GGST/Bridget/Okizeme

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Okizeme Theory

This section is mostly for new players and aims to explain why you'd want to use the setups that will be detailed on this page. If you just want setups that you can implement and you have a decent understanding of Bridget and okizeme in general you can skip this.

Yo-Yo Oki (Yo-Yoki)

Ideally, Bridget wants to set up a yo-yo on her opponent's wakeup, then hit her opponent with a 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. attack to prevent any attempted escape. With a yo-yo out, Bridget's offense becomes much more potent, as it enables the use of Rolling Movement for resets, mixups, and combos. Typically, Bridget uses 214S or 236S for her okizeme setups, with each having their pros and cons.

236S is exclusive to corner setups. It functions as both the meaty and the set, and if timed correctly, it is extremely advantageous on block and safe to invincible reversals. Notably, it's also a projectile, meaning it'll beat  Baiken's meterless reversal, Hiiragi, and give a combo if she happens to use it. The 236 set also lasts significantly longer than 214 sets, meaning Bridget will be able to threaten Rolling Movement in her pressure for significantly longer than if she uses 214S.

Examples of meaty 236S:

214S has setups from any position on screen, but does not come packaged with its own meaty. This means that from less advantageous positions, Bridget might prefer using 236S as it is much easier to set up safely quickly. However, if Bridget has the time, 214S setups are almost always preferred, as they enable much stronger and safer mixups than 236S setups. With enough advantage, Bridget can both set up 214S and get a safejump, which has virtually no counterplay if done correctly.

Examples of 214S into safejump:

Examples of 214S into meaty c.S:

Generally, Bridget likes yo-yo set to be farther behind her opponent, as the farther forward it is the more likely it is that pushback will make 214S whiff. In very rare cases, the yo-yo set can be so far forward that she'll roll away from her opponent instead of towards them! This isn't likely to come up with the listed setups on this page, but it's useful to note in general.

Meaties/Safejumps

These are usually used in conjunction with yo-yoki, but if Bridget can't get both yo-yo oki and a meaty, it's preferable to just shirk yo-yoki altogether than leave potential gaps for her opponent to escape after setting yo-yo. Safejumps are just better than meaties as they automatically OS reversals (if you hold 4 while executing them), so use them in the rare case where you have the option to go for them but not 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 Yo-yoki

2D yo-yoki offers you:

  • Being available from Bridget's fastest normal, 2K.
  • A true fifty-fifty A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. 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.
  • Backdashes will make j.D whiff, though Bridget will still be safe.
  • Susceptible to Faultless Defense.

Blockstrings:

  • j.D, c.S > 214K
  • j.D, 2S > 214K against Faultless Defense

Confirms:

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

Bridget's 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. 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.
  • Backdashes will make 2K whiff, though Bridget will 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 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. this by doing either j.214K, j.214[K], or j.214K ~ j.P / j.K / j.S.

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 big punish. If this happens, consider alternate blockstrings like 2K > 214K and 2K, 5H > 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

ThrowFor passive opponents
Medium

2D > 214S, 214K ~ dl. (whiff) j.X, 4D

  • Beats meterless reversals.

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 The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 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 jumps, and fuzzy throws.
  • Not meaty—can be mashed.
    • Can't be 6Pd or thrown.
  • Susceptible to Faultless Defense.

Blockstrings:

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

Confirms:

  • j.D, c.S / 2S > 214K, c.S > ...
  • 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 > ...
  • 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]
    • Wallsplats from anywhere on the screen.
    • Doesn't work on Anji.
  • AA 214[K] > j.D, 5K > dc > (2K), c.S > ...

Another good option to catch backdashes with amazing almost full-screen corner carry as a reward if it does so. Very 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.)

Throw Okizeme

66 > 214S, c.SYour go-to
Medium

4D / 6D, 66 > 214S, c.S

  • Allows for a meaty c.S.
  • Gaplessly leads into 214K for a true fifty-fifty This keyword does not have an entry in the Glossary, even against Faultless Defense.
  • Most backdashes will make c.S whiff.
    • Can be called out by slightly delaying the attack.
  • Not reversal safe.

Blockstring: c.S > 2S(1) > 5H > 214K ...

Confirms:

  • c.S > 2S > 5H > 214K, c.S > ...
  • c.S > dl. 6H, 5[D], c.S > ...
    • Doesn't work if Bridget is cornered.

Counter-hit Confirm: 5[D], 5[D], 5K > dc > c.S > ...

Bridget's best setup out of a throw midscreen, and the one you should always try to use if you opponent doesn't have a reversal.

214S, 2SMessed up? No problem!
Easy without microdash
Medium with microdash

4D / 6D, 214S, (66) > 2S

  • Not reversal safe.

Without microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button....

  • Most beginner-friendly setup, as it needs no microdashes or manual delays.
  • Gaplessly leads into 214K for a true fifty-fifty when blocked normally.
    • Leaves a small gap between 214S's return and 214K when blocked with Faultless Defense.
      • Bridget can 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. this by doing either 214K, 214[K], or 214K ~ j.P / j.K / j.S.
  • Backdashes will make 2S whiff.

With microdash...

  • Gaplessly leads into 214K for a true fifty-fifty, even against Faultless Defense.
  • Catches backdashes.

Blockstring: 2S(1) > 5H ~ H > 214K ...

A solid option if you're starting out or if you messed up the previous setup's microdash.

The microdash needed for 214K to be safe (against Faultless Defense) is tighter that in the previous setup—still, use whichever you're more comfortable with as they both have the same reward on block.

SafejumpForgo the setup for safety
Medium

4D / 6D, 2 > 9 > (whiff) j.S, j.S

  • Reversal safe.
  • Leaves Bridget +8 on block.
  • j.S can be replaced by j.K for more leeway on the timing.

Bridget's only way to 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. reversals after a throw midscreen. Blocking this with Faultless Defense will make it difficult for Bridget to safely continue her pressure, so other options are generally preferred whenever possible.

Rock the Baby Oki

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

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.

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