c.S > dl. f.S//2S > 5H > 236K~K
- Requires delay after c.S for the oppenent to land out of floating crumple.
- Will not work on airborne hit.
- Will not work at greater distances (such as if c.S was linked into out of an aerial).
Line 1,195: | Line 1,195: | ||
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Yo-yo set prior= | Yo-yo set prior= | ||
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! colspan="12" |'''{{clr|H|5H}} ''' | ! colspan="12" |'''{{clr|H|5H}} ''' | ||
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{{GGST-ComboTableHeader | {{GGST-ComboTableHeader | ||
|setup = true | |setup = true | ||
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Success with Bridget requires creativity and improvisation. Often you will be hitting opponents in all sorts of weird angles and positions and converting these stray hits into damage and oki is a big part of playing the character. For this reason, it is important to have an understanding of her combo theory, so that you can make your own combos on the fly. The combos on this page all have practical use cases and applications, but will also help to teach you useful concepts and ideas.
Like a burger, a combo is defined by its filler. Good combo filler has low RISC loss, can be routed around effectively, and ideally does some nice damage too. Bridget's most damaging filler option is 5[D], but it is very hard to route into, requiring either a counter hit, returning yo-yo, or very strong juggle. Like all characters, c.S is a strong filler option for Bridget, with its many gatlings. In the corner, 2H and 6H are very strong options, usually followed by 236S/H to juggle. 6H does more damage but is tighter, meaning it usually won't work further into combos. Otherwise, Bridget's most applicable combo filler is 5K. It's fast, juggles very well and can be dash cancelled to pick up afterwards.
Bridget's character defining mechanic is her yo-yo set. When Bridget has a yo-yo out, you lose access to all versions of Stop and Dash, but in turn gain access to Rolling Movement (214K). Roll is a very powerful combo extender, and knowing when and how to use it is very important to getting the most out of Bridget. Roll is a slow move to get going, so it can only link on grounded opponents with a counter hit or with a returning yo-yo to keep them put. On juggles, Roll is easier to work with, and can be done out of 2H midscreen or wall-bouncing command normals. Once again, a returning yo-yo can help to make extensions that would normally not be possible work. After hitting Roll, your best options are usually j.H, j.D, or just landing into c.S. j.H is the most damaging option, and great on grounded opponents as it lets you combo into a hard knockdown with 2D after. It can be used on aerial opponents as well but may cause things to go not super well due to how it launches and shifts Bridget's collision. j.D launches opponents, and can be good if your opponent is already airborne or you want to go into a juggling combo after. Landing straight into j.S is generally the most consistent option, especially if rolling to a j.236H yo-yo. It lets you go into whatever you want. Sometimes, the combo will be too tight to use any of these options, and you will need to use a j.K or grounded K normal to continue.
When it comes to ending combos, Bridget is much better off opting for oki and/or corner carry over raw damage. Her ideal ender is 2D > 214S but this only works on grounded opponents. On airborne opponents Bridget's best option is usually 2H > 214S: it sets up for a safejump with Roll though with much weaker mix than the 2D counterpart. In situations where 2H isn't available, the most you can get is often Kick Start My Heart > Shoot, or into Brake with a meaty 236S in the corner.
Ultimately, much of your proficiency will come down to getting an intuition for things as you develop the situational awareness to make your conversions, and experiment with what is possible. Having knowledge of underlying mechanics such as Combo Decay is certainly helpful, but at the bottom line, experience is the best teacher, so get out there and experiment!
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
2S or f.S ~ S > 236K [6] (K)
or
5H ~ H > 236K [6] (K)
If 2S, f.S, or 5H is followed up with its respective button, S or H it will launch the opponent full screen, and wall bounce if near corner.
Midscreen hits from these normals when followed up with Kick Start My Heart [6]GuardAllStartup10Recovery9Advantage-20~+4, will automatically time and space Bridget for meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S. Note that this c.S can be backdashed, 2S will meaty and catch backdashes. If you chose to go for another option keep in mind Bridget is +10 after Kick Start My Heart [6].
Near the corner and from counterhits Kick Start Your Heart [6] and ShootGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
2K / 5K > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Can alternatively go into Kick Start My Heart for more damage but this is generally ill-advised unless it will close out the round.
Core combos balance potency with consistency. They:
|
c.S > dl. f.S//2S > 5H > 236K~K
c.S > dl. f.S//2S > 5HH > 236K [6]
c.S > f.S//2S > 5HH > 236K~K
c.S > f.S//2S > 2H > 236K~K
c.S > 5[D] > 5K > dc > 5K > c.S > 2S > 2H > dl.236K~K
Combo Recipe ID (PC): 78315
c.S > 6H > j.236H > 6H > 214K > c.S > 5D > 5[D]
Heavy optimal routes:
Normal hit: 2H > 236H > 6H > 214K > j.H > c.S > 6H > 5[D]
Counterhit: 6H > j.236S > 6H > 214K > j.H > c.S > 6H > 5[D]
Combo Recipe IDs (PC):
Midweight route: 78312
Heavy route: 78323
Heavy CH route: 78322
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
j.D > c.S > 5[D] (start) > !214S > 5[D] (hit) > 5K > dc > c.S > 2H > 214S, 214K > j.S safejump
Conversion of yo-yoki j.D safejump. Does not loop into itself.
(whiff aerial) > 2K > 6H > 214K (start) > !214S > 214K (hit) > c.S > 2H > 214S, 214K > j.S safejump
Conversion of yo-yoki 2K mixup. Does not loop into itself.
...214K (block) > j.D > c.S > 2H > 214S, 214K > j.S safejump
Secondary mix after your first one is blocked. Does not loop into itself.
...214K (block) ▷ 2K > 2D > 214S > yo-yoki of choice
Hardly a combo. Does loop into itself.
236K ([6]) [(6)32146X+S] or [(6)32146X+H]
This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGuardAllStartup9+1RecoveryTotal 37Advantage+16 while also approaching the opponent, opening up new pressure options like threatening a throw.
It can also allow you to quickly approach the a Wall Splatted opponent and end with Loop the LoopGuardMidStartup9+2Recovery47Advantage-29 regardless of distance from the opponent. This ensures that you will always be using the most damaging combo-ender Overdrive no matter the combo route.
Learning to Kara
Performing a Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can seem daunting at first, especially so for Overdrives, as you have to deal with more motion inputs. However, learning this technique can be broken down into simple parts;
Firstly, to understand what's going on let's try Cancelling Bridget's 6P normal into 236K special.
This can be done very easily with a combined input - 236P+K. Notice that even though we're cancelling one button into another, we can actually press them both at the same time. Guilty Gear Strive's input storage is very lenient, and it actually caters for any order of the buttons when kara canelling. For this example in order to visibly see what's going on try to press P before K. To know if you've done it, you'll see that Bridget puts her yo-yo hand infront of her for 1 frame before she starts moving. If you wish to test yourself, you can then try this in a small string. Try 5K > 236P+K and look at bridget's lower leg in her 5K for that 1 frame of yo-yo.
Now, Let's try cancelling into an Overdrive. Let's try it with a special move 63214P into your preferred super; [632146S] or [632146H].
While we are cancelling from a special move, the technique is no different than when we used 6P. Ever since patch 1.18, all special moves gained the kara cancel property, so all that has changed is which buttons to press, and we have a few more motion inputs. All-in-all, our combined input will be 632146P+X. Rock the BabyGuardGround ThrowStartup27Recovery28AdvantageN/A's first frame has Bridget crouching down while holding Roger the Teddy Bear, so for a visual conformation switch Bridget to a colour where Roger is more pronounced (#1, #10...), and look at Bridget's waist for that color.
You may notice that this motion looks similar to the actual Technique above, and you'd be right! If you can do this kara cancel, you're ready for the full thing! While in Kick Start Your HeartGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35. These follow-ups are also special moves, so they can be kara cancelled! So what are you waiting for? Go up to the top of the section and try that combo out!
2P/5P | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver |
5PP/2PP > 6K > 236K~6~K
|
Anywhere | 70 | All | [1] Very Easy | Jab confirm for damage and corner carry. | true | 41462 (PS) |
1.28 | |
CH 5P/2P > 236K~K/P
|
Anywhere | 35/45 | All | [1] Very Easy | Max range P button counterpoke confirm. Bridget must cancel 236K just before it connects with her opponent. Using Brake is easier to time and safer on block, while using Shoot gives better oki and damage. | 1.28 |
6P | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6P > 236S > (66) c.S > 2H > 214K > c.S > 5D WS > 5[D]
|
Corner | 193 | All | [3] Medium | Bridget can only get significant meterless confirms from 6P in the corner. This one requires her to be fairly close to the wall. | 1.28 | |||
CH 6P > 236H > (66) 2S > S > 236K > K
|
Corner | 129 | All | [3] Medium | If 6P CHs low and far, this is the best you're gonna get. | 1.28 |
6P | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
6P > 214K > j.H, c.S > 2H > 236S > 5H WS > 214K~j.6D(whiff) > 6H
|
Corner | 181 | All | [3] Medium | Your opponent must be fairly close and high up for roll to connect after 6P, especially if they're a heavyweight. Yo-yo will generally return before 236S has to be used, but in case it doesn't, simply substitute 236S > 5H with 214K > c.S > 5D to wallsplat. |
Any 236S Set | 1.28 | ||||
CH 6P > 214K, c.S > (dl.)2H > 236S, 66 c.S > 5D WS > 5[D]
|
Corner | 190 | All | [3] Medium | Much more lenient than the non-CH variant, will even work on grounded CH against mid/lightweights. | Any 236S Set | 1.28 |
5K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5K > 2D > 214S or 214H (> 214K)
|
Anywhere | 47 | All | [1] Very Easy | Basic 2K/5K confirm into yo-yo setplay. | 41466 (PS) |
1.28 | ||
5K > 6H > j.236S/H > 2H > 214K > c.S (2) > 5D > 5[D]
|
Corner | 194 | All | [2] Easy | Similar to c.S routes, replace 2H with 6H against non-heavy weights for more damage. | Streamable | 66231 (PC) |
1.28 | |
5K > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D]
|
Corner | 199 | All except KY/PO/NA | [2] Easy | 5K corner bnb. Bridget needs to replace the second 6H with 2H against Ky, Potemkin and Nagoriyuki. | Streamable | 66,231 (PC) |
1.28 | |
5K > 6H > j.236H > 6H > c.S (2) > 6H > 214K > 5[D]
|
Corner | 202 (GI) | MA/MI/RA/GI/IN/JA/BA/BR | [2] Easy | 5K lightweights optimal. | 1.28 |
2K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2K > 2D > 214S or 214H (> 214K)
|
Anywhere | 36 | All | [1] Very Easy | Basic 2K/5K confirm into yo-yo setplay. | 41466 (PS) |
1.28 | ||
2K > 6H > j.236H > 2H > 214K > c.S (2) > 5D WS > 5[D]
|
Corner | 160 | All except PO/NA/GO/BE | [2] Easy | 2K bnb. Wallbreak from a low, fairly self explanatory. | 1.28 | |||
2K > 6H > j.236H > 2S(2) > S > 236K > K WS > 6H
|
Corner | 148 | All | [2] Easy | 2K alternative for PO/NA/GO/BE. | 1.28 | |||
CH 6K > 66 > c.S (2) > 2H > 236S > 66 c.S > 6H > 214K > 5[D]
|
Corner | 194 | All | [3] Medium | Universal CH 6K corner confirm. | 1.28 | |||
CH 6K > 236K~P > c.S (2) > 2H > 236S > 66 > c.S > 5D > 5[D]
|
Corner | 184 | All | [3] Medium | Universal max range CH 6K corner confirm. | 1.28 |
6K | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6K > 66 > c.S (2) > 2H > 236S > 66 c.S > 6H > 214K > 5[D]
|
Corner | 194 | All | [3] Medium | Universal CH 6K corner confirm. | 1.28 | |||
CH 6K > 236K~P > c.S (2) > 2H > 236S > 66 > c.S > 5D > 5[D]
|
Corner | 184 | All | [3] Medium | Universal max range CH 6K corner confirm. | 1.28 |
5K | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
5K > 6H > j.214K, c.S(2) > 6H > j.236H > 6H WS > 5[D]
|
Anywhere | 198 | All | [3] Medium | 5K BnB if yo-yo is set. Autotimed against heavies but requires a delay on c.S against anyone else. | Any 236S set | 1.28 | ||||
5K > 6H > j.214K~j.D(3), c.S(2) > 6H > j.236H > 5H WS > 214K~j.6D(whiff) > 5D
|
Anywhere | 203 (GI) | MA/MI/RA/GI/IN/JA/BA/BR | [3] Medium | 5K lightweight optimal if yo-yo is set. | Any 236S set | 1.28 |
2K | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
2K > 6H > j.214K, 214S! > c.S(2) > 2S(2) > 2H > dl.236K > K
|
Anywhere | 117 | All | [2] Easy | Standard conversion from empty low mixup. 6H can be replaced with 2D for more spaced 2K hits, particularly from air hit 2H > 214S oki. | XX > 2D > 214S, 214K > j.P whiff | 1.28 | ||||
2K > 6H > j.214K, 214S! > c.S(2) > 5D WS > 5[D]
|
Corner | 158 | All | [2] Easy | Standard corner conversion from empty low mixup. | XX > 2D > 214S, 214K > j.P whiff | 1.28 | ||||
2K > 6H > j.214K, 214S! > c.S(2) > 2H > 236K~K, c.S(2) > 6H > j.236H WS > 66 5[D]
|
Midscreen to corner | 164 | All except PO/LE/NA/GO/BE | [4] Hard | Meaty shoot pickup from empty low mixup, carries from slightly further than roundstart position to corner. Pickups post-shoot can be finicky, so use 2K if the shoot seems to land early. | XX > 2D > 214S, 214K > j.P whiff | 1.28 | ||||
2K > 6K > 214K > 214S! > j.H, c.S(1) > 2D
|
Midscreen | 164 | All | [4] Hard | Empty low mixup conversion that ends in a HKD. j.P must be delayed til the very last moment it can be whiffed. | XX > 2D > 214S, 214K > dl.j.P whiff | 1.28 |
c.S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
c.S (2) > 2S (2) > 2H > dl 236K ~ K
|
Anywhere | 126 | All | [2] Easy | [6] ~ 4 During 236K will lead to more consistent Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. | 64491 (PC) |
1.28 | ||
CH c.S(2) > 5[D] > 5K dc > 5K, c.S > 5H~H > 236K > K WS > 5D
|
Midscreen | 213 | All | [3] Medium | Shoot fails to wallsplat at farther than roundstart distance. | 66768 (PC) |
1.28 | ||
c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D WS > 5[D]
|
Corner | 216 | All | [2] Easy | Bridget's best universal corner route. | Streamable | 64494 (PC) |
1.28 | |
c.S (2) > 2H > 214H > 5K > 6H > j.236K > 214H! > c.S (2) > 5D WS > 5[D]
|
Corner | 222 | All except PO/LE/NA/GO/BE | [2] Easy | New light/midweight BnB. Scales better than double 6H routing with RISC. | 64,494 (PC) |
1.28 | ||
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D WS > 5[D]
|
Corner | 222 | All except KY/PO/LE/NA | [2] Easy | Optimized combo for Non-Heavy Weight Characters. | Streamable | 64496 (PC) |
1.28 | |
66 c.S(2) > 2H > 214S, 5K > dc > c.S(2) > dl.5[D], c.S(2) > 2H > dl.236K~6 > K
|
Anywhere | 176 | All, airborne | [3] Medium | Midscreen burst punish, substitute Shoot with different enders for better oki | 1.28 | |||
c.S (2) > 2H > 214S > 5K > 236K > (dl.)K > 214S! > c.S (2) > 5D WS > 5[D]
|
Corner | 202 | All | [3] Medium | Delay shoot against heavyweights and use 5K or 2K to link after, then 6H to wallsplat. | 1.28 | |||
CH c.S(2) > 5[D], c.S(2) > 2H > 236K~K, c.S > 6H > j.236H WS > 5[D]
|
Close to corner | 232 | All except PO/LE/NA/GO/BE | [3] Medium | Optimal for CH c.S against middleweights, but requires run momentum and does not work in corner. | 1.28 | |||
CH c.S(2) > 2H > 214S, 5K dc > 5K > dl.6H, 214S!, c.S(2) > (dl.2S(2)) > 2H >236K > (dl.)K WS > 6H
|
Back to corner | 201 (200) | All except PO/LE/NA/GO/BE | [4] Hard | CH c.S into sideswap. Can be used from slightly out of the corner, but have to be point blank. | 1.28 | |||
CH c.S(2) > 2H > 214S, 5K dc > 2K > 6H, 214S!, 66 c.S(2) > (dl.2S(2)) > 2H >236K > (dl.)K WS > 6H
|
Back to corner | 199 (196) | All | [4] Hard | Variant of the sideswap route that works on all characters, but only if Bridget is pressed against the wall. | 1.28 | |||
66 c.S (2) > 6H, c.S (2) > 2H > 214H, 2H > 214K > j.H > 214H! > c.S> 2H > dl 236K > K WS > 6H
|
Corner | 215 | All, airborne | [3] Medium | Ping-pong burst punish. Brings them out of corner for more meterless damage if they burst after some wall damage has been accumulated. Only possible on heavyweights if the c.S starter connects when they are very high. | 1.28 | |||
66 c.S (2) > dc~236H, 5K > dc > c.S > 2H > 214{K} > dl.j.H > c.S > 2S(1)>S > 236K > K > WS > 6H
|
Corner | 199 | All, airborne | [4] Hard | Jais burst punish, optimised for corner carry. 5[D] routing does more if too far from corner to wallbreak. Universal, but requires adjustments (using c.S(1) instead of (2) in some cases) and manual delays based on character weight. | 1.28 | |||
c.S (2) > 2H > 236K[6]~[4]~P > c.S(2) > dl 2S(2) > 2H > dl 236K ~ K (WS > 6H) > 236K > K (WS > 6H)
|
Anywhere | 148 (189) | All except KY | [5] Very Hard | Backwards Brake extension. Extremely difficult and the timing for switching to slow Kick Start varies depending on spacing. Probably Bridget's hardest combo, but also her highest midscreen meterless damage from a normal hit starter. Wallbreaks if her back is to the corner. | 1.28 |
f.S/2S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
f.S/2S > 5H~H > (236K~6 > K)
|
Anywhere (Midscreen) | 85 (112) | All | [2] Easy | Slightly higher damage but less reach than S follow-up. | 1.28 | |||
CH f.S/2S > 5H > 236K~6 > K
|
Anywhere | 101 | All | [2] Easy | Requires no precision with KSMH. | 64497 (PC) |
1.28 | ||
f.S/2S > S > 236K > P, 2K > 6H > j.236H, 66, 5[D]
|
Anywhere | 158 | All except PO/LE/NA/GO/BE | [3] Medium | Rather spacing specific against midweights, becomes more likely to drop the further Bridget is from the corner. If close enough, can use c.S instead of 2K against lightweights. | 1.28 |
c.S | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
c.S (2) > dl.f.S > 5H > 214S! > 214K > j.D 236K ~ K
|
Anywhere | 166 | All | [2] Easy | Simple conversion if they don't block throw oki. Delay f.S so they aren't launched. | 6D, 66 214S | 1.28 | ||||
(CH) c.S (2) > (dl.)6H, 214S!, 5[D], c.S WS > 5[D]
|
Anywhere | 215 | All except PO/LE/NA/GO/BE | [2] Easy | Corner combo on light/midweights if they don't block throw oki. Also best on CH, but Bridget needs to delay 6H in that case. | 6D, 2H OTG > 214S | 1.28 | ||||
c.S (2) > dl.f.S > 5H > 214S! > 214K > j.H > c.S(1) > 2D
|
Anywhere | 156 | All | [2] Easy | Simple conversion if they don't block throw oki that ends in 2D oki.. | 6D, 66 214S | 1.28 | ||||
c.S(2) > 2H > 214{K} > dl.c.S(2) > 2H > dl.236K > K WS > 6H
|
Back to corner | 190 | All | [3] Medium | Conversion if they don't block throw oki, but it sideswaps into wallbreak. | 6D, 66 214S | 1.28 | ||||
c.S(2) > dc~623P(4) > 214S! > (dl.)c.S(2) > 2S(2) > 2H > dl.236K > K
|
Anywhere | 184 | All | [3] Medium | Damage optimal if they don't block throw oki. | 6D, 66 214S | 1.28 | ||||
c.S(2) > dc~623P(4), 214S!, (dl.)c.S(2) 2H > dl.236K~K, c.S WS > 5[D]
|
Midscreen to corner | 214 | All except PO/LE/NA/GO/BE | [3] Medium | Damage optimal if they don't block throw oki. | 6D, 66 214S | 1.28 | ||||
CH c.S(2) > 5[D], 214S!, 5[D], 5K > dc c.S > 2S > 2H > dl.236K > K
|
Midscreen | 203 | All | [3] Medium | Double 5[D] if they mash on throw oki. | 6D, 66 214S | 1.28 | ||||
CH c.S(2) > 5[D], 214S!, 214K, c.S(2) > 2H > 236K~K, c.S > 6H > j.236H WS > 5[D]
|
Midscreen to corner | 237 | All except PO/LE/NA/GO/BE | [4] Hard | Corner carry into wallbreak if they mash on throw oki. | 6D, 66 214S | 1.28 | ||||
c.S(2) > 2H > 214{K}, c.S(2) > 2H > 236K~K, c.S(2) > 2S(2) > S > 236K > K WS > 6H
|
Midscreen to corner | 200 | All | [4] Hard | Universal combo, however a very rare starter. | Any 236S set ahead | 1.28 | ||||
c.S(2) > 6H > 214K, c.S(2) > 6H > j.236H, 6H WS > 5[D]
|
Corner | 220 | All | [2] Easy | A much more common starter due to players being more antsy in the corner, and relying more on options such as fuzzy jump or backdash. No matter how early c.S hits after 236S, yo-yo will always return in time for j.236H. | Any 236S set | 1.28 |
f.S/2S | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
f.S/2S(2) > S > 214K > j.H, c.S > 6H > j.236H WS, 66 5[D]
|
Anywhere | 173/172 | All | [2] Easy | Does not work at max range against heavyweights, you might want to cancel the first hit of 2S instead. | Any 236S set | 1.28 | ||||
CH f.S/2S(1) > S > 214K > j.D (2), c.S > dl.6H > j.236H WS, 5[D]
|
Anywhere (Midscreen) | 175/160 | All except PO/BE | [3] Medium | Combo for frametrap after spaced 236S. Mainly used from 2S(1) as it CHs 6Ps. Replace 6H with 2H for a more consistent combo that works on all characters. | Any 236S set | 1.28 |
5H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5H ~ H > 236K [6]
|
Anywhere | 69 | All | [1] Very Easy | Useful for getting oki off of a stray hit in neutral | 66958 (PC) |
1.28 | ||
CH 5H > 236K~[4] dl [6] > 2K > 2D > 214S / 214H
|
Anywhere | 91 | All | [3] Medium | Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. | Streamable | 64499 (PC) |
1.28 | |
CH 5H > 236K~[4] dl [6] > c.S(2) > 2S (2) > 2H > dl.236K~6 > K
|
Midscreen | 137 | All | [4] Hard | Requires hitting with the last 3 frames of 236K after 5H. The way 236K momentum works results in a total timing window of 4-5 frames. | Streamable | 66769 (PC) |
1.28 |
2H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2H > 214S, (66) > 5K > dc > c.S(2) > 214S! > dl.5[D] > c.S(2) > 2S(2) > 2H > dl.236K~6 > K
|
Anywhere | 158 | All, airborne | [3] Medium | A very consistent combo from AA 2H that works in almost every situation, except very low or very far hits. If Bridget's opponent is too low, she can use 2K > c.S(1) before 5[D] instead, but if they are too far she has to opt for a different route. | 1.28 | |||
2H > (dl.)236K~6~K, c.S(2), 5K > dc > c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 146 (186) | All, airborne | [4] Hard | Quite spacing and height dependent. Only works when Bridget's opponent is far and high in the air. Picking up after meaty Shoot with c.S is relatively consistent, but what Bridget gets after varies based on how meaty Shoot hit. Sometimes, she can pick up into the full route above, but other times she has to pick up after dash cancel with 2K, and others she has to go straight into 2S > 2H > Shoot. Note the height at which c.S hits after Shoot and route accordingly. | 1.28 | |||
CH 2H > 214H, 66 (dl.)c.S(2) > 6H, microwalk c.S(2) > 2H > dl.236K~6 > K WS > 6H
|
Back to Corner | 202 | All | [3] Medium | Sideswitch route, consistent based on height and spacing but does not work on tip grounded hit. | 1.28 | |||
CH 2H > 214S, (66) 2H > 214{K}, 214S!, 5[D], c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 166 (202) | All | [3] Medium | Consistent route for grounded 2H CH. | 1.28 | |||
CH 2H > 214S, 66 (dl.)c.S(2) > 6H > j.214K, 214S!, c.S(2) > 2H >236K~6~K, 2K > 6H > j.236H WS 66 5[D]
|
Anywhere | 205 | Medium/lightweights | [4] Hard | High corner carry from grounded CH 2H. Ender can be inconsistent. | 1.28 | |||
CH 2H > 214S, 66 (dl.)c.S(2) > dl.6H > (dl.)214K, 214S!, c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 163 (201) | All, airborne | [3] Medium | Consistent route for AA 2H CH. | 1.28 |
6H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6H, c.S (2) > 2H > 214S, 2H > 214K > j.H > 214S! > dl.c.S (2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 170 (207) | All | [2] Easy | Very consistent CH 6H combo, nearly entirely autotimed. For more consistent wallbreaks replace 2H > dl236K~6~K with 2S > S > dl.236K~6~K instead. | 1.28 | |||
CH 6H > j.214S > 2H > 214K~j.D(3) > j.214S! > (66) 5[D] > 66 c.S(2) > 5D WS > 5[D]
|
Corner | 224 | All | [3] Medium | Optimal enders can be very spacing-dependent. Also works by swapping 2H and 6H around, which does 223 damage instead but does not work if too close to corner. | 1.28 |
5H | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Setup | Video | Recipe | Ver | ||
combo = 5H ~ H > 214K, c.S > 2H > 236S, 6H WS, 5[D]
| |||||||||||
CH 5H > 236K~[4] dl [6] > 2K > 2D > 214S / 214H
|
Anywhere | 91 | All | [3] Medium | Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. | Streamable | 64499 (PC) |
1.28 | |||
CH 5H > 236K~[4] dl [6] > c.S(2) > 2S (2) > 2H > dl.236K~6 > K
|
Midscreen | 137 | All | [4] Hard | Requires hitting with the last 3 frames of 236K after 5H. The way 236K momentum works results in a total timing window of 4-5 frames. | Streamable | 66769 (PC) |
1.28 |
2H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2H > 214S, (66) > 5K > dc > c.S(2) > 214S! > dl.5[D] > c.S(2) > 2S(2) > 2H > dl.236K~6 > K
|
Anywhere | 158 | All, airborne | [3] Medium | A very consistent combo from AA 2H that works in almost every situation, except very low or very far hits. If Bridget's opponent is too low, she can use 2K > c.S(1) before 5[D] instead, but if they are too far she has to opt for a different route. | 1.28 | |||
2H > (dl.)236K~6~K, c.S(2), 5K > dc > c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 146 (186) | All, airborne | [4] Hard | Quite spacing and height dependent. Only works when Bridget's opponent is far and high in the air. Picking up after meaty Shoot with c.S is relatively consistent, but what Bridget gets after varies based on how meaty Shoot hit. Sometimes, she can pick up into the full route above, but other times she has to pick up after dash cancel with 2K, and others she has to go straight into 2S > 2H > Shoot. Note the height at which c.S hits after Shoot and route accordingly. | 1.28 | |||
CH 2H > 214H, 66 (dl.)c.S(2) > 6H, microwalk c.S(2) > 2H > dl.236K~6 > K WS > 6H
|
Back to Corner | 202 | All | [3] Medium | Sideswitch route, consistent based on height and spacing but does not work on tip grounded hit. | 1.28 | |||
CH 2H > 214S, (66) 2H > 214{K}, 214S!, 5[D], c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 166 (202) | All | [3] Medium | Consistent route for grounded 2H CH. | 1.28 | |||
CH 2H > 214S, 66 (dl.)c.S(2) > 6H > j.214K, 214S!, c.S(2) > 2H >236K~6~K, 2K > 6H > j.236H WS 66 5[D]
|
Anywhere | 205 | Medium/lightweights | [4] Hard | High corner carry from grounded CH 2H. Ender can be inconsistent. | 1.28 | |||
CH 2H > 214S, 66 (dl.)c.S(2) > dl.6H > (dl.)214K, 214S!, c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 163 (201) | All, airborne | [3] Medium | Consistent route for AA 2H CH. | 1.28 |
6H | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6H, c.S (2) > 2H > 214S, 2H > 214K > j.H > 214S! > dl.c.S (2) > 2H > dl.236K~6 > K (WS > 6H)
|
Anywhere | 170 (207) | All | [2] Easy | Very consistent CH 6H combo, nearly entirely autotimed. For more consistent wallbreaks replace 2H > dl236K~6~K with 2S > S > dl.236K~6~K instead. | 1.28 | |||
CH 6H > j.214S > 2H > 214K~j.D(3) > j.214S! > (66) 5[D] > 66 c.S(2) > 5D WS > 5[D]
|
Corner | 224 | All | [3] Medium | Optimal enders can be very spacing-dependent. Also works by swapping 2H and 6H around, which does 223 damage instead but does not work if too close to corner. | 1.28 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 2D > 236H, 66 2S(2) > 2H > 214K > j.S (2) > j.H > c.S (2) > 6H WS > 5[D]
|
Midscreen | 189 | All | [3] Medium | Close-range 2D CH confirm. Quite spacing specific. If midscreen, do delay j.H into c.S after 214K for a better ender. | Streamable | 1.28 | |
2D > 214S, 5K > dl.236K~6 > K > 214S! > c.S > 6H > j.236H WS > 66 5[D]
|
Close to corner | 186 | All | [3] Medium | Rather spacing-dependent; at about half the max range of 2D, 5K will whiff. Carries to corner and wallbreaks. Mostly useful to confirm if you've autopiloted into 214S from 2D. | 1.28 | ||
CH 2D > 236H, 6H > 214K > (dl.)j.H > c.S (2) > 6H > j.236H > 66 5[D]
|
Corner | 202 | All | [3] Medium | Close-range CH 2D confirm for the corner. Works a bit after one c.S of pushback, with further spacings requiring a delay on j.H. | 1.28 | ||
CH 2D > 236S, 66 2H > 214K > c.S (2) > 6H > j.214K > 5[D]
|
Corner | 195 | All | [3] Medium | Long range CH 2D confirm for the corner, but works at any range. | 1.28 | ||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH
|
Anywhere | 188 | All* | [3] Medium | Charged dust damage optimal. | 75681 (PC) |
1.28 | |
5D > 66RRC, 6H, c.S (2) > 2H > 214H, 2H > 214K > j.H > 214H! > 66 > c.S> 2H > dl 236K > K WS > 6H
|
Anywhere | 165 | All* | [3] Medium/[4] Hard (on heavyweights) | Ping-pong from tap dust, requires microdash or microwalk to sideswitch properly after roll. 6H needs to hit meaty against heavyweights, so doing 88RRC into dash 6H can substitute. Can be done meterlessly if 5D hits at max RISC by omitting 66RRC, but will drop on heavyweights in this context. | 1.28 | ||
5D > 66RRC, 6H > j.236H, 6H, c.S (2) > 5D WS > 5[D]
|
Anywhere | 167 | All | [2] Easy | Simple loop from 5D. As a route from max RISC 5D it sacrifices a lot of damage compared to more optimal routing, but is very difficult to drop as every part is autotimed. | 1.28 | ||
5D > 66RRC, 66 5[D], c.S (2) > 6H > j.236H, 6H WS > 5[D]
|
Anywhere | 173 | All | [3] Medium | Optimal from 5D RRC. Unlike the other similar routes in this section this one is impractical as a max RISC starter as it relies on the RRC momentum/slowdown. | 1.28 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 236K > P, c.S (2) > 2H > dl.236K~6 > K
|
Corner | 117 | All | [2] Easy | Simple pickup from CH 236K, consistent based on spacing. | 1.28 | ||
CH 236K, 2K / c.S > 2D > 214S
|
Anywhere | 65 - 79 | All | [2] Easy | Must hit near the end of Kick Start My Heart, in order to link into 2K / c.S. | 1.28 | ||
CH 236K, c.S (2) > 2S (2) > 2H > dl 236K > K
|
Anywhere | 123 | All | [2] Easy | Must hit near the end of KSMH, in order to link into c.S. Greater corner carry but worse Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. | 1.28 | ||
CH 236K > P, 2H > 236S, 6H > j.214K, c.S > 5D > 5[D]
|
Corner | 188 | All | [3] Medium | Corner confirm from CH KSMH, requires alterations if opponent is not completely cornered. | 1.28 | ||
CH 236K~K, (66) c.S > jc > j.S > adc > j.S > j.H, c.S > 6H > j.236H WS > 66 5[D]
|
Corner | 192 | All | [3] Medium | Must CH after Shoot has reached its peak. Combo depends on when Shoot hits; if it hits higher up, Bridget will have less advantage to combo from, but her opponent will also be launched closer to her. Ergo, add a microdash before first c.S on lower hits. | 1.28 | ||
CH 236K~K, (66) c.S > jc > j.S > adc > j.S > j.H, 5K > dc > c.S > 2S > S > 236K > K WS > 66 6H
|
Corner | 181 | All | [3] Medium | Absurd corner carry, wallbreaks from the minimum distance from corner at which Bridget can confirm from CH Shoot. All the same rules for the above combo apply. | 1.28 | ||
214K > j.D, c.S > 2H > 236K~K, c.S > 2H > dl.236K > K
|
Anywhere | 148 | Mid/Lightweights | [3] Medium | Takes opponent to the corner from roll starter. Roll has to hit around S set height, and can be done even if roll is done as a gapless pressure extension (e.g. coordinated to hit right after return yoyo does). Can also be done with j.D starter, converting from Bridget's most common mixup. | 1.28 | ||
236S, c.S > 6H > j.214K > j.H, 5K WS > 5[D]
|
Corner | 179 | All | [3] Medium | Conversion from meaty 236S, this starter is exclusive to oki situations. If sufficiently meaty, 236S can even link into 6H for stronger combos, though that is significantly harder to confirm and on block will result in much worse pressure. | 1.28 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S (2) > dc~214S
|
Corner | 76 | All | [3] Medium | Ideal oki setup from throw. Can also use 2H into 214S for an easier setup that gives roughly the same results. | 41496 (PS) |
1.28 | |
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 236K 6 K
|
Anywhere | 83 | All | [2] Easy | Highest damage meterless but leaves you minus enough to be punishable. Only use to finish off opponents at the end of a round. In corner, using 623P instead will grant 2 extra damage and only leave Bridget -6. | 1.28 | ||
6D > 44RRC, 66 2H > 214S, 2H > 214K, 5K > 214S! > dc~214K > j.D > c.S > 2S > S > 236K > K WS > 6H
|
Midscreen | 157 | All | [3] Medium - [4] Hard | 3/4ths screen carry from throw RRC starter. Will always wallbreak if you are throwing the opponent towards the closest wall. | 1.28 | ||
6D > RRC~5[D], 66 c.S > 2H > 236S, 6H WS > 5[D]
|
Corner | 165 | All | [3] Medium - [4] Hard | RRCC throw combo to save tension. Bridget only gets the full combo if the wall has 0 accumulated damage. | 1.28 | ||
4D > RRC, 214H > 2H > 214K > j.H, 214H! > c.S > 2H > dl.236K > K WS > 6H
|
Corner | 155 | All | [3] Medium - [4] Hard | Throws opponents out of corner to do a ping pong combo. Useful as it does more than the above combo if it is cut short by wall damage. | 1.28 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
1.21 |