will leave Bridget +6 right in front of her opponent after landing, making it so {{clr|S|c.S}} catches any mashes, throws, jumps, and most backdashes. This turns it into a great spot to rotate between striking and throwing your opponent. You can also opt to go for <code>{{clr|K|214[K]}} > {{clr|D|j.D}}</code> or <code>{{clr|K|214[K]}}, {{clr|K|2K}}</code> to mix up your options even more (though a re-roll won't be safe.) | | {{clr|K|214[K]}} will leave Bridget +6 right in front of her opponent after landing, making it so {{clr|S|c.S}} catches any mashes, throws, jumps, and most backdashes. This turns it into a great spot to rotate between striking and throwing your opponent. You can also opt to go for {{MCB|{{clr|K|214[K]}} > {{clr|D|j.D}}}} or {{MCB|{{clr|K|214[K]}}, {{clr|K|2K}}}} to mix up your options even more (though a re-roll won't be safe.) |
|
| |
|
| }} | | }} |
Line 204: |
Line 180: |
| </div> | | </div> |
|
| |
|
| ===Throw Okizeme=== | | ===With {{clr|K|j.214K}} (''TK Roll'')=== |
| | <div style="float:right;>{{#ev:youtube|S8DFt2pUUXs}} {{clear}}</div> |
| | |
| | :'''This is not considered a necessary technique to play Bridget nor is it recommended for new players.''' |
| | |
| | Air Roll (often called ''{{Keyword|TK}} Roll'') is an advanced okizeme setup for Bridget that unlocks a few more mix options. |
| | |
| | :'''Why should I use it?''' |
| | * Has built-in {{keyword|OS}}es for both backdash and reversals. |
| | * Lets Bridget both safejump and re-roll completely safely and gaplessly using {{MCB|{{clr|K|j.214K}} ~ {{clr|S|j.S}}, {{clr|K|2K}} > {{clr|K|214K}}}}, which is not possible with any option that grounded {{clr|K|214K}} oki offers. |
| | **At the same time, this is only one part of a true fifty-fifty—the other is an {{keyword|F-Shiki}} achieved by jump cancelling {{clr|S|j.S}}. |
| | * Loops oki from most options. |
| | |
| | <div class="tabber-shadows-fix"> |
| | {{TheoryBox |
| | | Title = Air Roll |
| | | Oneliner = Aim for the skies! Okay, maybe not that high |
| | | Difficulty = Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll Raw.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} |
| | | content = |
| | |
| | * Needs a slight delay after jumping to reach the correct height. |
| | * 7 > {{clr|K|j.214K}} and 8 > {{clr|K|j.214K}} can also be used as the input with little to no difference. |
| | ** {{clr|K|2147K}}—a {{keyword|Tiger Knee}} input—can also be used as long as it's input like {{clr|K|[2]147K}} so as to not get a {{tt|superjump|<p>Quickly {{Ni|5}} {{Ni|2}} before jumping from the ground.</p><p>High jumping is like a regular jump, but travels higher and faster. After a high jump, characters can air dash but not double jump.</p>}} and be able to jump cancel the {{clr|S|j.S}}. |
| | *** Not recommended since it often results in the roll being too low to the ground. |
| | |
| | The different angle on {{MMC|game=GGST|chara=Bridget|input=214K|label=Rolling Movement}} allows for both hits of {{clr|S|j.S}} to hit, oppening up new possibilities of mix. |
| | |
| | {{clr|K|j.214K}} should be high enough so that {{MCB|{{clr|K|j.214K}} ~ {{clr|S|j.S}}}} hits twice, but low enough so that {{MCB|{{clr|K|j.214K}} ~ {{clr|S|j.S}}, {{clr|K|2K}}}} is completely gapless. |
| | </div> |
| | }} |
| | ====How Does It Work?==== |
| | <div class="tabber-shadows-fix"> |
| | {{TheoryBox |
| | | Title = Cancelling Into {{clr|S|j.S}} |
| | | Oneliner = The glue that binds it all together |
| | | Difficulty = Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll jS.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} ~ {{clr|S|j.S}} |
| | | content = |
| | * Reversal safe. |
| | * Backdashes will make {{clr|S|j.S}} whiff. They can be OSed by pressing {{clr|S|S}} when the second hit of {{clr|S|j.S}} ''would'' hit, netting Bridget a strong combo in {{MCB|AA {{clr|S|c.S}} > dl. {{clr|D|5[D]}}, {{clr|K|5K}} > dc. > {{clr|S|c.S}} > ...}}—though this sacrifices the safejump aspect of the setup. |
| | |
| | '''Confirm:''' <br>{{MCB| {{clr|S|j.S}} > {{clr|K|5K}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|214S}}}} |
| | |
| | As previously mentioned, the steeper angle on {{clr|K|j.214K}} allows for {{clr|S|j.S}} to hit twice. This results in: |
| | * {{MCB|{{clr|S|j.S}}(1) > {{clr|K|2K}}}} being an option for a single overhead. |
| | * {{MCB| {{clr|S|j.S}}(2) > {{clr|K|2K}}}} being an option for a double overhead. |
| | * Making {{clr|S|j.S}} jump cancellable, thus giving Bridget access to an {{keyword|F-Shiki}} in {{MCB| {{clr|S|j.S}} > jc. 9 > {{clr|P|j.P}} / {{clr|K|j.K}}}} and making a triple overhead also an option. |
| | ** She can combo meterlessly from this with the help of {{clr|S|214S}}'s return. |
| | }} |
| | </div> |
| | |
| | ====The F-Shiki==== |
| | <div class="tabber-shadows-fix"> |
| | <tabber> |
| | Overhead = {{TheoryBox |
| | | Title = Triple Overhead |
| | | Oneliner = The reason we are all here |
| | | Difficulty = Very Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll FShiki High.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} ~ {{clr|S|j.S}} > dl. 9 / 8 jc. > {{clr|P|j.P}} / {{clr|K|j.K}} |
| | | content = |
| | |
| | *{{clr|K|j.K}} will whiff against shorter opponents like Baiken and Giovanna. |
| | * Bridget can choose to cross-up her opponent if she jumps with 9, and will stay same-side if she jumps with 8. |
| | ** This is only true if {{clr|S|j.S}} is not blocked with Faultless Defense—if they do, 9 doesn't cross-up and 8 will make {{clr|K|j.K}} or {{clr|P|j.P}} whiff. |
| | ** Don't use {{clr|K|j.K}} if you're jump cancelling with 8 as it'll make the last {{clr|K|2K}} whiff. |
| | |
| | '''Confirm:''' <br>{{MCB|{{clr|P|j.P}} / {{clr|K|j.K}} > dl. {{clr|K|j.K}}, {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|214S}}}} |
| | |
| | The high component of this part of the mix. |
| | |
| | Very low damage but incredibly good to catch opponents {{keyword|fuzzy guarding|term=fuzzy guard}}. Cannot loop into itself; use grounded roll oki after confirming into a knockdown. |
| | |
| | On block, Bridget practically ends her turn as she can only safely blockstring into a spaced {{clr|K|2K}}. |
| | |
| | }} |
| | |
| | |-| |
| | Low = {{TheoryBox |
| | | Title = Double Overhead Into Low |
| | | Oneliner = Re-rolling for free? In this economy? |
| | | Difficulty = Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll FShiki Low.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} ~ {{clr|S|j.S}}, {{clr|K|2K}} |
| | | content = |
| | <br> |
| | '''Blockstring:'''<br>{{MCB| {{clr|K|2K}} > {{clr|K|214K}}}} |
| | * Completely gapless on block, even when blocked with Faultless Defense. |
| | |
| | '''Confirm:'''<br>{{MCB| {{clr|K|2K}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|214S}}}} |
| | *Loops into the same setup. |
| | |
| | The low variation to the F-Shiki, hitting only one frame earlier thus making this setup unfuzziable. |
| | |
| | Lets Bridget run her normal blocked {{clr|K|214K}} mix if the opponent guesses correctly, without them being able to contest a re-roll. |
| | }} |
| | </tabber> |
| | </div> |
| | |
| | ====Other Options==== |
| | <div class="tabber-shadows-fix"> |
| | <tabber> |
| | Empty Low = {{TheoryBox |
| | | Title = Empty Low |
| | | Oneliner = Switch it up! |
| | | Difficulty = Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll EmptyLow.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} ~ whiff j.X, {{clr|K|2K}} |
| | | content = |
| | |
| | *Not reversal safe. |
| | *Not meaty—hits frame 5 at the earliest. |
| | |
| | '''Blockstrings:''' |
| | *{{MCB|{{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}}} |
| | ** There's a gap between {{clr|S|214S}}'s return and {{clr|K|214K}} where the opponent can {{clr|P|6P}} or use a reversal. |
| | *** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|214K}} or {{clr|K|214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. |
| | *{{MCB|{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}}} |
| | **Gapless after the {{MCB| {{clr|K|2K}} > {{clr|H|6H}}}} frametrap, even if blocked with Faultless Defense. |
| | **Can be backdashed after blocking {{clr|K|2K}} with Faultless Defense midscreen for a big punish. |
| | |
| | '''Confirms:''' |
| | * {{MCB|{{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|214S}}}} |
| | **Loops into the same setup. |
| | * {{MCB|{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}, {{clr|S|c.S}} > ...}} |
| | **More damaging route. |
| | |
| | A decent option to throw out every once in a while due to {{clr|S|j.S}} being necessary for most of the other options. |
| | |
| | At some spacings, jumping with 7 instead of 9 will make it so that wake-up throws whiff against it. |
| | |
| | }} |
| | |
| | |-| |
| | Single Overhead = {{TheoryBox |
| | | Title = Single Overhead Into Low |
| | | Oneliner = |
| | | Difficulty = Hard |
| | | Anchor = Air Roll |
| | | Video = GGST Bridget TKRoll SingleHigh.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|2D}} > {{clr|S|214S}}, 9 > {{clr|K|j.214K}} ~ {{clr|S|j.S}}(1) > whiff {{clr|H|j.H}}, {{clr|K|2K}} |
| | | content = |
| | |
| | * Reversal safe. |
| | '''Blockstring:'''<br> |
| | {{MCB|{{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|214K}}}} |
| | * There's a gap between {{clr|S|214S}}'s return and {{clr|K|214K}} where the opponent can {{clr|P|6P}} or use a reversal. |
| | ** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|214K}} or {{clr|K|214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. |
| | '''Confirm:'''<br> |
| | {{MCB|{{clr|K|2K}} > {{clr|K|6K}} > {{clr|K|236K}} ~ {{clr|K|K}} / {{clr|P|P}}}} |
| | }} |
| | </tabber> |
| | </div> |
| | |
| | ==Kick Start My Heart ({{clr|K|236K}}) Okizeme== |
| | ===Midscreen=== |
| | Outside of the corner, {{MMC|game=GGST|chara=Bridget|input=236K|label=Kick Start My Heart}} okizeme comes with no setup—nevertheless, it's extremely useful tool for Bridget to start ''or'' restart her pressure from practically any starter. Typically results in a {{keyword|meaty}} {{clr|S|c.S}}. |
| | <div class="tabber-shadows-fix"> |
| | {{TheoryBox |
| | | Title = Kick Start My Heart After {{clr|S|{{MMC|game=GGST|chara=Bridget|input=S|label=S}}}} or {{clr|H|{{MMC|game=GGST|chara=Bridget|input=H|label=H}}}} Follow-Up |
| | | Oneliner = Turn your pokes into pressure |
| | | Difficulty = Very Easy |
| | | Anchor = |
| | | Video = GGST_Bridget_SH_Followup_Meaty_cS.mp4 |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = ... ~ {{clr|S|S}} / {{clr|H|H}} > {{keyword|whiff}} {{clr|K|236K}}[6], {{clr|S|c.S}} |
| | | content = |
| | * Allows Bridget to zoom fullscreen to start her pressure with a {{keyword|meaty}} attack after launching the opponent. |
| | * Leaves her +7~+9 after {{clr|K|236K}} depending on {{tt|combo starter and scaling|<p>+7: {{MCB|{{clr|S|2S}} > {{clr|H|5H}} ~ {{clr|H|H}}}}</p><p>+8: {{MCB|{{clr|S|f.S}} > {{clr|H|5H}} ~ {{clr|H|H}}}} and {{MCB|{{clr|S|2S}} ~ {{clr|S|S}}}}</p><p>+9: {{MCB|{{clr|S|f.S}} ~ {{clr|S|S}}}} and {{MCB|{{clr|H|5H}} ~ {{clr|H|H}}}}</p>}}. |
| | |
| | :'''This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.''' |
| | |
| | A great way for Bridget to convert her long range buttons ({{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}) into an advantage over her opponent. After routing into either her {{clr|H|H}} or {{clr|S|S}} follow-up, she can set up an automatically spaced and timed meaty {{clr|S|c.S}} with a max-speed {{clr|K|236K}}. |
| | |
| | Note that in some edge cases Bridget will end up too far away to {{clr|S|c.S}} the opponent after {{clr|K|236K}}, in which case she might opt for meaty {{clr|K|5K}} or {{clr|S|2S}}, or {{keyword|microdashing|term=microdash}} before {{clr|S|c.S}}—though running the risk of it not being meaty and getting punished for it. |
| | |
| | }} |
| | </div> |
| | |
| | ====Combo Enders==== |
| | <div class="tabber-shadows-fix"> |
| | <tabber> |
| | Shoot = {{TheoryBox |
| | | Title = Ending Combos With {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}} |
| | | Oneliner = Keep your pressure up! |
| | | Difficulty = Very Easy |
| | | Anchor = Shoot |
| | | Video = GGST Bridget 236KK Ender.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = ... > {{clr|K|236K}} ~ {{clr|K|K}}, 66 > {{clr|S|c.S}} |
| | | content = |
| | * Almost always the preferred option of the two when Bridget is midscreen. |
| | ** Deals more damage and allows Bridget to reset her pressure. |
| | * Will sometimes sideswitch if 6 is being held just before {{clr|K|K}} is input. |
| | ** This leaves Bridget further away from the opponent, resulting in much weaker oki. |
| | |
| | Bridget's most common combo ender midscreen, which leaves her advantageous enough to dash up and hit the opponent with a meaty {{clr|S|c.S}}. |
| | |
| | Longer combos will generally end with {{MCB|{{clr|S|c.S}} > ({{clr|S|2S}}) > {{clr|H|2H}} > {{clr|K|236K}} ~ {{clr|K|K}}}}. |
| | }} |
| | |-| |
| | Brake = {{TheoryBox |
| | | Title = Ending Combos With {{MMC|game=GGST|chara=Bridget|input=236K P|label=Brake}} |
| | | Oneliner = Return to neutral with an advantage |
| | | Difficulty = Easy |
| | | Anchor = Brake |
| | | Video = GGST Bridget 236KP Ender.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = ... > {{clr|K|236K}} ~ {{clr|P|P}}, {{clr|S|214S}} / {{clr|H|214H}} |
| | | content = |
| | * Less damage than ending in {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}}. |
| | Lets Bridget safely set up {{MMC|game=GGST|chara=Bridget|input=214S/H|label=Stop and Dash}} ({{clr|S|214S}} / {{clr|H|214H}}) but doesn't leave her plus enough to hit the opponent with a meaty attack, forcing her to return to neutral. Useful in matchups where she outranges her opponent or wants to keep them out of her personal space as much as possible. |
| | |
| | When ending combos near the corner Brake is almost always recommended because of its higher wall damage. It also leaves Bridget more plus than Shoot, allowing for some corner-specific setups. |
| | }} |
| | </tabber> |
| | </div> |
| | |
| | ===Corner=== |
| | <tabber> |
| | 236S = {{TheoryBox |
| | | Title = Meaty {{clr|S|236S}} |
| | | Oneliner = |
| | | Difficulty = {{clr|K|Easy}} |
| | | Anchor = Brake |
| | | Video = GGST_Bridget_Corner_Brake_Oki.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}} |
| | | content = |
| | |
| | * Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s. |
| | * Can catch backdash as well depending on timing |
| | A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly. |
| | |
| | }} |
| | </tabber> |
| | |
| | ==Throw Okizeme== |
| | |
| | ===Midscreen=== |
| <div class="tabber-shadows-fix"> | | <div class="tabber-shadows-fix"> |
| <tabber> | | <tabber> |
Line 218: |
Line 447: |
|
| |
|
| * Allows for a meaty {{clr|S|c.S}}. | | * Allows for a meaty {{clr|S|c.S}}. |
| * Gaplessly leads into {{clr|K|214K}} for a true {{Keyword|fifty-fifty|def=50/50}}, even against Faultless Defense. | | * Gaplessly leads into {{clr|K|214K}} for a true {{Keyword|fifty-fifty|term=50/50}}, even against Faultless Defense. |
| * Most backdashes will make {{clr|S|c.S}} whiff. | | * Most backdashes will make {{clr|S|c.S}} whiff. |
| ** Can be called out by slightly delaying the attack. | | ** Can be called out by slightly delaying the attack. |
| * Not reversal safe. | | * Not reversal safe. |
|
| |
|
| '''Blockstring:''' <code>{{clr|S|c.S}} > {{clr|S|2S}}(1) > {{clr|H|5H}} > {{clr|K|214K}} ...</code> | | '''Blockstring:''' {{MCB|{{clr|S|c.S}} > {{clr|S|2S}}(1) > {{clr|H|5H}} > {{clr|K|214K}} ...}} |
|
| |
|
| '''Confirms:''' | | '''Confirms:''' |
| * <code>{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...}} |
| * <code>{{clr|S|c.S}} > dl. {{clr|H|6H}}, {{clr|D|5[D]}}, {{clr|S|c.S}} > ...</code> | | * {{MCB|{{clr|S|c.S}} > dl. {{clr|H|6H}}, {{clr|D|5[D]}}, {{clr|S|c.S}} > ...}} |
| ** Doesn't work if Bridget is cornered. | | ** Doesn't work if Bridget is cornered. |
|
| |
|
| '''Counter-hit Confirm:''' <code>{{clr|D|5[D]}}, {{clr|D|5[D]}}, {{clr|K|5K}} > dc > {{clr|S|c.S}} > ...</code> | | '''Counter-hit Confirm:''' {{MCB|{{clr|D|5[D]}}, {{clr|D|5[D]}}, {{clr|K|5K}} > dc > {{clr|S|c.S}} > ...}} |
|
| |
|
| Bridget's best setup out of a throw midscreen, and the one you should always try to use if you opponent doesn't have a reversal. | | Bridget's best setup out of a throw midscreen, and the one you should always try to use if you opponent doesn't have a reversal. |
Line 251: |
Line 480: |
| * Gaplessly leads into {{clr|K|214K}} for a true fifty-fifty when blocked normally. | | * Gaplessly leads into {{clr|K|214K}} for a true fifty-fifty when blocked normally. |
| ** Leaves a small gap between {{clr|S|214S}}'s return and {{clr|K|214K}} when blocked with Faultless Defense. | | ** Leaves a small gap between {{clr|S|214S}}'s return and {{clr|K|214K}} when blocked with Faultless Defense. |
| *** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|214[K]}} or {{clr|K|214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. | | *** Bridget can {{Keyword|RPS}} this by doing either {{clr|K|214K}}, {{clr|K|214[K]}}, or {{clr|K|214K}} ~ {{clr|P|j.P}} / {{clr|K|j.K}} / {{clr|S|j.S}}. |
| * Backdashes will make {{clr|S|2S}} whiff. | | * Backdashes will make {{clr|S|2S}} whiff. |
|
| |
|
Line 258: |
Line 487: |
| * Catches backdashes. | | * Catches backdashes. |
|
| |
|
| Blockstring: <code>{{clr|S|2S}}(1) > {{clr|H|5H}} ~ {{clr|H|H}} > {{clr|K|214K}} ...</code> | | Blockstring: {{MCB|{{clr|S|2S}}(1) > {{clr|H|5H}} ~ {{clr|H|H}} > {{clr|K|214K}} ...}} |
|
| |
|
| A solid option if you're starting out or if you messed up the previous setup's microdash. | | A solid option if you're starting out or if you messed up the previous setup's microdash. |
Line 281: |
Line 510: |
|
| |
|
| }} | | }} |
| | |
| </tabber> | | </tabber> |
| </div> | | </div> |
| ====Rock the Baby Oki==== | | |
| | ===Corner=== |
| <div class="tabber-shadows-fix"> | | <div class="tabber-shadows-fix"> |
| <tabber> | | <tabber> |
| Rock the Baby = | | Regular throw = |
| | {{TheoryBox |
| | | Title = Yo-yoki + Autotimed Meaty {{clr|S|c.S}} |
| | | Oneliner = |
| | | Difficulty = {{clr|K|Easy}} |
| | | Anchor = Regular_throw-4 |
| | | Video = GGST_Bridget_Corner_Throw_Oki_2.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|214S}} > {{clr|S|c.S}} |
| | | content = |
| | *Not safe to reversals |
| | Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for {{clr|S|c.S}} after OTG {{clr|H|2H}}. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use {{clr|K|5K}} or {{clr|K|2K}} instead. |
| | }} |
| | |
| | |-| |
| | Regular throw alternate = |
| | {{TheoryBox |
| | | Title = Manually Timed Meaty Yo-Yo |
| | | Oneliner = |
| | | Difficulty = {{clr|S|Medium}} |
| | | Anchor = Regular_throw_alternate |
| | | Video = GGST_Bridget_Corner_Throw_Oki_1.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|236S}} |
| | | content = |
| | |
| | Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it. |
| | }} |
| | </tabber> |
| | </div> |
| | |
| | ===Rock the Baby Oki=== |
| | <div class="tabber-shadows-fix"> |
| | <tabber> |
| | Midscreen = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Rock the Baby Safejump | | | Title = Rock the Baby Safejump |
Line 296: |
Line 561: |
| | Recipe = {{clr|P|63214P}} > 66 > IAD > {{clr|S|j.S}} | | | Recipe = {{clr|P|63214P}} > 66 > IAD > {{clr|S|j.S}} |
| | content = | | | content = |
|
| |
|
| |
|
| Rock the Baby puts the opponent extremely far from Bridget, giving it a lot of corner carry at the cost of any yo-yoki at all. Instead, the most she gets is a manually timed safejump. An easier option is a full speed Kick Start My Heart. It's less safe, but much easier to do and leaves Bridget perfectly spaced for a meaty {{clr|S|c.S}}. If close to the corner, it may also hit OTG for some extra damage while still leaving Bridget at a significant advantage. | | Rock the Baby puts the opponent extremely far from Bridget, giving it a lot of corner carry at the cost of any yo-yoki at all. Instead, the most she gets is a manually timed safejump. An easier option is a full speed Kick Start My Heart. It's less safe, but much easier to do and leaves Bridget perfectly spaced for a meaty {{clr|S|c.S}}. If close to the corner, it may also hit OTG for some extra damage while still leaving Bridget at a significant advantage. |
| | }} |
| | |-| |
| | |
| | Corner = |
| | |
| | {{TheoryBox |
| | | Title = Safejump + Yo-Yoki! |
| | | Oneliner = |
| | | Difficulty = {{clr|S|Medium}} |
| | | Anchor = |
| | | Video = GGST_Bridget_Corner_63214P_Oki.webm |
| | | Thumbnail = GGST_Bridget_Thumbnail.png |
| | | Recipe = {{clr|P|63214P}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|K|j.K}} |
| | | content = |
| | The platonic ideal of Bridget oki once again, a safejump and yo-yo setup in one. It's unlikely Bridget will hit Rock the Baby raw, though. |
| | |
| }} | | }} |
| </tabber> | | </tabber> |
| </div> | | </div> |
|
| |
|
| ===Reset Oki=== | | ==Other Okizeme== |
| | ===Midscreen=== |
| | |
| <div class="tabber-shadows-fix"> | | <div class="tabber-shadows-fix"> |
| <tabber> | | <tabber> |
Line 336: |
Line 618: |
| </div> | | </div> |
|
| |
|
| ==Corner Setups== | | ===Corner=== |
| ===Setups by combo ender===
| |
| <div class="tabber-shadows-fix"> | | <div class="tabber-shadows-fix"> |
| <tabber> | | <tabber> |
| Grounded 2D =
| |
| {{TheoryBox
| |
| | Title = Corner {{clr|D|2D}}
| |
| | Oneliner = Buttons into yo-yoki and autotimed safejump
| |
| | Difficulty = {{clr|K|Easy}}
| |
| | Anchor =
| |
| | Video = GGST_Bridget_Corner_2D_Safejump.webm
| |
| | Thumbnail = GGST_Bridget_Thumbnail.png
| |
| | Recipe = XX > {{clr|D|2D}} > {{clr|S|214S}}, IAD {{clr|S|j.S}}
| |
| | content =
| |
|
| |
| A corner-only oki setup with very simple timing. Not quite autotimed from two-hit combos that end in {{clr|D|2D}} but very easy to time. Gives the same oki as midscreen airborne {{clr|H|2H}} ender but with no risk of Bridget's opponent being pushed out of the range of {{clr|S|214S}}'s return hit.
| |
|
| |
| }}
| |
| |-|
| |
| Brake =
| |
| {{TheoryBox
| |
| | Title = Brake Ender into Meaty Yo-Yo
| |
| | Oneliner =
| |
| | Difficulty = {{clr|K|Easy}}
| |
| | Anchor = Brake
| |
| | Video = GGST_Bridget_Corner_Brake_Oki.webm
| |
| | Thumbnail = GGST_Bridget_Thumbnail.png
| |
| | Recipe = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}}
| |
| | content =
| |
|
| |
| * Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s.
| |
| * Can catch backdash as well depending on timing
| |
| A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly.
| |
| }}
| |
|
| |
| |-|
| |
|
| |
| 5K airborne = | | 5K airborne = |
| {{TheoryBox | | {{TheoryBox |
Line 402: |
Line 650: |
| Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD {{clr|S|j.S}} is autotimed but can lose to niche options like Giovanna {{clr|S|623S}}, while IAD FDC {{clr|K|j.K}} will beat it but is more difficult to execute. | | Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD {{clr|S|j.S}} is autotimed but can lose to niche options like Giovanna {{clr|S|623S}}, while IAD FDC {{clr|K|j.K}} will beat it but is more difficult to execute. |
|
| |
|
| }}
| |
|
| |
| </tabber>
| |
| </div>
| |
|
| |
| ===Throws===
| |
| <div class="tabber-shadows-fix">
| |
| <tabber>
| |
| Regular throw =
| |
| {{TheoryBox
| |
| | Title = Yo-yoki + Autotimed Meaty {{clr|S|c.S}}
| |
| | Oneliner =
| |
| | Difficulty = {{clr|K|Easy}}
| |
| | Anchor = Regular_throw-4
| |
| | Video = GGST_Bridget_Corner_Throw_Oki_2.webm
| |
| | Thumbnail = GGST_Bridget_Thumbnail.png
| |
| | Recipe = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|214S}} > {{clr|S|c.S}}
| |
| | content =
| |
| *Not safe to reversals
| |
| Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for {{clr|S|c.S}} after OTG {{clr|H|2H}}. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use {{clr|K|5K}} or {{clr|K|2K}} instead.
| |
| }}
| |
|
| |
| |-|
| |
| Regular throw alternate =
| |
| {{TheoryBox
| |
| | Title = Manually Timed Meaty Yo-Yo
| |
| | Oneliner =
| |
| | Difficulty = {{clr|S|Medium}}
| |
| | Anchor = Regular_throw_alternate
| |
| | Video = GGST_Bridget_Corner_Throw_Oki_1.webm
| |
| | Thumbnail = GGST_Bridget_Thumbnail.png
| |
| | Recipe = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|236S}}
| |
| | content =
| |
|
| |
| Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it.
| |
| }}
| |
|
| |
| |-|
| |
| Rock the Baby =
| |
| {{TheoryBox
| |
| | Title = Safejump + Yo-Yoki!
| |
| | Oneliner =
| |
| | Difficulty = {{clr|S|Medium}}
| |
| | Anchor =
| |
| | Video = GGST_Bridget_Corner_63214P_Oki.webm
| |
| | Thumbnail = GGST_Bridget_Thumbnail.png
| |
| | Recipe = {{clr|P|63214P}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|K|j.K}}
| |
| | content =
| |
|
| |
| The platonic ideal of Bridget oki once again, a safejump and yo-yo setup in one. It's unlikely Bridget will hit Rock the Baby raw, though.
| |
| }} | | }} |
| </tabber> | | </tabber> |
Line 503: |
Line 701: |
| ===Why should I do wall slump at all?=== | | ===Why should I do wall slump at all?=== |
| Wallslump setups allow Bridget to loop corner oki and keep advantage until her opponent guesses right. She can do this until she gets 50 tension to get post-wallbreak okizeme with one of her Overdrives, or just keep doing it until her opponent escapes or dies. Frankly, it's not all that important to learn, and the setups sacrifice a lot of damage in favour of the looping mixup, but in the rare matchups where Bridget loses neutral hard, it might be worth considering. | | Wallslump setups allow Bridget to loop corner oki and keep advantage until her opponent guesses right. She can do this until she gets 50 tension to get post-wallbreak okizeme with one of her Overdrives, or just keep doing it until her opponent escapes or dies. Frankly, it's not all that important to learn, and the setups sacrifice a lot of damage in favour of the looping mixup, but in the rare matchups where Bridget loses neutral hard, it might be worth considering. |
|
| |
| ==Air Roll Oki (TK Roll)==
| |
| <!--Someone who knows this tech please do a review because some of this stuff looks super weird but I don't know what I'm looking at to fix it-->
| |
| Air Roll (often called {{Keyword|TK}} Roll) is an advanced oki option for Bridget that unlocks a few more mix options. Due to its difficult execution and the present strength of her other options, Air Roll is not considered a necessary technique to learn or recommended for new players.
| |
|
| |
| Air Roll is performed by jumping before a roll on oki to perform it from a short distance off the ground. Done correctly, this causes the {{clr|S|j.S}} safejump to land both hits, which opens up new possibilities.
| |
| {{TheoryBox
| |
| | Title = Air Roll Layer One
| |
| | Oneliner =
| |
| | Difficulty = {{clr|4|Hard}}
| |
| | Anchor = Air Roll
| |
| | Video =
| |
| | Recipe =
| |
| | content =
| |
| '''Empty Roll into Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
| |
| <br>'''Confirm:''' {{MCB|{{clr|K|6K}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
| |
|
| |
| '''Empty Roll into Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > dl.{{clr|D|6/4D}}}}
| |
|
| |
| '''Air Roll Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) >}}
| |
| <br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > {{clr|K|5K}} > dc > {{clr|S|c.S}} > {{clr|D|2D}}}}
| |
| }}
| |
| {{TheoryBox
| |
| | Title = Air Roll Layer Two
| |
| | Oneliner =
| |
| | Difficulty = {{clr|4|Hard}}
| |
| | Anchor = Air Roll
| |
| | Video =
| |
| | Recipe =
| |
| | content =
| |
|
| |
| '''Overhead Tick Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|D|6/4D}}}}
| |
|
| |
| '''Overhead > Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
| |
| <br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
| |
|
| |
| '''Double Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) >}}
| |
| <br>'''Low Confirm:''' {{MCB|{{clr|K|2K}} > {{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
| |
| <br>'''F=Shiki Confirm:''' {{MCB|9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
| |
| }}
| |
| {{TheoryBox
| |
| | Title = Air Roll The Actual Mix
| |
| | Oneliner =
| |
| | Difficulty = {{clr|4|Hard}}
| |
| | Anchor = Air Roll
| |
| | Video =
| |
| | Recipe =
| |
| | content =
| |
| '''High (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) 9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
| |
| <!--is this not just the same route as the one at the end of the last section?-->
| |
| <br>Use {{clr|P|j.P}} instead of {{clr|K|j.K}} against short characters like Giovanna.
| |
|
| |
| '''Low (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) > {{clr|K|2K}} >}}
| |
| <br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|S|c.S}}(2) > {{clr|D|2D}}}}
| |
| <!--and why is this one different from the low option above? Something is weird.-->
| |
|
| |
| '''Backdash OS:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) (whiff) > {{clr|S|c.S}}(2) >}}
| |
| <br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > j.66 > {{clr|S|j.S}}(2) > {{clr|H|j.H}} > {{clr|S|c.S}}(1) > {{clr|D|5D}} > WS > {{clr|D|5[D]}} }} (Works from midscreen)
| |
| }}
| |
| ===Air Roll FAQ===
| |
| <div style="float:right;>{{#ev:youtube|S8DFt2pUUXs}} {{clear}}</div>
| |
| '''Do I TK ({{Keyword|Tiger Knee}}) the roll?'''
| |
|
| |
| Performing Air Roll with a 2147 is possible, but must be performed as either {{clr|K|[2]147K}} or {{clr|K|21[4]7K}} to not get a high jump. Additionally, the setup won't work if done too close to the ground, which is often the result in a TK input.
| |
|
| |
| Because of this, Air Roll is usually not performed with a traditional TK input but rather 7 / 8 / 9 {{clr|K|j.214K}}.
| |
|
| |
|
| |
| '''Why use this over regular roll?'''
| |
|
| |
| Immediate grounded roll cancelled into {{clr|S|j.S}} only gives {{clr|S|j.S}}(1) which isn't enough to enforce the fuzzy and all the fun things that come with it.
| |
|
| |
|
| |
| '''Should I use 7, 8 or 9 Jump for Air Roll?'''
| |
|
| |
| You can jump with either 7 / 8 / 9. Which direction you jump in impacts your spacing, and can make certain options of mix stronger.
| |
|
| |
| Consider if you wish to be closer or farther from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.
| |
|
| |
|
| |
| '''Can I stay on the same side after an F-Shiki confirm if I do it from a point-blank knockdown?'''
| |
|
| |
| Yep! Use 8jc {{clr|K|j.K}} / {{clr|P|j.P}} instead of 9jc {{clr|K|j.K}} / {{clr|P|j.P}} to same-side on closer HKDs.
| |
|
| |
|
| |
| '''Why can't I double jump cancel the {{clr|S|j.S}}?'''
| |
|
| |
| If this happens, it means you're getting a high jump instead of a regular jump. This generally happens when you try to perform a traditional tiger knee input. As mentioned above, performing the input this way will require you to hold 2 or 4 before completing the input in order to avoid the high jump.
| |
|
| |
|
| ==Navigation== | | ==Navigation== |
| {{GGST/Navigation|British = 1}} | | {{GGST/Navigation|British = 1}} |