User:Yaoi ketamine/Bridget Okizeme

From Dustloop Wiki
< User:Yaoi ketamine
Revision as of 16:11, 18 April 2024 by Yaoi ketamine (talk | contribs) (Created page with "{{GGST/CharacterLinks}} ==2D Yo-yoki== ==Midscreen Setups== {{TheoryBox | Title = {{clr|S|S}} and {{clr|H|H}} Follow-Ups | Oneliner = Corner carry and auto-timed and spaced meaty. | Difficulty = {{clr|K|Easy}} | Anchor = | Video = GGST_Bridget_SH_Followup_Meaty_cS.mp4 | Thumbnail = GGST_Bridget_Thumbnail.png | Recipe = | content = <code>{{clr|S|2S}} or {{clr|S|f.S}} ~ {{clr|S|S}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code> or <code>{{clr|H|...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)




2D Yo-yoki

Midscreen Setups

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)

  • Leaves Bridget at maximum +10 if done from 5HH.
    • Advantage decreases based on starter and length of combo, but c.S should always beat throw.

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 the corner.

Midscreen hits from these normals when followed up with Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 [6], 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.

Near the corner and from counter hit, Kick Start My 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.

Note: 236K[6] does not always leave Bridget close enough for a meaty c.S, and 2S might be preferable instead.

2D Ender

Bridget's strongest oki comes from a grounded hit of 2D. With time to both set a yo-yo and get on top of her opponent, Bridget can run devestating mix and pressure off this hard knockdown.

Roll Oki

The famous, Rolling Movement is Bridget's most common and most reliable choice of yo-yoki.

j.S SafejumpSimple safejump
Easy

XX > 2D > 214S, 214K~j.S(1)

  • Manually timed

Bridget's bread and butter. A simple and easy safejump setup that always works. Gives ample time to build RISC or run a basic yo-yo mixup.

j.D Safejump
Medium

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

  • If timed correctly, beats backdash, 6P, and lands and recovers in time to block DPs
  • Stalls Bridget's air momentum making it slightly harder to block as the high component in a high/low meaty mixup

An alternative safejump setup that only really works from close range hard knockdowns. Causes yo-yo to return earlier in her strings than the j.S safejump.

2K Meaty
Easy


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

  • NOT reversal-safe

The critical second half of Bridget's roll oki, allows for an unreactable, unfuzzyable high/low 50/50s.

Throws

<tabber> Regular Throw=

4/6D into Yo-Yoki
Medium

4/6D > 66 > 214S (set) > c.S

  • Not safe to reversals

Leads to terrific pressure, where Bridget can use Rolling Movement multiple times to try and open her opponent up before the yo-yo returns. The microdash can be tricky, but if done right c.S is meaty and will only lose outright to invincible reversals.

If Bridget's opponent is respecting her meaty c.S, she can add layers by going straight into roll for better pressure, or throwing them instead of doing a meaty.

4/6D into Meaty
Easy


4/6D > 214S > dl.2S
Easier alternative off of regular throw, practical as a backup if you mess up the microdash. Requires a slight delay after the throw in order to get both hits of 2S. Pressure is weaker than off c.S but the returning yo-yo can open up room for Bridget to roll in and continue pressure, while it also returns at the perfect time for Kick Start My Heart to connect midscreen after 2S > 5HH on hit.

4/6D into Safejump
Easy

4/6D > hj.K (whiff) > j.S
Safejump setup from midscreen throw. Use when safety is preferred over stronger offense.

Rock the Baby SafejumpIn case you somehow hit it raw
Medium

63214P > 66 > IAD > j.S
Rock the Baby puts the opponent extremely far from Bridget, giving it a lot of corner carry at the cost of any yo-yoki at all. Instead, the most she gets is a manually timed safejump. An easier option is a full speed Kick Start My Heart. It's less safe, but much easier to do and leaves Bridget perfectly spaced for a meaty c.S. If close to the corner, it may also hit OTG for some extra damage while still leaving Bridget at a significant advantage.

Reset Oki

2H Airborne Hit into Yo-YokiEnd your combo early for better oki
Easy

XX > 2H > 214S > IAD j.S
Usually, all Bridget gets from airborne combos is a simple meaty c.S and a whole lot of corner carry. However, if she ends prematurely by setting up 214S and doing IAD j.S, she gets both a safejump and some yo-yo oki.

This setup is easy and gives significantly better oki than her other airborne combo enders. However, it has a few notable weaknesses, mainly that yo-yo is usually positioned extremely close to the back of Bridget's opponent and the return hit is prone to whiffing after one or two hits of pushback, especially if they FD. Another is that the timing for the safejump can vary wildly due to gravity scaling and the height at which 2H connects. Still, these weaknesses can be played around and the pressure from the setup is still very strong.

2H Airborne Hit into Yo-YokiEnd your combo early for better oki
Easy

XX > 2H > 214S > 214K~j.S
Essentially the same setup, but uses Roll instead. While it is slightly harder to time than the IAD setup, roll safejump giving only one hit of j.S allows for stronger offense, as the reduced pushback will mean Bridget's opponent will be less likely to pass by the yo-yo position before it returns. Additionally, the momentum from roll will also help to mitigate the effects of Faultless Defense.

Corner Setups

Setups by combo ender

Corner 2DButtons into yo-yoki and autotimed safejump
Easy

XX > 2D > 214S, IAD j.S
A corner-only oki setup with very simple timing. Not quite autotimed from two-hit combos that end in 2D but very easy to time. Gives the same oki as midscreen airborne 2H ender but with no risk of Bridget's opponent being pushed out of the range of 214S's return hit.

Brake Ender into Meaty Yo-Yo
Easy

XX > 236K~P > 236S

  • Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block 6Ps.
  • Can catch backdash as well depending on timing

A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a c.S completely gaplessly.

Airborne 5K ResetEnd your combo early for better oki, in the corner
Medium

XX > 5K > 214S, 214K~K

  • Manually timed depending on gravity scaling and the height which 5K connects

Similar in use to the midscreen 2H reset, but gives Bridget significantly more time to utilise Rolling Movement in pressure. Due to 2H's enormous wall damage, this also wallsplats much later if attempted.

Safejump after Overdrive Wallbreak
Easy/Medium

632146S/H > Wallbreak > IAD j.S OR IAD FDC j.K
Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD j.S is autotimed but can lose to niche options like Giovanna 623S, while IAD FDC j.K will beat it but is more difficult to execute.

Throws

Yo-yoki + Autotimed Meaty c.S
Easy

4/6D > OTG 2H > 214S > c.S

  • Not safe to reversals

Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for c.S after OTG 2H. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use 5K or 2K instead.

Manually Timed Meaty Yo-Yo
Medium

4/6D > OTG 2H > 236S
Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it.

Wallslump

What is wall slump?

Even slumping from a move with an animation as long as Kick Start My Heart's allows Bridget to set up devastating (manually timed) mixups.

If sufficient wall damage is built during a combo that does not launch, the opponent will be put in a unique wallslump state that can't be teched out of, granting it significantly more frame advantage than the standard wall stick. Bridget can take advantage of this unique state to box her opponent in the corner and continue running mixups on them.

Due to the abundant frame advantage from wallslumps (much higher than from 2D, her second most advantageous knockdown), Bridget can essentially run any mixup she wants so long as she correctly predicts when the wall will crack.

How do I set up a wall slump?

Bridget can use any of the following moves in a combo to set up a wall slump:

  • Any normal EXCEPT 6P, 6H, S Follow-Up, H Follow-Up, or j.D
  • Any version of Stop and Dash
  • Any version of Rolling Movement

Although this may seem like a lot of room to work with, from most starters Bridget will need to rely on the return hitbox of Stop and Dash in order to build up enough wall damage to for a slump. She might even want to forgo the idea entirely if she lands a hit while wall health is high, instead doing reset oki and going for another mixup to build up more wall damage.

What if I buffered a move before reacting to the wall slump?

Bridget can cancel into 214S from any grounded normal to do this mixup, overriding any action that might have been buffered from said normal beforehand. She can also cancel the second hit of multi-hit normals such as c.S or 2S in case they wall slump on the first hit.

Wallslump with a Normal > 214S > High
Medium

XX > Wallslump > 214S > (66)9 > dl.j.214K > dl.44 > j.P > 214S (hit) > 2S > 5H > 214S
Can be tricky to time airdash back j.P to be as late as possible and is not autotimed. However, loops the situation on itself and the high/low is very ambiguous.

Why should I do wall slump at all?

Wallslump setups allow Bridget to loop corner oki and keep advantage until her opponent guesses right. She can do this until she gets 50 tension to get post-wallbreak okizeme with one of her Overdrives, or just keep doing it until her opponent escapes or dies. Frankly, it's not all that important to learn, and the setups sacrifice a lot of damage in favour of the looping mixup, but in the rare matchups where Bridget loses neutral hard, it might be worth considering.

Air Roll Oki (TK Roll)

Air Roll (often called TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Roll) is an advanced oki option for Bridget that unlocks a few more mix options. Due to its difficult execution and the present strength of her other options, Air Roll is not considered a necessary technique to learn or recommended for new players.

Air Roll is performed by jumping before a roll on oki to perform it from a short distance off the ground. Done correctly, this causes the j.S safejump to land both hits, which opens up new possibilities.

Air Roll Layer One
Hard


Empty Roll into Low: 214S > Jump j.214K > j.K / j.D (whiff) > 2K >
Confirm: 6K > 214K > 5K > 2D

Empty Roll into Throw: 214S > Jump j.214K > j.K / j.D (whiff) > dl.6/4D

Air Roll Overhead: 214S > Jump j.214K > j.S(1) >
Confirm: j.S(2) > 5K > dc > c.S > 2D

Air Roll Layer Two
Hard


Overhead Tick Throw: 214S > Jump j.214K > j.S(1) > j.D (whiff) > 6/4D

Overhead > Low: 214S > Jump j.214K > j.S(1) > j.D (whiff) > 2K >
Confirm: 214K > j.K > 5K > 2D

Double Overhead: 214S > Jump j.214K > j.S(2) >
Low Confirm: 2K > 214K > j.K > 5K > 2D
F=Shiki Confirm: 9jc > j.K / j.P > j.K > 2K > 2D (Can side swap)

Air Roll The Actual Mix
Hard


High (36F): 214S > Jump j.214K > j.S(2) 9jc > j.K / j.P > j.K > 2K > 2D (Can side swap)
Use j.P instead of j.K against short characters like Giovanna.

Low (36F): 214S > Jump j.214K > j.S(2) > 2K >
Confirm: 214K > c.S(2) > 2D

Backdash OS: 214S > Jump j.214K > j.S(2) (whiff) > c.S(2) >
Confirm: j.S(2) > j.66 > j.S(2) > j.H > c.S(1) > 5D > WS > 5[D] (Works from midscreen)

Air Roll FAQ

Do I TK (Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.) the roll?

Performing Air Roll with a 2147 is possible, but must be performed as either [2]147K or 21[4]7K to not get a high jump. Additionally, the setup won't work if done too close to the ground, which is often the result in a TK input.

Because of this, Air Roll is usually not performed with a traditional TK input but rather 7 / 8 / 9 j.214K.


Why use this over regular roll?

Immediate grounded roll cancelled into j.S only gives j.S(1) which isn't enough to enforce the fuzzy and all the fun things that come with it.


Should I use 7, 8 or 9 Jump for Air Roll?

You can jump with either 7 / 8 / 9. Which direction you jump in impacts your spacing, and can make certain options of mix stronger.

Consider if you wish to be closer or farther from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.


Can I stay on the same side after an F-Shiki confirm if I do it from a point-blank knockdown?

Yep! Use 8jc j.K / j.P instead of 9jc j.K / j.P to same-side on closer HKDs.


Why can't I double jump cancel the j.S?

If this happens, it means you're getting a high jump instead of a regular jump. This generally happens when you try to perform a traditional tiger knee input. As mentioned above, performing the input this way will require you to hold 2 or 4 before completing the input in order to avoid the high jump.

Navigation

Systems Pages
Application & Advanced Information
Archived Information