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Amadeous

Jam v. Bridget (GGACR)

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6-4, Heavily in Jam's Favor:

Overall:

One of Jam's best matchups, Bridget struggles to play keep-away against Jam's rushdown, and can't do nearly enough damage to keep up with Jam's huge abare potential. Once Jam finds her way in, Bridget's options are severely limited, and even in neutral Bridget has to pull off large risks or look for big mistakes in the Jam's play to really punish her.

Opener:

Bridget's great range gives him the advantage on the opener. His 6P, 6S, 2S, and 2D all cover various angles that Jam likes to use to get in. Jam has an option to try to start the round with a Parry, and rush in at Bridget, or to IAD away and re-space. Rushing in at Bridget with a 2S or 2D will be beaten out by his 6P, 2S, and 2D, and IADing at him gives him a nice CH with his 6P or 6S. If you're confident and lucky you can get in and get your nice CH at the start of the round, along with starting your momentum, but at the start of the round Bridget has advantage.

Neutral:

Bridget should be trying his hardest to get a life lead and run away in this matchup. His general gameplan will be to move through the air and stuff any of Jam's attempts at approach, playing very safe and not over-committing. He'll go for setting a yo-yo and using a mix of 214K to move around the screen, Yo-Yo recall to reposition, and using 214H to summon Roger the Buzzsaw to control space. While he's grounded he's got several good pokes to stop Jam rushing in, with 6P, fS, and 6S, though Jam's 6P will go straight through his fS. While he flies around the screen looking for a knockdown, your job is to find a gap he puts himself in and hit him hard for it.

Jam's great groundspeed needs to be used in this matchup. Stay on the ground, chasing after him and avoiding/parrying any Yo-Yos that fly your way. When he does Yo-Yo set/recall/Roger Summon, he has to pause in the air a bit. He also can't alter his trajectory once he starts flying towards a set Yo-Yo with 214K. Using jS to knock him out of the skies is one way to stop his momentum, and force him to tech into an unfavorable situation. Puffballs can also be used, but be careful not to get hit out of them by a Yo-Yo or 421H Roger Tackle. The advantage of Puffballs is that you can catch Bridget in a CH state when he's using Yo-Yo recall/Roger Summon, which can be fatal for Bridget.

Offense:

Once you have your teeth in Bridget, he has troubles getting away. His main defensive tool is Starship, a DP that lacks much invul and has a lot of startup, but it does have an FRC point to make it safe. Otherwise, Bridget will be trying to jump away from your pressure, rather than trying to press buttons to get out. A bad guess for Bridget while he's being pressured by Jam can mean CH into death for him, so you can freely run your pressure and go for grabs. Using puffball during pressure however is a free Starship for him, or if he's feeling confident he can 3P and reverse the situation.

An important note for okizeme is to take notice of Bridget's set Yo-Yo. If one is set out on the field, he cannot delay his wake-up. If he doesn't have one however, he can chose to throw one out on his wakeup, delaying his get up and giving him the chance to wakeup grab to punish a mistimed meaty. Using meaties like 5K can avoid this situation, as you can recognize he threw a Yo-Yo and readjust. 5K is also fast enough to recover in time and block Starship if he decides to go straight for wakeup DP.

Defense:

Bridget's offensive mostly consists of having a Yo-Yo set behind the opponent and using 214K to set up high/low situations. Using Jam's 6P or Parry is possible to get out of these situations, albeit a risk. Simply blocking until Bridget retreats or does something stupid is also an option, as Bridget doesn't want to be in on Jam and take a risk getting CH.

Other Notes:

Bridget is a lightweight character, and combos will need to be adjusted as such.

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