User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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{{GGST/CharacterLinks}}




=={{clr|D|2D}} Yo-yoki==




==== The Basic Mix ====
==Kickstart My Heart ({{clr|K|236K}}) Okizeme==
<tabber>
 
Overhead = {{TheoryBox
{{TheoryBox
| Title      = Overhead
| Title      = {{MMC|game=GGST|chara=Bridget|input=236K|label=Kickstart My Heart}} After {{clr|S|{{MMC|game=GGST|chara=Bridget|input=S|label=S}}}} or {{clr|H|{{MMC|game=GGST|chara=Bridget|input=H|label=H}}}} Follow-Up
| Oneliner  = {{clr|D|j.D}} Safejump
| Oneliner  = Turn your pokes into pressure
| Difficulty = Easy
| Difficulty = Easy
| Anchor    = Roll Safejump
| Anchor    =  
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Video      = GGST_Bridget_SH_Followup_Meaty_cS.mp4
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}}
| Recipe    =  
| content    =
| content    =
* Safejumps.
{{MCB|{{clr|S|f.S}} / {{clr|S|2S}} ~ {{clr|S|S}} > ({{keyword|whiff}}) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}} or {{MCB|({{clr|S|f.S}} / {{clr|S|2S}}) > {{clr|H|5H}} ~ {{clr|H|H}} > (whiff) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}}
* Whiffs against backdashes, though you'll still be safe.
* Allows Bridget to zoom fullscreen to start her pressure with a {{keyword|meaty}} attack after launching the opponent.
* Susceptible to Faultless Defense.
* Leaves her +7~+9 after {{clr|K|236K}} depending on {{tt|combo starter and scaling|<p>+7: {{MCB|{{clr|S|2S}} > {{clr|H|5H}} ~ {{clr|H|H}}}}</p><p>+8: {{MCB|{{clr|S|f.S}} > {{clr|H|5H}} ~ {{clr|H|H}}}} and {{MCB|{{clr|S|2S}} ~ {{clr|S|S}}}}</p><p>+9: {{MCB|{{clr|S|f.S}} ~ {{clr|S|S}}}} and {{MCB|{{clr|H|5H}} ~ {{clr|H|H}}}}</p>}}.
 
'''Blockstrings:''' <code>{{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|K|214K}}</code> or <code>{{clr|D|j.D}}, {{clr|S|2S}} > {{clr|K|214K}} against Faultless Defense</code>
 
'''Confirms:''' <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}, {{clr|D|j.D}}, {{clr|S|c.S}} > ...</code> or <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ...</code> and <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) / {{clr|S|2S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > ... if Bridget is cornered</code>
 
Your default overhead option.


Backdashes can be OSed by pressing {{clr|S|S}} when {{clr|D|j.D}} ''would'' hit, although this sacrifices the safejump aspect of the setup agaist meterless reversals or slow metered ones.
'''This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.'''


}}
A great way for Bridget to convert her long range buttons ({{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}) into an advantage over her opponent. After routing into either her {{clr|H|H}} or {{clr|S|S}} follow-up, she can set up an  automatically spaced and timed meaty {{clr|S|c.S}} with a max-speed {{clr|K|236K}}.
|-|
Low = {{TheoryBox
| Title      = Low
| Oneliner  = Meaty 2K
| Difficulty = Medium
| Anchor    = Roll Safejump
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}}
| content    =


* Not reversal safe.
Note that in some edge cases Bridget will end up too far away to {{clr|S|c.S}} the opponent after {{clr|K|236K}}, in which case she might opt for meaty {{clr|K|5K}} or {{clr|S|2S}}, or {{keyword|microdashing|term=microdash}} before {{clr|S|c.S}}—though running the risk of it not being meaty and getting punished for it.
* Whiffs against backdashes, though you'll still be safe.


'''Blockstring:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}</code>
* There's a gap between {{clr|S|214S}}'s return and {{clr|K|j.214K}} where the opponent can {{clr|P|6P}} or use a reversal.
** Bridget can RPS this by doing either {{clr|K|j.214[K]}} or {{clr|K|j.214K}} ~ {{clr|P|j.P}}.
'''Confirm:''' <code>{{clr|K|2K}} > {{clr|H|6H}} > {{clr|K|j.214K}}, {{clr|S|c.S}} > ... </code>


The low component of Bridget's basic mix.
Any of her air buttons (except {{clr|D|j.D}}) can be used to cancel {{clr|K|214K}}, and it's optimal to switch up the one you're using.
This option can be consistently punished midscreen if your opponent guesses correctly: blocking {{clr|K|2K}} with Faultless Defense and backdashing {{clr|H|6H}} will grant them a {{clr|S|c.S}} starter punish. If this happens, consider alternate blockstrings like <code>{{clr|K|2K}} > {{clr|K|214K}}</code> or <code> {{clr|K|2K}}, {{clr|H|5H}} to catch backdashes or <code>{{clr|K|2K}} > {{clr|K|236K}} ~ {{clr|P|P}}</code> for a gapless pressure extender which combos on hit and leaves Bridget +7 on block.


}}
}}
</tabber>


==== Other Options ====
{{TheoryBox
<tabber>
| Title      = Ending Combos With {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}}
Throw = {{TheoryBox
| Oneliner  = Keep the pressure up
| Title      = Throw
| Oneliner  =
| Difficulty = Medium
| Anchor    = Roll Safejump
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. (whiff) j.X, {{clr|D|4D}}
| content    =
 
Good for catching passive opponents focused on blocking your basic fifty-fifty.
 
Very risky as it'll lose against against backdashes, which are also useful against some of your other options. Use after either enough conditioning or if you have meter to cancel your whiffed throw.
 
Using {{clr|D|6D}} will result in {{clr|S|214S}}'s return hitting OTG and losing you any oki you might've gotten—always use {{clr|D|4D}}.
}}
 
|-|
Delayed Overhead = {{TheoryBox
| Title      = Delayed Overhead
| Oneliner  = Catch their fuzzies!
| Difficulty = Easy
| Difficulty = Easy
| Anchor    = Roll Safejump
| Anchor    =  
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Video      =  
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  =  
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. {{clr|D|j.D}}
| Recipe    = ... > {{clr|K|236K}} ~ {{clr|K|K}}, 66 > {{clr|S|c.S}}
| content    =
| content    =
 
*Not reversal safe.
*Catches backdashes, fuzzy jump, and fuzzy throw.
*Not meaty—can be mashed.
**Can't be {{clr|P|6P}}d or thrown.
*Susceptible to Faultless Defense.
 
'''Blockstrings:''' <code>{{clr|D|j.D}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code> or <code>{{clr|D|j.D}}, {{clr|S|2S}}(1) > {{clr|K|214K}} against Faultless Defense</code>


'''Confirms:''' <code>{{clr|D|j.D}}, {{clr|S|c.S}} / {{clr|S|2S}} > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code> or <code> {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|D|5[D]}}, 66 > {{clr|S|c.S}} > ... </code>
* Will sometimes sideswitch if 6 is being held just before {{clr|K|K}} is input.
** Leaves Bridget further away from the opponent, resulting in much weaker oki.


A solid option after representing throw, since it'll beat both fuzzy jumps and backdashes. Although mashing on wake-up beats it, it’s quite unlikely your opponent will do this because of the risk/reward involved, so it's fairly safe in practice.
Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty {{clr|S|c.S}}.


{{clr|S|c.S}} / {{clr|S|2S}} hitting only once in the blockstring is key to making it safe—your second {{clr|K|214K}} can be {{clr|P|6P}}d otherwise.
}}
}}
|-|
Meaty 214K = {{TheoryBox
| Title      = Meaty 214K
| Oneliner  = For the strike / throw enthusiasts
| Difficulty = Easy
| Anchor    = Roll Safejump
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}}
| content    =
* 214[K] needs to be held for only one frame for the setup to work, but can be held more if necessary.
* Catches backdashes...
** Unless the initial {{clr|D|2D}} is point blank, then Bridget will stop rolling right in front of the opponent's face.
* Not {{clr|P|6P}} or reversal safe...
** Unless the initial {{clr|D|2D}} is point blank, then Bridget will block both {{clr|P|6P}}s and reversals.


'''Blockstring:''' <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}</code>


'''Confirms:''' <code>{{clr|K|214[K]}}, {{clr|S|c.S}}(1) > {{clr|K|214K}}, {{clr|S|c.S}} > ...</code> or <code>{{clr|K|214[K]}} > {{clr|S|c.S}}(1) > {{clr|D|5[D]}}, {{clr|S|c.S}} > ...</code>


'''Anti-air confirms:''' <code> AA {{clr|K|214[K]}}, {{clr|S|c.S}} > 9 > {{clr|S|j.S}} > j.66 > {{clr|S|j.S}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} ~ {{clr|P|P}} WS {{clr|D|5[D]}} from anywhere on the screen</code> or <code>AA {{clr|K|214[K]}} > {{clr|D|j.D}}, {{clr|K|5K}} > dc > ({{clr|K|2K}}), {{clr|S|c.S}} > ...</code>
* First combo doesn't work on Anji.


Another good option to catch backdashes with ''amazing'' almost full-screen corner carry as a reward if it does so. Incredibly safe if the opponent doesn't have a reversal, since there's only a 1f gap between {{clr|K|214[K]}} and {{clr|S|c.S}}(1) in the entire blockstring, even against Faultless Defense.
===Brake Okizeme===
 
{{clr|K|214[K]}} will leave Bridget +6 right in front of her opponent after landing, making it so {{clr|S|c.S}} catches any mashes, throws, jumps, and most backdashes. This turns it into a great spot to rotate between striking and throwing your opponent. You can also opt to go for <code>{{clr|K|214[K]}} > {{clr|D|j.D}}</code> or <code>{{clr|K|214[K]}}, {{clr|K|2K}}</code> to mix up your options even more (though a re-roll won't be safe.)
 
}}
</tabber>

Latest revision as of 13:38, 1 May 2024



Kickstart My Heart (236K) Okizeme

Kickstart My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 After SGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 or HGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13 Follow-UpTurn your pokes into pressure
Easy

f.S / 2S ~ S > (whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack.) 236K ~ [6], c.S or (f.S / 2S) > 5H ~ H > (whiff) 236K ~ [6], c.S

  • Allows Bridget to zoom fullscreen to start her pressure with a 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. attack after launching the opponent.
  • Leaves her +7~+9 after 236K depending on combo starter and scaling

    +7: 2S > 5H ~ H

    +8: f.S > 5H ~ H and 2S ~ S

    +9: f.S ~ S and 5H ~ H

    .

This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.

A great way for Bridget to convert her long range buttons (f.S, 2S, and 5H) into an advantage over her opponent. After routing into either her H or S follow-up, she can set up an automatically spaced and timed meaty c.S with a max-speed 236K.

Note that in some edge cases Bridget will end up too far away to c.S the opponent after 236K, in which case she might opt for meaty 5K or 2S, or microdashing The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. before c.S—though running the risk of it not being meaty and getting punished for it.


Ending Combos With ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35Keep the pressure up
Easy


... > 236K ~ K, 66 > c.S

  • Will sometimes sideswitch if 6 is being held just before K is input.
    • Leaves Bridget further away from the opponent, resulting in much weaker oki.

Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty c.S.



Brake Okizeme