User:Saf/sandbox: Difference between revisions

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Revision as of 09:10, 28 July 2023



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo Theory

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!

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

S and H Follow-UpsCorner carry and auto-timed and spaced meaty.
Easy

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]GGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-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 ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.


Sweep ConfirmSimple setplay
Easy


2K / 5K > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

c.S Midscreen DamageMaximum damage midscreen
Easy


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).

c.S Midscreen OkiStrongest oki midscreen
Easy


c.S > dl. f.S//2S > 5HH > 236K [6]

  • Requires delay after c.S for the oppenent to land out of floating crumple (failure still allows combo to work but does not provide as good oki).
  • Leaves Bridget at perfect spacing and advantage for meaty c.S.

c.S Near cornerOptimal near corner
Easy


c.S > f.S//2S > 5HH > 236K~K

  • Wallbounce allows 236K~K to connect after 5HH.
  • Performing the S gatling without delay after c.S ultimately increases how far the opppnent is launched. Midscreen this would sacrifice oki, but near the corner it increases potential for wallbounce, and so is preferable.

c.S SideswapOptimal when cornered
Easy


c.S > f.S//2S > 2H > 236K~K

  • Requires launching 2H to work, and so no landing after c.S floating crumple.
  • It is possible to get the initial hit of Kick Start My Heart
    Error: Table MoveData_Saf not found.
    to connect before Shoot, but it requires manual timing and offers only marginally more damage in exchange for high risk of the combo dropping. Safer is to simply hit the airborne oppenent with the higher elevated hitbox of Shoot.


c.S Midscreen Counterhit Combo
Medium


c.S > 5[D] > 5K > dc > 5K > c.S > 2S > 2H > dl.236K~K

  • Requires only the first hit of the opening c.S to work on heavyweights.
  • Some freedom can be taken after the second c.S depending on proximity to the corner and accumulated wall damage, but be wary high gravity scaling may cause things to drop.

Combo Recipe ID (PC): 78315


c.S Corner ComboStable, consistent, and high damage
Medium

c.S > 6H > j.236H > 6H > 214K > c.S > 5D > 5[D]

  • Works an all characters except Ky and Axl (add microdash 5K between j.236H and 6H) and Leo (replace final c.S with 5K.
    • Works on Goldlewis but final c.S is tight.
    • Does not work on Potemkin and Nagoriyuki. Replace second 6H with 2H or use other routes below.
  • Normal hit routes may also be opened from 5K, 2K, or directly from 6H.
  • On counterhit, delay the first 6H.
  • Wall splat can also be done with 6H, which offers marginally less damage from 5D but in some routes may be easier or even necessary.

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]

Break the wall using Loop the Loop
Error: Table MoveData_Saf not found.
for Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and a tiny bit more damage.

Combo Recipe IDs (PC):
Midweight route: 78312
Heavy route: 78323
Heavy CH route: 78322


Counterhit 5H into Yo-Yoki
Medium

CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Roll Yo-Yoki Conversions

Yo-Yoki Layer 1 High
Easy


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.

  • On counterhit, delay 5[D]


Yo-Yoki Layer 1 Low
Easy


(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.


Yo-Yoki Layer 2 High
Very Easy


...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.


Yo-Yoki Layer 2 Low
Very Easy


...214K (block) ▷ 2K > 2D > 214S > yo-yoki of choice

Hardly a combo. Does loop into itself.

Kara Overdrives

Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into OverdrivesCancel Kick Start Your HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 at any time with any Overdrive.
Hard


236K ([6]) [(6)32146X+S] or [(6)32146X+H]

  • Depending on the timing of the Overdrive, the first 6 input in 632146 may not need to be inputted again. In some cases, this 6 can be stored from the 236K, or if needed a [6] to approach the opponent faster.
  • X must be either P or K, but has no functional difference aside from comfort.
  • Unlike most games, the button inputs for the kara do not need to be in any particular order because of Strive's leniant storage.

This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+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 LoopGGST Bridget 632146S 1.pngGuardMidStartup9+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 BabyGGST Bridget 63214P.pngGuardGround 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 HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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!

Full Combo List

  • All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Starters

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

K Starters

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

S Starters

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

H Starters

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
{{GGST-ComboTableRow
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

Dust Starters

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

Special Move Starters

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

Throw Starters

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

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
1.21

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