GGACR/Bridget/Matchups

From Dustloop Wiki
< GGACR‎ | Bridget
 Bridget



Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/97-bridget-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

 A.B.A 5/5 Oppress A.B.A as much as you can while she's in her normal mode while being careful not to let her get a Keygrab setup, and when she enters Moroha mode, get the hell away from her. A.B.A can absolutely melt Bridget while she's in Moroha mode due to her low defense and guts (although to be fair, she can melt most characters). Make sure to FD in the air when you're returning to the ground from a roll. Jagged Roger can be used to block off her path to you. If you can, try to sneak in some knockdowns with 2D, but be very careful and don't try it too many times. You can also use Kick Start My Heart -> Shoot to punish some of her dash-ins and score a knockdown, but again, be very careful, as you will absolutely get punished on block. Also, you get a good amount of time for yoyo setups after a knockdown, since A.B.A has the longest wakeup time in the game. And of course, always remember that delayed wakeup is an option.
 Anji Mito 4/6 Against Anji you don't want to upback and camp corner as both on and FB on can catch you fairly easily, you want to hit and run but when you get a kd you have a few options to deal with what he throws out, especially if you have a yoyo set up already. you dont have to learn how to meaty 2k but meaty 2k into c.s kills both 6k autoguard, grab, and wakeup fuujin all in one move on your oki, Anji can low autoguard but if you mix 2k meaty with 5k meaty they are playing a true guessing game and will probably just learn to respect your oki. if the Anji player respects you enough after meaty 2k you have options like 2k c.s fs set or ksmh-p frametrap, a very risky 2k into 6k, 2k into set or run up brake throw, and 2k c.s into set. if the anji player likes to disrespect you theres 2k into 2k, 2k into 2s into 2k, and ksmh-p frame traps. If you cant meaty 2k meaty 5k works and you can start the normal frametrap or sets you do but anji can autoguard so make sure you bait it out with a normal recall every now and then. in neutral you can make Anji worried about a couple of things, both slide and jagged are very strong since if you can get anji into the air you can grab him pretty easily. His sj is a good tool in this matchup but if you see it coming you can throw him since its committal. Using callback as a long range tool to try to poke him without much risk can be strong since if he approaches in the air you can react and grab him there, same for long range hug if you have a yoyo set in that area. Anjis reward in the air is mediocre so if you can get him in a high enough area or cover the ground with well placed jaggeds you can make yourself much safer while making the anji player get less reward if you do lose neutral.Anji does not like ksmh so you can use it and beat fuujin making him have to play neutral instead of trying to skip through it, use this move sparingly as its not a win all and he can shitsu in neutral to deal with it easily. if hes pre blocking you want to ksmh p and keep your self safe, if he dodges it you got him in the air where reward isnt the best for him so you can slowdown early and snipe a button with k followup or p follow up early and play neutral with him scared of ksmh. 3p and 2s are good buttons in this matchup that will work on fuujin in midrange but may lose to it if done at the wrong moment or distance, 2s will lose to Anjis 6p. 6s is good on catching anjis superjumps at the right angle or near the start of it. 2d can make anji more weary in neutral and is less risky than ksmh that serves the same purpose but less reward. on Anjis oki you have a couple of options , 623p and 2k on butterfly gap if they are trying to go for slower mix, ib backdash before butterfly turns into hawk is a strong option too and just respecting him and blocking are all options that can keep him guessing. if the Anji player did not OTG you you have delay tech which makes anji play guessing games more than he already was with stuff like delay tech 2k, 623p, delay tech backdash, or you can just not delay tech and mess the timing if they were getting a hang of it. Anji has max range 6s to deal with 623p so thats another thing you have to look out for but making him play it safe is much better than letting him get away with the mixups right in front of you. if you block fuujin you want to react to the followups, if Anji empty fuujins you return to neutral and can set before doing so, if Anji nagihas and does not frc you get to punish with 2d , if Anji rins you can 2d him on reaction, if Anji goes into fan toss you can jump and set into a followup or go away making him have to chase you again, if you were quick enough and at the right spacing you can punish him with j.s, if Anji hops you can grab him. Overall you want to protect your ground game with jagged, make Anji go into areas where he gets not much reward and keep Anji guessing on both his and your oki.
 Axl Low 5/5
 Baiken 4.5/5.5 Against Baiken you want to abuse the fact that yoyo is a seperate entity so she can not stab you for free if used correctly. Normal callback is very strong and lets you mess with the Baiken player by mixing grabs after and abusing 2p set or run up fd throw to make Baiken overwhelmed with options. jagged can be strong but try to anticipate an ouren to make sure they cant just ouren out of jagged every time, roger rush can be good if you stay at a medium distance then go in and use the gap to grab her or continue pressure. Baku is a genuine threat and something you have to be mindful of , if she has enough meter and chooses to curse Bridget to where movement is limited the match is heavily in Baikens favor. tatami is the main threat in this matchup, if a good Baiken player gets a decent hit Bridget will lose a lot of health and has to deal with tatami on wakeup which isnt easy to get out of. overall you want to use pokes like f.s or 6s as baiken in the air has huge disjoints and can mess you up if not played well, j.d is not worth contesting unless you use a yoyo at a distance or you are grounded. Mix up options when getting up to make baiken have more trouble locking you down without a really well placed kire tatami after a midscreen throw and sometimes a normal kd if they mess up the timing. Mix up options on her wakeup with yoyo and sometimes j.d since it can be tricky for baiken to gc at times. avoid long blockstrings that give baiken time to think about which gc to use, use 6k mixed with fd throw and 2k to make the baiken overwhelmed no matter the location.
 Bridget 1/9 Do not play this.
 Chipp Zanuff 3.5/6.5
 Dizzy 4.5/5.5 work in progress by thatwhietninja
 Eddie 5.5/4.5 While Eddie's shadow is inactive, you can put pressure on him without much risk, but be mindful of his Shadow Gauge. If it's full, you can make attempts to bait out shadow activation and then smack it with a low poke such as 2P or 2D. If you do get caught in shadow pressure, don't hesitate to burst if you can, as Eddie can take out over half your life in one combo. Otherwise, Starship is your friend. Roger can be used to bait out flight, which you can then punish with 6S or an air throw. H drill is punishable with iad jp if you are at the right spacing which is close to the drill and Eddie at best a moderate distance from it , Eddie can bait this reaction by preloading Nobiru and then drilling to make you iad to your death so try to keep in mind the shadows placement and why he would call shadow at specific moments. Close drill can sometimes be punished with 6s if you have them at a good distance where it hits Eddies standing hurtbox but is not a a huge risk for you to throw it out , would not count on it as far drill is much more consistent to deal with and if eddies doing close drill he most likely is stalling but if its a game winning moment for sure go for it. 2h is a button you want to look out for and actively bait if the Eddie is trying to use it to get you because if it does hit you are put into a bad situation as the untech time will almost always lead to you getting kded. in this matchup you want to make eddie deal with hug , hug lets you whiff punish his drills anywhere with fb rush and lets you chase him to the skies where he is not really strong. if he chooses to summon > mawaru and you hold upback to jump out you will escape you cannot escape nobiru by upbacking unless you are quite far away in which case he can do summon> micro eddie walk > nobiru to catch you summon > immediate mawaru is gonna not always be mashable for bridget but if the Eddie player choses to delay the summon at all, whether to catch a jump, or a backdash you can now mash and kill little eddie. Switching between multiple defensive options and playing rps will make it harder for Eddie to lock bridget down
 Faust 3.5/6.5 this mu is do-able but very hard to get it because of Faust's great poking tools like for example, f.s/2.h. your best moves against this type of Faust play is, 6.s (counters raw item throw),
 I-No 5/5
 Jam Kuradoberi 3.5/6.5 Running away won't help you here, as Jam is very mobile and will not have a problem catching up to you. Keepaway won't work very well, as she can use it as an opportunity to charge cards. You will likely be playing defense for 90% of the game as if you don't, you'll be gone in seconds. Jam's parry can shut down many Roger options if she uses it effectively, although it will not work as well against Jagged Roger.
 Justice 6.5/3.5 6S is an incredibly good tool for punishing Justice's attempts to set up nuke from nearly anywhere on screen, and with yoyo out, Roger Rush and Jagged Roger can prove a headache for Justice's big hurtbox to play around. However, like many of Bridget's matchups, it can be hard to recover a life lead from even one Justice combo. And be wary of her counter, she can use it to punish 6S if you aren't careful with your timing.
 Johnny 5/5
 Kliff Undersn 4.5/5.5
 Ky Kiske 6/4
 May 6/4
 Millia Rage 4/6
 Order-Sol 4/6 Keepaway isn't effective against Order-Sol, as he'll just use it as an opportunity to charge, and up close he has very strong buttons and high-damage combos that can incinerate Bridget. You'll be spending a lot of time on defense here, looking for opportunities to punish Order-Sol and squeeze out whatever limited amount of pressure you can manage. f.s at pretty much max distance is a good poke , 6s is a hard read but covers that angle he can jump in at a range perfectly. 2s 2k 2s frame traps can make him think twice about approaching along with ksmh p frametraps. HOS can chase you down pretty easily on the ground but in the air he has to make more committal options so try to mix it to make him take a risk trying to air throw so you can 6p him or 6s him depending on range and how he chooses to approach. when you do get a kd dont let him get charge as charge will let him kill Bridget pretty easily. hug is your friend as you can use it on his wakeup and call a jagged or fb rush on him as hes charging. if the HOS prioritizes getting charge you can chase him down and use fs to hit him out of charging then ksmh p frametrap or backset and continue your pressure game , hos without charge is not as threatening and will make losing certain interactions a lot easier on the health. HOS makes you play rps in certain situations like a blocked lvl 1 rocket, he can back off and charge to make you approach him or he can chase you down and choose air or ground, you have options like fs, dp and back off and return to neutral which all have their own risk/reward. if you back off you might let him charge and make the next interaction a lot harder to deal with, if you fs you get to play another game with ksmh p or set . If your dp gets baited and you don't frc you are eating a combo. low risk is the way to go vs hos but you don't want to let him get charge as lvl 1 is not a threat while the other 2 can do pretty well against bridget.
 Potemkin 6.5/3.5 One of, if not Bridget's best matchup. Roger provides a reliable way to shut down Potemkin at most ranges, and generally causes Potemkin a lot of problems in navigating neutral. However, it can be hard to get Potemkin out once he's in, and one HPB or Reflector can cost Bridget the match thanks to low guts and no stun resistance. If Potemkin does get in, remember to make use of delayed wakeup, as it can heavily throw off his pressure and give you an escape route.
 Robo-Ky 4.5/5.5
 Slayer 5.5/4.5
 Sol Badguy 5/5
 Testament 4/6
 Venom 4.5/5.5
 Zappa 4.5/5.5 Run, while zappa can make your life hell you have tools to do the same. Pseudo jumping and rolling in general are VERY strong in this mu as zappa cannot do much to contest the skies , when you knock zappa down do not let him get back up , 2p is your friend in this matchup you want to stall the clock as much as possible and put pressure on the zappa to chase you and play your game , if you cannot do this you will have a hard time dealing with him. Naked is our chance to frame trap him with fs ksmh-p or back set to make him respect you as he cant reach you if your spacing is good , if he dps it does not go well for him so he has to think about when to take his turn , 2d is also a good poke to contest , 2s 2k 2s is another strong thing to abuse we dont want him to dp for free at all. Dog is one of the less scary summons for us as recall or jagged can handle it pretty easily while also not being able to reach Bridget if you can move well enough , if dog does manage to get you remember starship is your friend and pseudo jumps are hard for him to deal with. sword is a much harder thing to deal with especially if he dped into it leaving you the high low with 6hs. delay teching can help with sword but smart zappas will otg you on purpose you want to pseudo jump and get out any way you can , back set into jagged is also an option to get zappa to focus on not getting hit instead of pressuring you, ghosts are not that hard to deal with and you can 6s a ghost toss but do NOT let him curse you , if you get cursed this mu got much harder as some items can mess up your play very easily you dont want to get hit by a ghost, a thing to note is you get your air options back when you block or get hit in the air so try to stall him if you get cursed. against Raoh you have to run and occasionally put an obstacle in his way like jagged or mamkm if you manage to knock him down the main goal of this matchup is to survive and run out raohs time.

Navigation

 Bridget


Systems Pages