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==Overview==
Bridget is a pixie character with powerful looping mix who excels in the midrange. With her tricky movement and strong buttons, Bridget's goal is win neutral by faking her opponent out while she contests space before converting the advantage to run her threatening oki and setplay. Bridget is a character who benifits from being unpredictable, but with her low damage output and effective health, risk management is a very important factor in her gameplan.
 
===Yo-Yo===
Bridget's defining character trait is her yo-yo set with {{MMC|input=236S/H|label=Stop and Dash}}. Having a yo-yo out is the most significant factor in putting Bridget in the advantage, and knowing how to make use of one at play as well as when and how to set one is essential to playing Bridget effectively. </br>
Stop and Dash has 2 main variations: {{MMC|input=236S/H|label={{clr|S|236S}}/{{clr|H|H}}}} and {{MMC|input=214S/H|label={{clr|S|214S}}/{{clr|H|H}}}}. The button pressed will determine the angle, while the motion the behaviour of the projectile—{{clr|S|236S}}/{{clr|H|H}} will hit on the way out and remain present on screen for longer than its counterpart, {{clr|S|214S}}/{{clr|H|H}}, which will hit on the way back.
 
Useful in its own right as a poke, trap, and combo tool among other things, the most important thing about Stop and Dash is that having a yo-yo out unlocks use of {{MMC|input=214K|label=Rolling Movement}}, one of Bridget's strongest tools. Roll is a very useful move, serving multiple uses and doing them all very well. It can be used te extend combos and pressure, to perform mixups and bait counterattacks, and in various tricky approaches in neutral. In many ways, Roll is the cornerstone of Bridget's gameplan.
 
==Round Start==
With her big buttons, Bridget has some formidable round start options.
 
*{{clr|P|5P}} and {{clr|P|2P}} are very strong counterpokes suitable for opening rounds. Though giving very little reward, with their superior frame data and range they are very safe and effective at stuffing other common round start options, even hitting bigger bodies standing.
*{{clr|S|f.S}} and {{clr|H|5H}} will reach opponents taking most non-commital options, and have decent reward on hit and block. With their slow startup and lengthy recovery, however, they are very susceptible to counterpokes, faster attacks, and whiff punishes, as well as low profiles.
*{{clr|S|2S}} is similar to {{clr|S|f.S}} and {{clr|H|5H}}, trading range for being a low and beating low profiles (though it can consequently be low-crushed by some moves). It is also less succeptible to counterpokes, but still just as slow and unsafe on whiff.


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With her low effective health, it often pays for Bridget to be more cautious and make safer choices such as {{clr|P|5P}} or universal options like jumping or walking back. Like other characters, she has a universal counterpoke in {{clr|P|6P}}, and thanks to {{MMC|input=236K|label=Kick Start My Heart}} she can actually convert reasonably well off of it, making it very useful against a predictable opponent.
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==General Strategies==


==Neutral==
==Neutral==
====Close range====
====On the Ground====
====Midrange====
Bridget is a character who excels in the midrange. Your goal in neutral should generally be to sit just outside your opponent's pokes and whiff punish them with your big buttons such as {{clr|S|f.S}} and {{clr|H|5H}}. With Kick Start My Heart, Bridget can convert any ranged hit into reliable oki, allowing her to start her offence. <br>
====Fullscreen====
Using Bridget's aforementioned long pokes more proactively can be a better or worse option depending on the matchup. Against slower characters like {{CLabel|GGST|Potemkin}} or characters with slow zoning tools such as {{CLabel|GGST|Testament}}'s {{MMC|chara=Testament|input=236S|label=Grave Reaper}}, it can be effective at keeping them out or stuffing their projectiles; but against more agile characters such as {{CLabel|GGST|Millia}} or {{CLabel|GGST|Giovanna}} it becomes quite risky due to their potent ability to dodge and whiff punish. This latter group of characters can be difficult for Bridget to deal with and requires more careful, safe, reactive play.
====Anti-air====
 
====Rolling Movement and Anti-Anti-air====
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Among the other things it does very well, Roll is also useful as an approach tool. Though easily anti-aired by an opponent who is looking at the screen if let to go, what makes Roll viable in neutral are its multitudes of options for feinting and faking your opponent out. It can be cancelled into any aerial action, including normals, specials, and movement options, and even its startup can be delayed. Roll can be cancelled into non-commital options such as air backdash or double jump to scout out your opponent's choices, into quick aerials like {{clr|K|j.K}} to land and go into a grounded offence, or into a ranged normal like {{clr|H|j.H}} to hit an opponent earlier than they expect, just to name a few options. Delaying Roll in its startup (done by holding {{Prompt|GGST|K}}) is also a strong option, often baiting attempts to hit Bridget out of it and allowing you to spin right into them in their recovery.
 
====Tension====
====Tension====
Bridget has a multitude of great uses for Tension in pressure and mix-ups. She can use Roman Cancels after yo-yo tosses for favorable RPS situations, letting her extend pressure and create more opportunities to roll, or even use 66RRC after {{MMC|input=236KK|label=Kick Start My Heart - Shoot}} to perform a 50/50 by timing a {{clr|D|j.D}}(1) or landing with an empty {{clr|K|2K}}. However, an exceptionally good use of meter for her is BRC, or Blue Roman Cancel, mix. By performing {{MCB|{{clr|S|c.S}} xx 66BRC > {{color|S|c.S}}(1) > {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}}(1) > {{clr|H|5H}} > {{color|K|214K}} > {{clr|D|j.D}}/{{clr|K|2K}}}}, Bridget can jail the opponent into a high low 50/50 for blocking a {{clr|S|c.S}}. If the opponent decides to mash {{clr|P|6P}} on the {{clr|K|214K}}, you can delay your {{clr|S|2S}} after the {{clr|S|c.S}} to shift the gap and make the {{clr|K|214K}} tight.


==Pressure==
==Pressure==
<!--copied from starter guide
Bridget's pressure generally consists of pushing opponents away with her long-reaching normals and ending with a special to stay safe; but with a yo-yo out or in the corner, it becomes very dangerous, gaining multiple mix points and being able to loop itself. Though it can be challenged, no defensive option is without counterplay, creating an engaging game of RPS.
The basic structure of Bridget's strongest pressure revolves around throwing yo-yos and rolling back to them. Doing this predictably will not work against a proactive opponent, however, as it is easily interruptible. To keep your opponent guessing, it is important to make good use of all of Bridget's options. Particularly, Rolling Movement's airborne state and ability to cancel into anything, coupled with Bridget's plethora of far-reaching attacks, presents countless options for feinting and mixing. Bridget can bait out counterattacks, perform high/lows, as well as standard strike/throw mix.
The single biggest weakness of Bridget's pressure is jumping. Though she can counter most other defences with relative ease, Bridget must commit to hard callouts to get around opponents trying to jump out, such as {{clr|H|j.H}}, {{clr|H|2H}}, or air throw. Faultless Defence also significantly hinders Bridget's ability to continue pressure, making its gaps much more notable, so it is important to get through your opponent's guard as quickly as possible.
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Bridget's pressure, like the rest of her gameplan, is quite free-form and flexible, with her offense being exceptionally dangerous in the corner. When pressuring, her goal is to create an opportunity to get a yo-yo out to ideally mix with roll. From midscreen, her standard blockstring sequence that will build the rest of your offense is {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|H|5HH}}, {{clr|S|236S/214S}}, allowing her to safely pressure and get a yo-yo out. What makes Bridget's pressure uniquely threatening is how she can often win the interaction even if she did not open the opponent up, since having a yo-yo on the screen is incredibly valuable. Bridget's midscreen pressure is fairly standard without resources, mostly being based around stagger pressure and tick throws, along with the occasional greedy reset. However, it is with resources, or in the corner, that her pressure can become truly terrifying.
==Defence==
With her low effective health, Bridget is a fragile character who would generally prefer not to be on the receiving end of attacks. This fragility means it's very important for Bridget to avoid being put into disadvantageous situations to begin with, and that she must be very smart about taking risks to escape them.
===Stopping Approaches===
The best defence is a good offence. Before opponents can start pressuring Bridget, they need to get in, and Bridget has capable tools to stop them.
Some of the best moves for checking approaches are {{clr|P|5P}} and {{clr|P|2P}}. If you find your opponent is being a bit too aggressive in trying to get up close, throwing out a couple of these can be very effective in getting them to calm down. Though they give very low reward, their fast startup, swift recovery and fantastic range make them perfect moves for shooing people getting too far into your personal space. <br>
Against low-profiles, {{clr|S|2S}} is good for discouraging opponents from trying to approach that way. Thought quite commital, it hits far, is somewhat disjointed, and generally makes it hard for opponents to approach on the ground. It is useful against armour as well thanks to its hitting twice. Otherwise, {{clr|K|2K}} is a reliable option against many low-profile moves when quick reactions are in order.
====Anti-Air====
Bridget's lack of a traditional {{clr|P|5P}} requires her to be more creative with her anti-airs than the average character.


==Defense==
*{{clr|P|6P}} is the universal and safest option. With {{clr|K|236K}} she can convert off it very consistently and {{clr|S|214S}} can give yo-yoki on counterhit.
*{{clr|H|2H}} is slow, but has good reward and covers a very wide area. It is effective for call-outs, though leaves you open on whiff.
*{{clr|H|j.H}} and {{clr|S|j.S}} are large and effective air-to-air buttons.
*{{clr|P|j.P}} is a fast air to air option at close range.
*{{clr|P|623P}} is effective at hitting aerial opponenets thanks to its good hitbox and rising nature. However, it gives very low reward and presents very high risk, and so should be used sparingly.
*Air throw is her fastest anti air option in situations where {{clr|P|6P}} might not work. It gives Bridget decent reward with either a meaty {{clr|S|c.S}} or a {{clr|S|214S}} into a spaced meaty attack.


==Fighting Bridget==
===Challenging Pressure===
===General Tips===
Bridget's squishiness means pressing in disadvantage can be very dangerous; making the wrong choice can spell out a swift end for her from a full counterhit combo. While taking excessive risks is inadvisable, Bridget does have some potent options to prevent opponents from getting too complacent.
*{{clr|K|2K}} is Bridget's fastest move. At 5 frames startup, it can beat tick throws, and its gatling into {{clr|D|2D}} means it can significantly change the tides in Bridget's favour by setting up yo-yoki. However, it is prone to being low-crushed, which limits its utility in some situations.
*{{clr|K|5K}} is good at stopping low airborne pressure resets such as {{CLabel|GGST|Ky}}'s {{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}}, having a good hitbox for the job and providing very good reward by unlocking a full {{clr|S|c.S}} combo.
*{{clr|P|623P}} is a DP, a rare luxury in Strive. With its full strike-invulnerable startup, Starship is a great move for beating your opponent's own attacks, having a pretty good hitbox for a meterless reversal. Like other DPs, it can be grabbed, and leaves Bridget in an incredibly vulnerable counterhit recovery state; a bad situation exacerbated by her low effective health. Starship should be used sparingly, but it is also important to present you are not afraid to use it to prevent your opponent from getting too complacent in their offence.


==Video Resources==
==Video Resources==


==Navigation==
==Navigation==
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Latest revision as of 20:22, 8 March 2024




Overview

Bridget is a pixie character with powerful looping mix who excels in the midrange. With her tricky movement and strong buttons, Bridget's goal is win neutral by faking her opponent out while she contests space before converting the advantage to run her threatening oki and setplay. Bridget is a character who benifits from being unpredictable, but with her low damage output and effective health, risk management is a very important factor in her gameplan.

Yo-Yo

Bridget's defining character trait is her yo-yo set with Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4. Having a yo-yo out is the most significant factor in putting Bridget in the advantage, and knowing how to make use of one at play as well as when and how to set one is essential to playing Bridget effectively.
Stop and Dash has 2 main variations: 236S/HGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 and 214S/HGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~. The button pressed will determine the angle, while the motion the behaviour of the projectile—236S/H will hit on the way out and remain present on screen for longer than its counterpart, 214S/H, which will hit on the way back.

Useful in its own right as a poke, trap, and combo tool among other things, the most important thing about Stop and Dash is that having a yo-yo out unlocks use of Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne), one of Bridget's strongest tools. Roll is a very useful move, serving multiple uses and doing them all very well. It can be used te extend combos and pressure, to perform mixups and bait counterattacks, and in various tricky approaches in neutral. In many ways, Roll is the cornerstone of Bridget's gameplan.

Round Start

With her big buttons, Bridget has some formidable round start options.

  • 5P and 2P are very strong counterpokes suitable for opening rounds. Though giving very little reward, with their superior frame data and range they are very safe and effective at stuffing other common round start options, even hitting bigger bodies standing.
  • f.S and 5H will reach opponents taking most non-commital options, and have decent reward on hit and block. With their slow startup and lengthy recovery, however, they are very susceptible to counterpokes, faster attacks, and whiff punishes, as well as low profiles.
  • 2S is similar to f.S and 5H, trading range for being a low and beating low profiles (though it can consequently be low-crushed by some moves). It is also less succeptible to counterpokes, but still just as slow and unsafe on whiff.

With her low effective health, it often pays for Bridget to be more cautious and make safer choices such as 5P or universal options like jumping or walking back. Like other characters, she has a universal counterpoke in 6P, and thanks to Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 she can actually convert reasonably well off of it, making it very useful against a predictable opponent.

Neutral

On the Ground

Bridget is a character who excels in the midrange. Your goal in neutral should generally be to sit just outside your opponent's pokes and whiff punish them with your big buttons such as f.S and 5H. With Kick Start My Heart, Bridget can convert any ranged hit into reliable oki, allowing her to start her offence.
Using Bridget's aforementioned long pokes more proactively can be a better or worse option depending on the matchup. Against slower characters like  Potemkin or characters with slow zoning tools such as  Testament's Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4, it can be effective at keeping them out or stuffing their projectiles; but against more agile characters such as  Millia or  Giovanna it becomes quite risky due to their potent ability to dodge and whiff punish. This latter group of characters can be difficult for Bridget to deal with and requires more careful, safe, reactive play.

Rolling Movement and Anti-Anti-air

Among the other things it does very well, Roll is also useful as an approach tool. Though easily anti-aired by an opponent who is looking at the screen if let to go, what makes Roll viable in neutral are its multitudes of options for feinting and faking your opponent out. It can be cancelled into any aerial action, including normals, specials, and movement options, and even its startup can be delayed. Roll can be cancelled into non-commital options such as air backdash or double jump to scout out your opponent's choices, into quick aerials like j.K to land and go into a grounded offence, or into a ranged normal like j.H to hit an opponent earlier than they expect, just to name a few options. Delaying Roll in its startup (done by holding K) is also a strong option, often baiting attempts to hit Bridget out of it and allowing you to spin right into them in their recovery.

Tension

Bridget has a multitude of great uses for Tension in pressure and mix-ups. She can use Roman Cancels after yo-yo tosses for favorable RPS situations, letting her extend pressure and create more opportunities to roll, or even use 66RRC after Kick Start My Heart - Shoot to perform a 50/50 by timing a j.D(1) or landing with an empty 2K. However, an exceptionally good use of meter for her is BRC, or Blue Roman Cancel, mix. By performing c.S xx 66BRC > c.S(1) > 214S > c.S > 2S(1) > 5H > 214K > j.D/2K, Bridget can jail the opponent into a high low 50/50 for blocking a c.S. If the opponent decides to mash 6P on the 214K, you can delay your 2S after the c.S to shift the gap and make the 214K tight.

Pressure

Bridget's pressure, like the rest of her gameplan, is quite free-form and flexible, with her offense being exceptionally dangerous in the corner. When pressuring, her goal is to create an opportunity to get a yo-yo out to ideally mix with roll. From midscreen, her standard blockstring sequence that will build the rest of your offense is c.S, 2S, 5HH, 236S/214S, allowing her to safely pressure and get a yo-yo out. What makes Bridget's pressure uniquely threatening is how she can often win the interaction even if she did not open the opponent up, since having a yo-yo on the screen is incredibly valuable. Bridget's midscreen pressure is fairly standard without resources, mostly being based around stagger pressure and tick throws, along with the occasional greedy reset. However, it is with resources, or in the corner, that her pressure can become truly terrifying.

Defence

With her low effective health, Bridget is a fragile character who would generally prefer not to be on the receiving end of attacks. This fragility means it's very important for Bridget to avoid being put into disadvantageous situations to begin with, and that she must be very smart about taking risks to escape them.

Stopping Approaches

The best defence is a good offence. Before opponents can start pressuring Bridget, they need to get in, and Bridget has capable tools to stop them.

Some of the best moves for checking approaches are 5P and 2P. If you find your opponent is being a bit too aggressive in trying to get up close, throwing out a couple of these can be very effective in getting them to calm down. Though they give very low reward, their fast startup, swift recovery and fantastic range make them perfect moves for shooing people getting too far into your personal space.
Against low-profiles, 2S is good for discouraging opponents from trying to approach that way. Thought quite commital, it hits far, is somewhat disjointed, and generally makes it hard for opponents to approach on the ground. It is useful against armour as well thanks to its hitting twice. Otherwise, 2K is a reliable option against many low-profile moves when quick reactions are in order.

Anti-Air

Bridget's lack of a traditional 5P requires her to be more creative with her anti-airs than the average character.

  • 6P is the universal and safest option. With 236K she can convert off it very consistently and 214S can give yo-yoki on counterhit.
  • 2H is slow, but has good reward and covers a very wide area. It is effective for call-outs, though leaves you open on whiff.
  • j.H and j.S are large and effective air-to-air buttons.
  • j.P is a fast air to air option at close range.
  • 623P is effective at hitting aerial opponenets thanks to its good hitbox and rising nature. However, it gives very low reward and presents very high risk, and so should be used sparingly.
  • Air throw is her fastest anti air option in situations where 6P might not work. It gives Bridget decent reward with either a meaty c.S or a 214S into a spaced meaty attack.

Challenging Pressure

Bridget's squishiness means pressing in disadvantage can be very dangerous; making the wrong choice can spell out a swift end for her from a full counterhit combo. While taking excessive risks is inadvisable, Bridget does have some potent options to prevent opponents from getting too complacent.

  • 2K is Bridget's fastest move. At 5 frames startup, it can beat tick throws, and its gatling into 2D means it can significantly change the tides in Bridget's favour by setting up yo-yoki. However, it is prone to being low-crushed, which limits its utility in some situations.
  • 5K is good at stopping low airborne pressure resets such as  Ky's Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12], having a good hitbox for the job and providing very good reward by unlocking a full c.S combo.
  • 623P is a DP, a rare luxury in Strive. With its full strike-invulnerable startup, Starship is a great move for beating your opponent's own attacks, having a pretty good hitbox for a meterless reversal. Like other DPs, it can be grabbed, and leaves Bridget in an incredibly vulnerable counterhit recovery state; a bad situation exacerbated by her low effective health. Starship should be used sparingly, but it is also important to present you are not afraid to use it to prevent your opponent from getting too complacent in their offence.

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