User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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'''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>
'''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>
<code>{{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.
Your default overhead option.

Revision as of 18:36, 18 April 2024




2D Yo-yoki

The Basic Mix

Overheadj.D Safejump
Easy

2D > 214S, 214K ~ j.D

  • Safejumps.
  • Whiffs against backdashes, though you'll still be safe.
  • Susceptible to Faultless Defense.

Blockstrings: j.D, c.S > 214K or j.D, 2S > 214K against Faultless Defence

Confirms: j.D, c.S / 2S > 214K, c.S > ... or j.D, c.S > 5[D], 66 > c.S > ... c.S(1) / 2S(1) > 2H > 214K, c.S > ... if Bridget is cornered

Your default overhead option.

Backdashes can be OSed by pressing S when j.D would hit, although this sacrifices the safejump aspect of the setup.

LowMeaty 2K
Medium

2D > 214S, 214K ~ (whiff) j.X, 2K

  • Not reversal safe.
  • Whiffs against backdashes, though you'll still be safe.

Blockstring: 2K > 6H > j.214K

  • There's a gap between 214S's return and j.214K where the opponent can 6P or use a reversal.
    • Bridget can RPS this by doing either j.214[K] or j.214K ~ j.P.

Confirm: 2K > 6H > j.214K, c.S > ...

The low component of Bridget's basic mix.

Any of her air buttons (except j.D can be used to cancel 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 2K with Faultless Defence and backdashing 6H will grant them a c.S starter punish. If this happens, consider alternate blockstrings like 2K > 214K to catch backdashes or 2K > 236K ~ P for a gapless pressure extender which combos on hit and leaves Bridget +7 on block.

Other Options

Throw
Medium

2D > 214S, 214K ~ dl. (whiff) j.X, 4D
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 6D will result in 214S's return hitting OTG and losing you any oki you might've gotten—always use 4D.

Delayed OverheadCatch their fuzzies!
Easy

2D > 214S, 214K ~ dl. j.D

  • Catches backdashes, fuzzy jump, and fuzzy throw.
  • Not meaty—can be mashed.
    • Can't be 6Pd or thrown.
  • Not reversal safe.
  • Susceptible to Faultless Defence.

Blockstrings: j.D, c.S(1) > 214K or j.D, 2S(1) > 214K against Faultless Defence

Confirms: j.D, c.S / 2S > 214K, c.S > ... or j.D, c.S > 5[D], 66 > c.S > ...

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.

c.S / 2S hitting only once in the blockstring is key to making it safe—your second 214K can be 6Pd otherwise.