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Revision as of 00:00, 15 May 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 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

Mixups

Pressure

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 has anti-air options.

  • 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 very 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 is a large and effective air-to-air button.
  • j.D is extremely active and very effective at catching opponents above you.
  • 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.

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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