GGST/Bridget/Strategy: Difference between revisions

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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.
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.
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.


==Neutral==
==Neutral==

Revision as of 05:10, 12 January 2023


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 {{{2}}} 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

Close range

Midrange

Fullscreen

Anti-air

Anti-Anti-air

Tension

Pressure

Defense

Abare

Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves or invincible moves work best for this task.

Key Abare Moves


  • 2KGGST Bridget 2K.pngGuardLowStartup5Recovery11Advantage-2
    Your fastest abare button is 2K at 5 frames, hitting low but short range. It can also lead into her key okizeme by gatlings into 2D.
  • 2P
    Against oponents using medium range tools try using 2P, slower (7 frames) but hits further. can be converted into 6K on block for a frametrap.
  • 623PGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28
    Your only invulnerable reversal is StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28. Invulnerable frame 1 but throwable. Due to it having long active frames, it can sometimes hit once or twice on block even when whiffed on wakeup which allows for a red RC into pressure if even one of the hits of the DP connect.

Fighting Bridget

General Tips

Know her range and that shes pre patch faust

Bridget has many long reaching normals that can become oppressive once they start poking if you get too scared. That being said, Bridget lacks good disjoints relative to the rest of the cast so their long pokes generally will lose to your 6P approaches. The only good long-ranged normal that beats 6Ps is Bridget's 2S, which has limited range though, so in neutral against them try to disincentive them till they adapt to using other options which again opens the space up for you to approach more aggressively.

DON'T MASH against empty "Kick Start my Heart" oki!

When Bridget hits you with any of their ranged normals, they can use "Kick Start my Heart" (236K) without any follow-ups to scoot right next to you. It may not look like it, but they are in an advantaged oki position, and depending on range they can hit you with a meaty c.S/2S or a 2P/2K. (This also applies to many combos that end with "Kick Start my Heart".) This means they can put you into an oki-loop which not all characters can do (e.g. Anji doesn't get the time to run up c.S you if he ends with "Fuujin-Nagiha"). It is consistent, it puts them right next to you and allows them to repressure you with c.S and if it hits they can often wall-break from it, so you should expect it to be the standard option and should respect it accordingly, unless you want to hand out free-wins for the Bridget.

Know the difference between 214 and 236 "Yoyo Toss (YT)"

236 YT will have a hitbox when Bridget sends them out, stay on the screen longer but will not have a hitbox on the way back to Bridget 214 YT will NOT have a hitbox when Bridget sends them out, stay on screen shorter but will have a hitbox on the way back to Bridget (you will get hit)

Up close it's very difficult to tell which one they threw out which can leave you prone to getting hit as a frametrap from trying to mash/move out, or if its 214 YT its a chance that bridget gets to steal their turn while also having it hit on the way back for increased pressure

At longer ranges you can see that:

  • 236 YT will be glowing/sparking and expanded so you can know to block and not worry about it coming back, this leaves bridget slightly negative (unless you got hit) but either way the range almost makes both null, it's just an excuse for Bridget to have a yoyo to have access to 214K
  • 214 YT will always be in its shrunk form until it reaches it's max distance, rule of thumb for this set ups is that if you are between bridget and said yoyo youll be at a disadvantage because it will come back and hit to either put you in a combo or just pressure in general which is scary (My advice is simply dont be in that area by the time it returns to Bridget, or if you are a god you can stay in that area and push forward a bit while Bridget is in recovery and simply jump or make Bridget block in time).

"Rock the Baby" counter-play

Bridget's command-grab shares a lot of similarities with Chipp's, meaning it is forward-advancing, which allows them to use it at further ranges and it can catch back-dashes. It is reactable though and if you are looking out for it, you can beat it with a quick 5P. Other options are also to throw them on reaction, as throw is the fastest answer and Bridget is not throw-invulnerable in the start-up of the move. You can also try to hold up-back which makes Roger miss, but Bridget can also delay it to catch these but this is a rather advanced counter-play so it should be a safe option at the beginning. Also keep in mind that they can also use it after air-normals, which makes it effective in "Rolling Movement" okizeme.

Sorry you got knocked down

While a lot of oki is still being developed, be aware that many of her overhead setups are also safejumps. If your character has a DP you can still try it against fake setups, also keep in mind that if they let the roll run, you can 6P it very effectively unless it's really meaty. The higher you are skill-wise, the less likely it will work though.

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