GGACR/Bridget/Combos

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< GGACR‎ | Bridget
 Bridget


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
HSS_# = Yo-yo SET direction
HSB = Yo-yo BUFFER
HSR = Yo-yo RELEASE of buffer
KSMH~X = Kick Start My Heart~[K]or[P]
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic AA comboDon't jump at me
Easy

6P > (6S) > j.P > (j.S) > j.2S > jc > j.P > j.S > j.2S/j.623P
One of Bridget's most used combos. You may need to delay 6S a bit if you land a CH.


Simple Bridget BNBDon't laugh
Very Easy

2K > 2P > 2P > 2P > 2D
Very reliable combo that knocks down at a long range. Allows you to set Yo-yo oki and start running away. The 2P's are burst baits that allow you to block and punish burst attempts.


Close Range Ground Combo
Very Easy

2K > c.S(1) > 6P > c.S(1) > xx 236K~P
Easy way to grab a knockdown and set up Yo-yo oki.


5D comboto the moon
easy

5D > 9 > j.S > j.2S > jc > j.S > j.2S > jc > j.P> j.S > j.2S > j.623P
very basic 5d combo. since Bridget's 5d is so slow you will need to have roger coverage to hit it practically.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Basic Yo-yo Recall ComboRolling to the beat
Medium-Hard

5K > c.S > f.S > 6S > hs-recall > iad > j.K > j.P > j.K > j.S > c.S > 236K~P/K
Allows Bridget to get more damage out of her low damage and leads to a knockdown. You can also use IAD j.P j.P j.P j.2S for smaller characters. Yo-yo must be behind the opponent.


2D frc into basic air combo
Medium

5K > c.S(2) > 2D FRC > 5K > 6S > j.S > j.2S > j.c > j.S > j.2S/j.623P
Timing for the FRC is pretty tight. Solid use of 25 meter when Yo-yo is not out to confirm. Note: The opponent can tech out at the end of this combo

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
5K/2K > f.S(1) > (2S>2D) / 236K~P Anywhere Very small net gain All (most likely) [1] Very Easy
6K > 236K~K/P Anywhere Very small net gain All [1] Very Easy
jD/6P > (6S) > j.P > (j.S) > j.2S > jc > j.P > j.S > j.2S/j.623P Anywhere Small net gain All (most likely) [1] Very Easy
2S > jc > j.K > j.S > j.2S > jc > j.S > j2S > j.623P Anywhere Small net gain All (airborne/ch) [1] Very Easy
f.S > 2S > 6S Midscreen Very small net gain All (Height Dependent) [1] Very Easy
5P(up to x3) > f.S > (6S) Anywhere Very small net gain All (reps of 5P spacing dependent, 6S height dependent) [1] Very Easy

Throw Combos

Combo Position Tension Gain Works on: Difficulty Notes
Throw > RC > 5K > 6S > jc > j.S > j.2S > jc > j.S > j.2S Anywhere -50 All [2] Easy

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH.6S > 9H > 6S > j.K > j.S > j.2S > jc > j.S > j.623P Mid screen +25%tension pot,justice [2] Easy

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > 9 > j.S > j.2S > jc > j.S > j.2S > jc > j.P> j.S > j.2S > j.623P Anywhere Small netgain All [2] Easy

Transcribed Combo List

2K > 2P > 2P > 2P > 2D
Don't laugh. This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait. You need to land this just once to get a chance at something much more damaging. The 2D can be hit by bursts, but not on reaction to the hit.
2K > c.S(1) > 6P > c.S(1) xx 236K~P 
More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe. Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents.
2K > c.S(1) > 6P > c.S(2) xx 236K~P 
Connects only on crouching opponents.


Maximizing damage at the end of a string

These are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than #R

With the yo-yo behind a standing opponent, f.S > yo-yo return > IAD j.P > j.P > j.P > j.2S > 5P > 2D
There are several variations of the airdash string -- against most of the taller characters, I prefer IAD j.K j.S j.P j.K.
With the yo-yo behind a crouching opponent, f.S > 236K~ (whiff) P 
Useful for cornering the opponent.
Deep j.D > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
2D > FRC > 5K > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
2D > 236K > RC > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
Against airdash, 6P > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
Anti-Air 6P (CH) > wait > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
623P > FRC > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S
623P > FRC > jump forward > j.P > j.2S > double jump > j.S > j.2S
Blocked blue burst/air punish, Running 5K > 6S > jump forward > j.S > j.2S > double jump > j.S > j.2S

Combo Theory

Combo Starters
Button Use
2K Your best (pretty much only) low combo starter. Probably the easiest way to go into any grounded strings
6K Generic overhead. Gets pretty much nothing without setup. Mix with 2K/2D to open people up for Killing Machine while grounded
6P Self explanatory. Depending on their height you can tag on a 6S before jump canceling it.
2S Counterhit launcher. Your easiest to confirm combo starter but the hardest one to actually use.
j.K A decent jumpin/air to air. Theoretically able to cross up and her fastest jump cancel-able move in the air. Often used to begin IAD combos. Being very active makes it good for jumpins.
j.P A more boring version of 2K. Easier to land, not as many situations where you can confirm into good stuff. Only listed as a starter because you land it a lot, not because you go fishing for it.
j.D The big one. Your most annoying jumpin button. If someone tries blocking this they're probably getting crossed up. Opponent is airborne after getting hit. However, this button is insanely janky and getting used to where it sends people takes time. Generally if you time your landing right you can convert safely with 5P/jP, however sometimes they go behind you and you can't. 2S will often (always) blackbeat, but it's generally a "safe" conversion.
236K Kickstart is a pretty good combo starter, assuming you RC it (especially shoot, although with proper setup anything is possible). Shoot combos are weird and normally corner specific due to momentum.
623P Yes your DP is a combo starter. Yes you need setup or some sort of RC to actually confirm off of it. Assuming you've got something ready it's actually a pretty alright starter because it sends the opponent airborne.
H Yo Yo return. Pretty damn amazing and leads into whatever you want, especially if you manage to stop it on the opponent.
236H Roger punches away from you. THE setplay special for an opponent who is respecting you a bit too much. For ideal combos DO NOT set the Yo Yo behind the opponent, instead set it in front of them/behind you and go forward after calling him. That way his hands are facing the enemy and he'll punch them instead of wandering backwards into their armpit and dying.
214H/D Jagged Roger wins all "trades", period. Therefore you will probably want to confirm off this a lot. 6S and IAD are the typical ways of confirming at range, and up close you probably already started a mixup so just keep going with that.
421H The other big one. Roger Get is your unblockable tool and the hardest part of your kit to set up well. You don't actually need to go for "real" setups while he's zoomin (in fact they can make you predictable) so as long as you get him pointed in the right direction and keep your opponent from getting out of dodge you're good to go. The nice part of Roger Get setups is that they pretty much confirm the same no matter if you hit the low or the high first.
623H Actually a combo starter! You can confirm the hit from Roger's "hug" with 5P pretty easily, which leads to big damage since you've got roger right where you need him.
Combo Filler
Move Use
5P/2P/jP Guts break fodder. On average you get to mash P 3 times while grounded.
c.S 2 hits of pure combo fodder. Normally if the second hit comes out you push them too far away to do whatever it is you want so often it gets canceled after one hit.
6S You can jump cancel it, and at certain angles it's basically a free addition to your combos even off other jump cancel-able moves.
j.S Press in staircase combo for damage. Depending on Yo Yo you can follow it up without gatling into j2S, but you're gonna want to gatling into j2S anyways.
j.2S That thing you gatling into from jS. You can jump cancel it.
j.K The other thing you use to jump cancel in the air. Normally only used in tight combos or when going for guts break since it's not very much damage.
236D The only version of Roger you'll likely see get called in the middle of combos. In corner, this is the easiest way to get a grounded opponent into the air while preserving your damage mid combo. This is pretty much the only way Bridget does real damage but landing a combo with a FB Roger Rush in it actually hurts like hell.
632146S While you can sometimes open people up with this move because they've only ever seen it used in combos (the bear is an overhead), this move is pure combo filler. FRC it before Roger comes out and you can extend the combo a little thanks to the stagger, which is almost always worth the 25% tension.
Enders
Move Use
2D Hard knockdown into oki. You almost always leave some damage on the table when you end with this since kickstart combos out of it at most ranges, but you get a bit more freedom to do what you want which can be worth it.
6S No, this move does not have any properties that make it a good ender, it's just the only thing that hits really far away. Also use it after a combo ends to poke people who tech like idiots.
623P Your DP. Normally can be added onto the end of things for extra damage, which you really want. No you don't get oki after but you can sometimes tech trap.
236K~P Kickstart>Stop. Hard knockdown with slightly better range/damage than 2D, but slightly worse oki.
236K~K Kickstart>Shoot. Corner carry, some damaage, and weirdly good setup for a move that doesn't hard knockdown. Your greedy grounded ender.
Throw Your ONLY option for hard knockdown midair.

Video Examples

https://www.youtube.com/watch?v=nx0byu3DPyY -combo video from Malukati https://www.youtube.com/watch?v=wDGt4XXVhpk - combo video from starship jais

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