User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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| Oneliner  = {{clr|D|j.D}} {{Keyword|Safejump}}
| Oneliner  = {{clr|D|j.D}} {{Keyword|Safejump}}
| Difficulty = Easy
| Difficulty = Easy
| Anchor    = Roll Safejump
| Anchor    = 2D Oki j.D
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Video      = GGST Bridget 2D Oki jD Blockstring.webm
| 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    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}}
Line 38: Line 38:
| Oneliner  = Meaty 2K
| Oneliner  = Meaty 2K
| Difficulty = Medium
| Difficulty = Medium
| Anchor    = Roll Safejump
| Anchor    = Meaty 2K
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Video      =  
| Thumbnail  = GGST_Bridget_Thumbnail.png  
| Thumbnail  = GGST_Bridget_Thumbnail.png  
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}}
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}}
Line 67: Line 67:
| Oneliner  = For passive opponents
| Oneliner  = For passive opponents
| Difficulty = Medium
| Difficulty = Medium
| Anchor    = Roll Safejump
| Anchor    = 2D Oki Throw
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Video      = GGST Bridget 2D Oki Throw.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. (whiff) j.X, {{clr|D|4D}}
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ dl. (whiff) j.X, {{clr|D|4D}}
Line 110: Line 110:
| Oneliner  = For the strike / throw enthusiasts
| Oneliner  = For the strike / throw enthusiasts
| Difficulty = Medium
| Difficulty = Medium
| Anchor    = Roll Safejump
| Anchor    = Roll Meaty 214K
| Video      = 214K Blockstring.mp4
| Video      = GGST_Bridget_2D_Oki_214K_Blockstring.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}}
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214[K]}}

Revision as of 21:55, 19 April 2024


2D Yo-yoki

2D yo-yoki offers you:

  • A true fifty-fifty in the form of j.D and 2K both being 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..
  • Very favourable RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. on block.
  • A second chance at opening your opponent up from some setups with another 214K—which always offers j.D or 2K on block for another true fifty-fifty.
  • Many, many layers of mix and a ton of options to choose from, though not all of them are covered here.

The Basic Mix

Overhead An attack that the opponent must block high.j.D Safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.
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 Defense

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

Your default overhead option.

Backdashes can be OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.ed by pressing S when j.D would hit, netting you a strong combo in AA c.S > dl. 5[D], 5K > dc > c.S > ...— though this sacrifices the safejump aspect of the setup. Meterless reversals can be OSed by doing 623P instead, but this will whiff against most backdashes midscreen and leave Bridget extremely punishable.

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 Defense and backdashing 6H will grant them a c.S starter punish. If this happens, consider alternate blockstrings like 2K > 214K or 2K, 5H to catch backdashes or 2K > 236K ~ P for a gapless pressure extender which combos on hit and leaves Bridget +7 on block.

Other Options

ThrowFor passive opponents
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 (possibly) 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

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

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

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.

Meaty 214KFor the strike / throw enthusiasts
Medium

2D > 214S, 214[K]

  • 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 2D is point blank, then Bridget will stop rolling right in front of the opponent's face.
  • Not 6P or reversal safe...
    • Unless the initial 2D is point blank, then Bridget will block both 6Ps and reversals.

Blockstring: 214[K], c.S(1) > 214K

Confirms: 214[K], c.S(1) > 214K, c.S > ... or 214[K] > c.S(1) > 5[D], c.S > ...

Anti-air confirms: AA 214[K], c.S > 9 > j.S > j.66 > j.S, c.S > 2H > 236K ~ P WS 5[D] from anywhere on the screen or AA 214[K] > j.D, 5K > dc > (2K), c.S > ...

  • 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 214[K] and c.S(1) in the entire blockstring, even against Faultless Defense.

214[K] will leave Bridget +6 right in front of her opponent after landing, making it so 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 214[K] > j.D or 214[K], 2K to mix up your options even more (though a re-roll won't be safe.)