GGACR/Bridget: Difference between revisions

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==Overview==
==Overview==
'''<big>Pros/Strengths:</big>'''
'''<big>Pros/Strengths:</big>'''
*Excellent runaway/keepaway potential.
*Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.
*Great mobility.
*Great mobility.
*Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.
*Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.
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'''<big>Cons/Weaknesses:</big>'''
'''<big>Cons/Weaknesses:</big>'''
*Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
*Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
*Has few favorable matchups, and can be shut down very quickly against characters who have superior combo game such as Sol.
*Harder to maintain pressure than with most of the cast.
*Good damage is extremely situational.
*Good damage is extremely situational.
*Low damage output and low health combine to leave very little room for error.
*Low damage output and low health combine to leave very little room for error.
*Tension pulse system punishes runaway, making meter gain harder and putting him at risk of negative penalties.
*Good movement requires FD canceling Rolling Movement, meaning that you need meter.
*Movement being so dependent on FD canceling Rolling Movement means that movement is also dependent on having meter.
*Unblockable setups are more easily beaten than those belonging to other characters.
*Unblockable setups are unreliable because they can be beaten.
*Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.
*Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.
*Variety of movement options, poor defensive options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.
*Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.
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Revision as of 07:08, 30 April 2015

Bridget (and Roger the Bear)
GGAC Bridget Portrait.png

Defense Modifier: x 1.07
Guts Rating: 0
Stun Resistance: 55
Prejump:
Backdash Time: 15
Backdash Invincibility: 8
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run
Full Frame Data
Bridget_Frame_Data_(GGACR)

Overview

Pros/Strengths:

  • Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.
  • Great mobility.
  • Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.
  • Overdrives also provide strong reversal options.
  • Roger provides space control, aids defense, and more.
  • Has unblockable setups.
  • Delayed get up sets up yo-yo, and may mess up with other characters okizeme.
  • Has one of the easiest times of getting out of pressure.
  • May have up to 4 jumps.
  • Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.


Cons/Weaknesses:

  • Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
  • Harder to maintain pressure than with most of the cast.
  • Good damage is extremely situational.
  • Low damage output and low health combine to leave very little room for error.
  • Good movement requires FD canceling Rolling Movement, meaning that you need meter.
  • Unblockable setups are more easily beaten than those belonging to other characters.
  • Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.
  • Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.


Move List

Normals

5P
GGAC Bridget 5P.png
12 All 6 2 9 -1 -
5K
GGAC Bridget 5K.png
22 HLF 6 5 11 -2 -
c.S
GGAC Bridget cS.png
22x2 HLF 7 2(10)2 12 +3 -
f.S
GGAC Bridget fS.png
34 HLF 7 6 18 -10 -
6P
GGAC Bridget 6P.png
30 HLF 11 6 14 -6 -
6K
GGAC Bridget 6K.png
"Unblockable"
40 HF 23 6 15 -4 -
6S
GGAC Bridget 6S.png
46 HLF 10 6 29 -18 -
3P
GGAC Bridget 3P.png
Dat Ass
24 All 8 12 7 -5 -
5D
GGAC Bridget 5D.png
17 HF 30 6 24 -16 -
Dead Angle Attack
GGAC Bridget 6P.png
For just 50% meter, you can (possibly) get your opponent off of you!
25 HLF 11 6 14 -6 -
2P
GGAC Bridget 2P.png
8 HLF 7 4 3 +3 -
2K
GGAC Bridget 2K.png
12 LF 5 3 6 +1 -
2S
GGAC Bridget 2S.png
30 HLF 10 12 12 -10 -
2D
GGAC Bridget 2D.png
32 LF 7 4 20 -7 -
j.P
GGAC Bridget jP.png
16 HA 5 4 6 - -
j.K
GGAC Bridget jK.png
24 HA 6 8 12 - -
j.S
GGAC Bridget jS.png
30 HA 10 6 19 - -
j.2S
GGAC Bridget j2S.png
28 HA 10 6 25 - -
j.D
GGAC Bridget jD.png
24x3 HA 15 3x6 16+4 after landing - -


Throws

Ground Throw
GGAC Bridget throw.png
48 45 pixles - - - - -
Air Throw
GGAC Bridget airThrow.png
55 88 pixels - - - - -


Specials

Yoyo Placement
GGAC Bridget GroundSet.png
You can use yo-yo related attacks even while it's still moving!
GGAC Bridget AirSet.png
- - - - varies on direction - -
Knockdown Yoyo Placement
hold H while knocked down
GGAC Bridget KnockdownSet.png
Delays wakeup. Only available when yoyo is not set
- - - - total 38 - -
Yoyo Recall
Yoyo Set -> H
GGAC Bridget YoyoCallback.png
You can delay the callback by holding H!
40 all 12 - total 20 +24 - 40 all 14 - total 22 +22 -
Kick Start My Heart
236K
GGAC Bridget 236K.png
30 HLF 11 34 9 -26 -
Stop
KSMH -> P
GGAC Bridget 236KP.png
40 HLF 11+7 6 28 -10 -
Shoot
KSMH -> K
GGAC Bridget 236KK.png
50 HLF 11+2 12 21+landing 20 -39 -
Starship
623P air OK
GGAC Bridget 623P.png
22x4 HLF 13 3x5 25 -17 - 18x3 All 13 3x5 till landing+10 -5 -
Roger Rush
Yoyo Set -> 236H air OK
GGAC Bridget 236H.png
"Come at me bro"
36x3 All 28 see notes total: 32 +80 - 36x3 All 23 see notes total: 42 - -
Jagged Roger
Yoyo Set -> 214H air OK
GGAC Bridget 214H.png
20x3 All 38 105 total:32 +36 - 20x3 All 29 105 total:37 +29 -
Roger Hug
Yoyo Set -> 623H
GGAC Bridget 623H.png
30 All 34 27 total:40 +20 -
Roger Get
Yoyo Set -> 421H air OK
GGAC Bridget 421H.png
20 All 19 till landing total:30 - - 20 All 19 till landing total:34 - - 20x2 All,LF 18 till landing (11)42 total:30 - - 20x2 All,LF 18 till landing (11)42 total:34 - -
Rolling Movement
Yoyo Set -> 214K air OK
GGAC Bridget 214K.png
- - - - - - -


Force Breaks

FB Roger Rush
Yoyo Set -> 236D air OK
GGAC Bridget 236H.png
20x2, 50 All 16 see notes total 36 +87 - 20x2, 50 All 16 see notes total 36 +87 -
FB Jagged Roger
Yoyo Set -> 214D air OK
GGAC Bridget 214H.png
20x5 All 38 85 total: 39 +54 - 20x5 All 29 85 total: 37 +47 -


Overdrives

Loop the Loop
632146S
GGAC Bridget 632146S.png
20x7, 60 HLFx7, HF 5+1 see notes 16 -24 -
Maintenance Disaster
4123641236S
GGAC Bridget 4123641236S.png
"Bukkake Tsunami"
24x18 HLF 4+0 48 44 total - -
Me and My Killing Machine
Yoyo Set -> 632146H or 412364H
GGAC Bridget 632146H.png
25x12 All 1+23 117 32 total - - 25x6 All 1+13 129 24 total - -


Instant Kill

Shoot the Moon
in IK Mode: 236236H
GGAC Bridget IK1.png
GGAC Bridget IK2.png
"Space, the final frontier."
Fatal All 7+6 12 91 -86 -


Strategy

Movement is a huge part of neutral in Guilty Gear, and Bridget's movement options may be the strongest. There are a lot of ways to use that movement. The playstyle you're most likely to see is Bridget dictating the pace of the match, running away from the opponent and harassing with his long normals and yoyo specials (examples of players using this style to great effect include Ruu and Jais). But another popular strategy is rushing the opponent down, using Bridget's movement to get in the opponent's face and stay there, and using the yoyo to extend pressure (players to watch for this style include Mugen and Mahouko). You may find yourself playing somewhere in between, switching back and forth depending on the matchup or match situation.

No matter which end of the spectrum you favor, you'll want to utilize Rolling Movements (especially FD Canceled ones) to extend your air options. While Bridget would ordinarily only have one air option once in the air (a second jump or an air dash), using Rolling Movement changes that. You can get more height before your air dash (making corner escapes more difficult to stop). You can delay your falling or change where you're going to fall to make it harder for the opponent catch you coming down. You can even special cancel into it to extend combos.

Another important facet of Bridget's game to understand is good yoyo placement. While he can get some use out of the yoyo anywhere on the screen thanks to Rolling Movement alone, you'll want to maximize what you're getting from it. The yoyo is typically most threatening when it's behind the opponent, trapping them between Bridget and a possible recall or Roger move. 4H and 7H Set are very useful for getting the yoyo behind them. But sometimes, the yoyo is better off sitting high. This offers the threat of a Roger Get to control the ground, or Jagged Roger/yoyo recall to control air space. A high altitude Roger Get, in particular, can be scary for an opponent. The sliding low that makes up the second part of the move sets up an unblockable opportunity, and so opponents will often jump when it's called to avoid blocking it. This provides an easy chance to anti-air them or air throw them (especially easy since Bridget's H button won't do anything while Roger's on the screen).

Combos