GGACR/Bridget: Difference between revisions

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Line 46: Line 46:
|image=GGAC_Bridget_5P.png
|image=GGAC_Bridget_5P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=12
{{!}}-
|tension=1.44
{{#lsth:GGACR/Bridget/Data|5P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=All
|cancel=CSJR
|startup=6
|active=2
|recovery=9
|frameAdv=-1
|description=
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p.  At maximum range it can be used as an anti air, but you are probably better off using 6p instead.
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p.  At maximum range it can be used as an anti air, but you are probably better off using 6p instead.
  }}
  }}
Line 67: Line 59:
|image=GGAC_Bridget_5K.png
|image=GGAC_Bridget_5K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|5K}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=SJR
|startup=6
|active=5
|recovery=11
|frameAdv=-2
|description=
Bridget will tilt his body horizontally and kick the opponent.  Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.
Bridget will tilt his body horizontally and kick the opponent.  Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.
  }}
  }}
Line 88: Line 72:
|image=GGAC_Bridget_cS.png
|image=GGAC_Bridget_cS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22x2
{{!}}-
|tension=3.84x2
{{#lsth:GGACR/Bridget/Data|c.S}}
|gb+=14x2
{{!}}-
|gb-=6x2
{{Description|7|text=
|level=4
|guard=HLF
|cancel=SJR
|startup=7
|active=2(10)2
|recovery=12
|frameAdv=+3
|description=
Bridget will do a yo-yo trick and hit the opponent twice.  Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents.  If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect.  That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.
Bridget will do a yo-yo trick and hit the opponent twice.  Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents.  If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect.  That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.
  }}
  }}
Line 109: Line 85:
|image=GGAC_Bridget_fS.png
|image=GGAC_Bridget_fS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=34
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|f.S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=SR
|startup=7
|active=6
|recovery=18
|frameAdv=-10
|description=
Bridget does a hand stand and flings the yo-yo at full length away from himself.  Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back.  Because of this, it is vulnerable to instant air dash approaches.
Bridget does a hand stand and flings the yo-yo at full length away from himself.  Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back.  Because of this, it is vulnerable to instant air dash approaches.
  }}
  }}
Line 130: Line 98:
|image=GGAC_Bridget_6P.png
|image=GGAC_Bridget_6P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|6P}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=SR
|startup=11
|active=6
|recovery=14
|frameAdv=-6
|description=
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s.  When using as an anti-air you can also gatling into 6s and continue into an air combo.  While there are better 6p's in the game you take what you can get.
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s.  When using as an anti-air you can also gatling into 6s and continue into an air combo.  While there are better 6p's in the game you take what you can get.
  }}
  }}
Line 152: Line 112:
|caption="Unblockable"
|caption="Unblockable"
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=3.84
{{#lsth:GGACR/Bridget/Data|6K}}
|gb+=13
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=HF
|cancel=C*RF
|startup=23
|active=6
|recovery=15
|frameAdv=-4
|description=
Bridget will flip and drop his foot on the opponent.  This move is an overhead, and has an FRC point on it.  It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised.  However be wary of this move as it takes time for Bridget to hit the opponent.  During that time people can easily jab out of this move and get a knockdown on you.  In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.
Bridget will flip and drop his foot on the opponent.  This move is an overhead, and has an FRC point on it.  It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised.  However be wary of this move as it takes time for Bridget to hit the opponent.  During that time people can easily jab out of this move and get a knockdown on you.  In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.
  }}
  }}
Line 173: Line 125:
|image=GGAC_Bridget_6S.png
|image=GGAC_Bridget_6S.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=46
{{!}}-
|tension=3.84
{{#lsth:GGACR/Bridget/Data|6S}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=HLF
|cancel=SJR
|startup=10
|active=6
|recovery=29
|frameAdv=-18
|description=
The farthest move Bridget has.  He will throw the yo-yo at around a 30 angle upward.  Don't let this move trick you into continuously spamming it.  It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack.  This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move.  However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move.  On counter hit it can wall bounce depending on both characters position on the screen.
The farthest move Bridget has.  He will throw the yo-yo at around a 30 angle upward.  Don't let this move trick you into continuously spamming it.  It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack.  This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move.  However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move.  On counter hit it can wall bounce depending on both characters position on the screen.
  }}
  }}
Line 195: Line 139:
|caption=Dat Ass
|caption=Dat Ass
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|3P}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=All
|cancel=SR
|startup=8
|active=12
|recovery=7
|frameAdv=-5
|description=
Bridget slams his butt towards the opponent. Staggers on ground counter hit.  It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility.  If you do not get a counter hit, this move can be canceled into starship for some extra damage.  While this move is a powerful tool Bridget, do not spam this move since it can be punished.
Bridget slams his butt towards the opponent. Staggers on ground counter hit.  It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility.  If you do not get a counter hit, this move can be canceled into starship for some extra damage.  While this move is a powerful tool Bridget, do not spam this move since it can be punished.
  }}
  }}
Line 216: Line 152:
|image=GGAC_Bridget_5D.png
|image=GGAC_Bridget_5D.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=17
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|5D}}
|gb+=8
{{!}}-
|gb-=20
{{Description|7|text=
|level=3
|guard=HF
|cancel=SR
|startup=30
|active=6
|recovery=24
|frameAdv=-16
|description=
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects.  This move you do not see often.  It just takes way too long to start it up.  The opponent can either counter hit you during this move, or you just give them enough time to react and block it.  However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects.  This move you do not see often.  It just takes way too long to start it up.  The opponent can either counter hit you during this move, or you just give them enough time to react and block it.  However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.
}}
}}
====== ======
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=GGAC_Bridget_6P.png
|caption=For just 50% meter, you can (possibly) get your opponent off of you!
|data=
{{AttackData-GGACR
|damage=25
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=HLF
|cancel=R
|startup=11
|active=6
|recovery=14
|frameAdv=-6
|description=
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter.  Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness.  However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.
  }}
  }}
}}
}}
Line 259: Line 165:
|image=GGAC_Bridget_2P.png
|image=GGAC_Bridget_2P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=8
{{!}}-
|tension=1.44
{{#lsth:GGACR/Bridget/Data|2P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=HLF
|cancel=SR
|startup=7
|active=4
|recovery=3
|frameAdv=+3
|description=
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people.  This move is one of Bridget's burst bait attacks.  Not only does it have good range for a 2p, but the recovery on the move is amazing.  Say you confirm a hit on an opponent with 2p.  After that you keep hitting them with 2p and the opponent decides to burst.  You will have enough time to whiff a 2p, block the burst, and punish them for it.  Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back.  However starting a combo with this move usually ends up in very low damage.
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people.  This move is one of Bridget's burst bait attacks.  Not only does it have good range for a 2p, but the recovery on the move is amazing.  Say you confirm a hit on an opponent with 2p.  After that you keep hitting them with 2p and the opponent decides to burst.  You will have enough time to whiff a 2p, block the burst, and punish them for it.  Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back.  However starting a combo with this move usually ends up in very low damage.
  }}
  }}
Line 280: Line 178:
|image=GGAC_Bridget_2K.png
|image=GGAC_Bridget_2K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=12
{{!}}-
|tension=1.44
{{#lsth:GGACR/Bridget/Data|2K}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=LF
|cancel=SR
|startup=5
|active=3
|recovery=6
|frameAdv=+1
|description=
Bridget goes on the floor and kicks the opponent.  Bridget's only other normal low hitting move besides 2d.  Because of that you will find some use for this move.  The biggest problem with this move however is the range.  It is one of Bridget's shortest attack which will make it tricky to use.  You will be entering enemy range with this move which is very risky.  However the recovery on this move is very fast like 2p.  So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.
Bridget goes on the floor and kicks the opponent.  Bridget's only other normal low hitting move besides 2d.  Because of that you will find some use for this move.  The biggest problem with this move however is the range.  It is one of Bridget's shortest attack which will make it tricky to use.  You will be entering enemy range with this move which is very risky.  However the recovery on this move is very fast like 2p.  So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.
  }}
  }}
Line 301: Line 191:
|image=GGAC_Bridget_2S.png
|image=GGAC_Bridget_2S.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|2S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=SJR
|startup=10
|active=12
|recovery=12
|frameAdv=-10
|description=
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes.  The start up is pretty lengthy and you probably would use a different poke.  However this move has an important cancel for blockstrings.  This move can cancel into a whiffed 2k.  That is beneficial because of the recovery of 2k.  Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes.  The start up is pretty lengthy and you probably would use a different poke.  However this move has an important cancel for blockstrings.  This move can cancel into a whiffed 2k.  That is beneficial because of the recovery of 2k.  Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.
  }}
  }}
Line 322: Line 204:
|image=GGAC_Bridget_2D.png
|image=GGAC_Bridget_2D.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=32
{{!}}-
|tension=3.84
{{#lsth:GGACR/Bridget/Data|2D}}
|gb+=11
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=LF
|cancel=SRF
|startup=7
|active=4
|recovery=20
|frameAdv=-7
|description=
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget.  When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent.  Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent.  While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish.  2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget.  When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent.  Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent.  While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish.  2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).
  }}
  }}
Line 343: Line 217:
|image=GGAC_Bridget_jP.png
|image=GGAC_Bridget_jP.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=16
{{!}}-
|tension=1.44
{{#lsth:GGACR/Bridget/Data|j.P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=HA
|cancel=CSR
|startup=5
|active=4
|recovery=6
|frameAdv=
|description=
Bridget throws the yo-yo at a downward angle.  Actually a very useful attack.  If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air.  If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.
Bridget throws the yo-yo at a downward angle.  Actually a very useful attack.  If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air.  If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.
  }}
  }}
Line 364: Line 230:
|image=GGAC_Bridget_jK.png
|image=GGAC_Bridget_jK.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|j.K}}
|gb+=6
{{!}}-
|gb-=7
{{Description|7|text=
|level=2
|guard=HA
|cancel=SJR
|startup=6
|active=8
|recovery=12
|frameAdv=
|description=
Bridget does a split in the air and kicks the opponent.  Outside of combos you are not going to really use this move too often.  You are much better off using j.p, or j.s in the air.  J.p has a faster recovery, while j.s has farther range.  The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos.  If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.
Bridget does a split in the air and kicks the opponent.  Outside of combos you are not going to really use this move too often.  You are much better off using j.p, or j.s in the air.  J.p has a faster recovery, while j.s has farther range.  The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos.  If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.
  }}
  }}
Line 385: Line 243:
|image=GGAC_Bridget_jS.png
|image=GGAC_Bridget_jS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|j.S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HA
|cancel=SR
|startup=10
|active=6
|recovery=19
|frameAdv=
|description=
Bridgets longest air move.  This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled.  In order to jump cancel you must gatling into j.2s
Bridgets longest air move.  This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled.  In order to jump cancel you must gatling into j.2s
  }}
  }}
Line 406: Line 256:
|image=GGAC_Bridget_j2S.png
|image=GGAC_Bridget_j2S.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=28
{{!}}-
|tension=2.64
{{#lsth:GGACR/Bridget/Data|j.2S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HA
|cancel=SJR
|startup=10
|active=6
|recovery=25
|frameAdv=
|description=
 
  }}
  }}
}}
}}
Line 427: Line 268:
|image=GGAC_Bridget_jD.png
|image=GGAC_Bridget_jD.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24x3
{{!}}-
|tension=2.64x3
{{#lsth:GGACR/Bridget/Data|j.D}}
|gb+=6x3
{{!}}-
|gb-=7x3
{{Description|7|text=
|level=2
|guard=HA
|cancel=SR
|startup=15
|active=3x6
|recovery=16+4 after landing
|frameAdv=
|description=
Bridget goes crazy and swings the yo-yo around, in an adorable way.
Bridget goes crazy and swings the yo-yo around, in an adorable way.
  }}
  }}
Line 445: Line 278:
<br clear=all/>
<br clear=all/>


== Throws ==
==Universal Mechanics==
====== ======
====== ======
{{MoveData
{{MoveData
Line 451: Line 284:
|name=Ground Throw
|name=Ground Throw
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=48
{{!}}-
|tension=6.88
{{#lsth:GGACR/Bridget/Data|Ground Throw}}
|level=
{{!}}-
|gb+=
{{Description|7|text=
|gb-=6x2
|guard=45 pixles
|cancel=R
|startup=
|active=
|recovery=
|frameAdv=
|description=
  }}
  }}
}}
}}
Line 471: Line 296:
|name=Air Throw
|name=Air Throw
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=55
{{!}}-
|tension=4.00
{{#lsth:GGACR/Bridget/Data|Air Throw}}
  |level=
{{!}}-
|gb+=
{{Description|7|text=
|gb-=6
  }}
|guard=88 pixels
}}
|cancel=
====== ======
|startup=
{{MoveData
|active=
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|recovery=
|image=GGAC_Bridget_6P.png
  |frameAdv=
|caption=For just 50% meter, you can (possibly) get your opponent off of you!
  |description=
|data=
 
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Bridget/Data|DAA}}
{{!}}-
{{Description|7|text=
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.
  }}
  }}
}}
}}
Line 496: Line 326:
|caption=You can use yo-yo related attacks even while it's still moving!
|caption=You can use yo-yo related attacks even while it's still moving!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|damage=
{{!}}-
|tension=
{{AttackVersion|name=Ground}}
|gb+=
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Placement}}
|gb-=
{{!}}-
|level=
{{AttackVersion|name=Air}}
|guard=
{{#lsth:GGACR/Bridget/Data|Air Yoyo Placement}}
|cancel=
{{!}}-
|startup=
{{Description|8|text=
|active=
|recovery=varies on direction
|frameAdv=
|description=
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.
  }}
  }}
Line 519: Line 345:
|input=hold H while knocked down
|input=hold H while knocked down
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=
{{!}}-
|tension=
{{#lsth:GGACR/Bridget/Data|Knockdown Yoyo Placement}}
|gb+=
{{!}}-
|gb-=
{{Description|7|text=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=total 38
|frameAdv=
|description=
 
  }}
  }}
}}
}}
Line 542: Line 359:
|input=Yoyo Set -> H
|input=Yoyo Set -> H
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=40
{{AttackVersion|name=Ground}}
|tension=-/2.40
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Recall}}
|gb+=0
{{!}}-
|gb-=6
{{AttackVersion|name=Air}}
|level=4
{{#lsth:GGACR/Bridget/Data|Air Yoyo Recall}}
|guard=all
{{!}}-
|cancel=
{{Description|8|text=
|startup=12
|active=
|recovery=total 20
|frameAdv=+24
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=40
|tension=-/2.40
|gb+=0
|gb-=6
|level=4
|guard=all
|cancel=
|startup=14
|active=
|recovery=total 22
|frameAdv=+22
|description=
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).
  }}
  }}
Line 582: Line 377:
|image=GGAC_Bridget_236K.png
|image=GGAC_Bridget_236K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=-/7.20
{{#lsth:GGACR/Bridget/Data|236K}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=HLF
|cancel=R
|startup=11
|active=34
|recovery=9
|frameAdv=-26
|description=
Bridget uses his yo-yo's like roller blades and rides on them across the screen.
Bridget uses his yo-yo's like roller blades and rides on them across the screen.
  }}
  }}
Line 604: Line 391:
|image=GGAC_Bridget_236KP.png
|image=GGAC_Bridget_236KP.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=-/1.20
{{#lsth:GGACR/Bridget/Data|236K > P}}
|gb+=6
{{!}}-
|gb-=7
{{Description|7|text=
|level=2
|guard=HLF
|cancel=
|startup=11+7
|active=6
|recovery=28
|frameAdv=-10
|description=
A follow up to KSMH. Bridget stops on his tracks.
A follow up to KSMH. Bridget stops on his tracks.
  }}
  }}
Line 626: Line 405:
|image=GGAC_Bridget_236KK.png
|image=GGAC_Bridget_236KK.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=50
{{!}}-
|tension=-/7.20
{{#lsth:GGACR/Bridget/Data|236K > K}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=R
|startup=11+2
|active=12
|recovery=21+landing 20
|frameAdv=-39
|description=
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.
  }}
  }}
Line 648: Line 419:
|image=GGAC_Bridget_623P.png
|image=GGAC_Bridget_623P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=22x4
{{AttackVersion|name=Ground}}
|tension=2.00/2.40x4
{{#lsth:GGACR/Bridget/Data|623P}}
|gb+=10x4
{{!}}-
|gb-=7x4
{{AttackVersion|name=Air}}
|level=3
{{#lsth:GGACR/Bridget/Data|j.623P}}
|guard=HLF
{{!}}-
|cancel=RF
{{Description|8|text=
|startup=13
|active=3x5
|recovery=25
|frameAdv=-17
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=18x3
|tension=2.00/3.00x3
|gb+=6x3
|gb-=7x3
|level=2
|guard=All
|cancel=RF
|startup=13
|active=3x5
|recovery=till landing+10
|frameAdv=-5
|description=
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.
  }}
  }}
Line 688: Line 438:
|caption="Come at me bro"
|caption="Come at me bro"
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=36x3
{{AttackVersion|name=Ground}}
|tension=2.00/1.20x3
{{#lsth:GGACR/Bridget/Data|236H}}
|gb+=0
{{!}}-
|gb-=8x3
{{AttackVersion|name=Air}}
|level=4
{{#lsth:GGACR/Bridget/Data|j.236H}}
|guard=All
{{!}}-
|cancel=F
{{Description|8|text=
|startup=28
|active=see notes
|recovery=total: 32
|frameAdv=+80
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=36x3
|tension=2.00/1.20x3
|gb+=0
|gb-=8x3
|level=4
|guard=All
|cancel=
|startup=23
|active=see notes
|recovery=total: 42
|frameAdv=
|description=
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.
  }}
  }}
Line 727: Line 456:
|image=GGAC_Bridget_214H.png
|image=GGAC_Bridget_214H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=20x3
{{AttackVersion|name=Ground}}
|tension=2.00/1.20x3
{{#lsth:GGACR/Bridget/Data|214H}}
|gb+=0
{{!}}-
|gb-=7x3
{{AttackVersion|name=Air}}
|level=3
{{#lsth:GGACR/Bridget/Data|j.214H}}
|guard=All
{{!}}-
|cancel=F
{{Description|8|text=
|startup=38
|active=105
|recovery=total:32
|frameAdv=+36
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=20x3
|tension=2.00/1.20x3
|gb+=0
|gb-=7x3
|level=3
|guard=All
|cancel=
|startup=29
|active=105
|recovery=total:37
|frameAdv=+29
|description=
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.
  }}
  }}
Line 766: Line 474:
|image=GGAC_Bridget_623H.png
|image=GGAC_Bridget_623H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.00/4.80
{{#lsth:GGACR/Bridget/Data|623H}}
|gb+=0
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=All
|cancel=
|startup=34
|active=27
|recovery=total:40
|frameAdv=+20
|description=
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.
  }}
  }}
Line 788: Line 488:
|image=GGAC_Bridget_421H.png
|image=GGAC_Bridget_421H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground, Low Altitude
{{!}}-
|damage=20
{{AttackVersion|name=Ground, Low Altitude}}
|tension=2.00/1.20
{{#lsth:GGACR/Bridget/Data|421H}}
|gb+=0
{{!}}-
|gb-=7
{{AttackVersion|name=Air, Low Altitude}}
|level=3
{{#lsth:GGACR/Bridget/Data|j.421H}}
|guard=All
{{!}}-
|cancel=F
{{AttackVersion|name=Ground, High Altitute}}
|startup=19
{{#lsth:GGACR/Bridget/Data|421H High}}
|active=till landing
{{!}}-
|recovery=total:30
{{AttackVersion|name=Air, High Altitude}}
|frameAdv=
{{#lsth:GGACR/Bridget/Data|j.421H High}}
|description=
{{!}}-
}}
{{Description|8|text=
{{AttackData-GGACR
|header=no
|version=Air, Low Altitude
|damage=20
|tension=2.00/1.20
|gb+=0
|gb-=7
|level=3
|guard=All
|cancel=F
|startup=19
|active=till landing
|recovery=total:34
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Ground, High Altitute
|damage=20x2
|tension=2.00/1.20x2
|gb+=0
|gb-=7x2
|level=3
|guard=All,LF
|cancel=F
|startup=18
|active=till landing (11)42
|recovery=total:30
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air, High Altitude
|damage=20x2
|tension=2.00/1.20x2
|gb+=0
|gb-=7x2
|level=3
|guard=All,LF
|cancel=F
|startup=18
|active=till landing (11)42
|recovery=total:34
|frameAdv=
|description=
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.
  }}
  }}
Line 859: Line 512:
|image=GGAC_Bridget_214K.png
|image=GGAC_Bridget_214K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=
{{!}}-
|tension=
{{#lsth:GGACR/Bridget/Data|214K}}
|gb+=
{{!}}-
|gb-=
{{Description|7|text=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.
  }}
  }}
Line 884: Line 529:
|image=GGAC_Bridget_236H.png
|image=GGAC_Bridget_236H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=20x2, 50
{{AttackVersion|name=Ground}}
|tension=
{{#lsth:GGACR/Bridget/Data|236D}}
|gb+=??
{{!}}-
|gb-=??
{{AttackVersion|name=Air}}
|level=3x2, 5
{{#lsth:GGACR/Bridget/Data|j.236D}}
|guard=All
{{!}}-
|cancel=F
{{Description|8|text=
|startup=16
|active=see notes
|recovery=total 36
|frameAdv=+87
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=20x2, 50
|tension=
|gb+=??
|gb-=??
|level=3x2, 5
|guard=All
|cancel=
|startup=16
|active=see notes
|recovery=total 36
|frameAdv=+87
|description=
*Active frames are: 10(10)10(18)16
*Active frames are: 10(10)10(18)16
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.
Line 924: Line 548:
|image=GGAC_Bridget_214H.png
|image=GGAC_Bridget_214H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground
{{!}}-
|damage=20x5
{{AttackVersion|name=Ground}}
|tension=
{{#lsth:GGACR/Bridget/Data|214D}}
|gb+=10x5
{{!}}-
|gb-=7x5
{{AttackVersion|name=Air}}
|level=3
{{#lsth:GGACR/Bridget/Data|j.214D}}
|guard=All
{{!}}-
|cancel=F
{{Description|8|text=
|startup=38
|active=85
|recovery=total: 39
|frameAdv=+54
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air
|damage=20x5
|tension=
|gb+=10x5
|gb-=7x5
|level=3
|guard=All
|cancel=
|startup=29
|active=85
|recovery=total: 37
|frameAdv=+47
|description=
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.
  }}
  }}
Line 965: Line 568:
|input=632146S
|input=632146S
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=20x7, 60
{{!}}-
|tension=
{{#lsth:GGACR/Bridget/Data|632146S}}
|level=5, 2x7
{{!}}-
|gb+=20, 6x7
{{Description|7|text=
|gb-=6, 7x7
|guard=HLFx7, HF
|cancel=RF
|startup=5+1
|active=see notes
|recovery=16
|frameAdv=-24
|description=
active frames are: 3(6)3(3)30(12)20
active frames are: 3(6)3(3)30(12)20
  }}
  }}
Line 988: Line 583:
|caption="Bukkake Tsunami"
|caption="Bukkake Tsunami"
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24x18
{{!}}-
|tension=
{{#lsth:GGACR/Bridget/Data|4123641236S}}
|level=1
{{!}}-
|gb+=3x18
{{Description|7|text=
|gb-=8x18
 
|guard=HLF
|cancel=
|startup=4+0
|active=48
|recovery=44 total
|frameAdv=
|description=
  }}
  }}
}}
}}
Line 1,010: Line 598:
|input=Yoyo Set -> 632146H or 412364H
|input=Yoyo Set -> 632146H or 412364H
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Normal<div><small>632146H</small></div>
{{!}}-
|damage=25x12
{{AttackVersion|name=Normal|subtitle=632146H}}
|tension=
{{#lsth:GGACR/Bridget/Data|632146H}}
|level=3
{{!}}-
|gb+=10x12
{{AttackVersion|name=Delay|subtitle=412364H}}
|gb-=7x12
{{#lsth:GGACR/Bridget/Data|412364H}}
|guard=All
{{!}}-
|cancel=
{{Description|8|text=
|startup=1+23
 
|active=117
|recovery=32 total
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Delay<div><small>412364H</small></div>
|damage=25x6
|tension=
|level=3
|gb+=10x6
|gb-=7x6
|guard=All
|cancel=
|startup=1+13
|active=129
|recovery=24 total
|frameAdv=
|description=
  }}
  }}
}}
}}
Line 1,052: Line 620:
|caption2="Space, the final frontier."
|caption2="Space, the final frontier."
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=Fatal
{{!}}-
|tension=
{{#lsth:GGACR/Bridget/Data|IK}}
|level=
{{!}}-
|gb+=14
{{Description|7|text=
|gb-=
|guard=All
|cancel=
|startup=7+6
|active=12
|recovery=91
|frameAdv=-86
|description=


  }}
  }}

Revision as of 23:21, 24 April 2019

Bridget (and Roger the Bear)
GGAC Bridget Portrait.png
Movement Options
Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run

Overview

First things first, Bridget's a boy.

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. It's easy to die, and hard to regain the life lead.
  • 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.


Normals

5P
GGAC Bridget 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 6 2 9 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSJR 9 10 10 11
GGAC Bridget 5P.png
GGXXACPR Bridget 5P-Hitbox.png


Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.

5K
GGAC Bridget 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Mid 6 5 11 -2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Bridget 5K.png
Mainly for combos
GGXXACPR Bridget 5K-Hitbox.png


Bridget will tilt his body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.

c.S
GGAC Bridget cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×2 Mid 7 2(10)2 12 +3 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 16 17 16 14
GGAC Bridget cS.png
GGXXACPR Bridget cS-1-Hitbox.pngGGXXACPR Bridget cS-2-Hitbox.png
1st hit (Frames 7-8) • 2nd hit (Frames 19-20)


Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.

f.S
GGAC Bridget fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Mid 7 6 18 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 3~4F Feet SR 13 14 16 13
GGAC Bridget fS.png
The pestering flip attack
GGXXACPR Bridget fS-1-Hitbox.pngGGXXACPR Bridget fS-2-Hitbox.pngGGXXACPR Bridget fS-3-Hitbox.pngGGXXACPR Bridget fS-4-Hitbox.png
Frame 7 • Frame 8 • Frame 9 • Frames 10-12


Bridget does a hand stand and flings the yo-yo at full length away from himself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to instant air dash approaches.

6P
GGAC Bridget 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 11 6 14 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~2F, 13~14F Upper Body
3~12F Above Knees
SR 13 14 14 13
GGAC Bridget 6P.png
GGXXACPR Bridget 6P-1-Hitbox.pngGGXXACPR Bridget 6P-2-Hitbox.pngGGXXACPR Bridget 6P-3-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16


Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.

6K
GGAC Bridget 6K.png
"Unblockable"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High 23 6 15 -4 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 70% 9~19F Feet
23~34F Low Profile
SRF 16 17 16 14 24~25F
GGAC Bridget 6K.png
"Unblockable"
GGXXACPR Bridget 6K-1-Hitbox.pngGGXXACPR Bridget 6K-2-Hitbox.png
Frames 23-25 • Frames 26-28
•Slams down opponent on air hit


Bridget will flip and drop his foot on the opponent. This move is an overhead, and has an FRC point on it. It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.

6S
GGAC Bridget 6S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 Mid 10 6 29 -18 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Bridget 6S.png
The hitbox Axl longs for
GGACR Bridget 6S Hitbox 1.pngGGACR Bridget 6S Hitbox 2.pngGGACR Bridget 6S Hitbox 3.pngGGACR Bridget 6S Hitbox 4.pngGGACR Bridget 6S Hitbox 5.png
Frame 10 • Frame 11 • Frame 12 • Frame 13 • Frames 14-15
•Wallbounces on CH (untechable for 40F)


The farthest move Bridget has. He will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.

3P
GGAC Bridget 3P.png
Dat Ass
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 All 8 12 7 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~19F Lower Body
20~21F Feet
SR 13 14 14 13
GGAC Bridget 3P.png
GGXXACPR Bridget 3P-1-Hitbox.pngGGXXACPR Bridget 3P-2-Hitbox.png
Frames 8-15 • Frames 16-19
•Staggers on ground CH (max 35F)


Bridget slams his butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.

5D
GGAC Bridget 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High 30 6 24 -16 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 48 14 13
GGAC Bridget 5D.png
The prelude to shooting for the moon
GGXXACPR Bridget 5D-1-Hitbox.pngGGXXACPR Bridget 5D-2-Hitbox.png
Frames 30-32 • Frames 33-35


Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.

2P
GGAC Bridget 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 7 4 3 +3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% SR 9 10 10 11
GGAC Bridget 2P.png
Pester Jester
GGXXACPR Bridget 2P-1-Hitbox.pngGGXXACPR Bridget 2P-2-Hitbox.png
Frames 7-8 • Frames 9-10


Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.

2K
GGAC Bridget 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 3 6 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% 1~9F Low Profile SR 9 10 10 11
GGAC Bridget 2K.png
GGXXACPR Bridget 2K-Hitbox.png


Bridget goes on the floor and kicks the opponent. Bridget's only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.

2S
GGAC Bridget 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 10 12 12 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~3F, 30~33F Low Profile
14~21F Feet
SJR 13 14 14 13
GGAC Bridget 2S.png
CH fisher
GGXXACPR Bridget 2S-1-Hitbox.pngGGXXACPR Bridget 2S-2-Hitbox.pngGGXXACPR Bridget 2S-3-Hitbox.pngGGXXACPR Bridget 2S-4-Hitbox.pngGGXXACPR Bridget 2S-5-Hitbox.pngGGXXACPR Bridget 2S-6-Hitbox.png
Frames 10-11 • Frames 12-13 • Frames 14-15 • Frames 16-17 • Frames 18-19 • Frames 20-21
•Floats on CH (untechable for 26F)


Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.

2D
GGAC Bridget 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Low 7 4 20 -7 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 7~16F Feet SRF 16 Down 16 13 9~10F
GGAC Bridget 2D.png
GGXXACPR Bridget 2D-1-Hitbox.pngGGXXACPR Bridget 2D-2-Hitbox.png
Frames 7-8 • Frames 9-10


While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).

j.P
GGAC Bridget jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 5 4 6 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Bridget jP.png
Standard air poke
GGXXACPR Bridget jP-Hitbox.png


Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.

j.K
GGAC Bridget jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 6 8 12 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Bridget jK.png
GGXXACPR Bridget jK-1-Hitbox.pngGGXXACPR Bridget jK-2-Hitbox.png
Frames 6-9 • Frames 10-13


Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.

j.S
GGAC Bridget jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 10 6 19 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Bridget jS.png
The art of air wars
GGXXACPR Bridget jS-1-Hitbox.pngGGXXACPR Bridget jS-2-Hitbox.png
Frames 10-12 • Frames 13-15


Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s

j.2S
GGAC Bridget j2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 10 6 25 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Bridget j2S.png
Primary jump-in and combo tool
GGXXACPR Bridget j2S-1-Hitbox.pngGGXXACPR Bridget j2S-2-Hitbox.pngGGXXACPR Bridget j2S-3-Hitbox.png
Frames 10-11 • Frames 12-13 • Frames 14-15
•Staggers on ground CH (max 35F)


j.D
GGAC Bridget jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×3 High/Air 15 3×6 16+4 after landing 2 5×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 SR 11 Launch 22 6
GGAC Bridget jD.png
GGXXACPR Bridget jD-1-Hitbox.pngGGXXACPR Bridget jD-2-Hitbox.pngGGXXACPR Bridget jD-3-Hitbox.png
Frames 15-17, 24-26 • Frames 18-20, 27-29 • Frames 21-23, 30-32
Each hitbox counts as separate hit
•1st and 2nd hitboxes pull opponent in


Bridget goes crazy and swings the yo-yo around, in an adorable way.


Universal Mechanics

Ground Throw
GGAC Bridget throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 45 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6.88 Forced 50% R Down + GBounce
GGAC Bridget throw.png


Air Throw
GGAC Bridget airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Bridget airThrow.png
•Sends opponent on opposite side of throw direction


Dead Angle Attack
GGAC Bridget 6P.png
For just 50% meter, you can (possibly) get your opponent off of you!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 6 14 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~16F All R 13 Down 14 13
GGAC Bridget 6P.png
GGXXACPR Bridget 6P-1-Hitbox.pngGGXXACPR Bridget 6P-2-Hitbox.pngGGXXACPR Bridget 6P-3-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16
•Can cancel into Yoyo Moves


Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.


Specials

Yoyo Placement
GGAC Bridget GroundSet.png
You can use yo-yo related attacks even while it's still moving!
GGAC Bridget AirSet.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


XH
Ground Yoyo Placement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Varies on direction
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Bridget GroundSet.png
•Accepts direction input until 6F
•Total length of each set: Neutral Set: 21F (15F), 6 Set: 27F (17F), 9 Set: 23F (11F), 8 Set: 26F (13F), 7 Set or 4 Set: 22F (13F)
•Yoyo will be set even if Bridget gets after the frames listed in ( )
Air


j.XH
Air Yoyo Placement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Varies on direction
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Bridget AirSet.png
You can use yo-yo related attacks even while it's still moving!
•Accepts direction input until 6F
•Total length of each set: Neutral Set: 19F (11F), 6/7/8 Set: 22F (11F), 9 Set: 20F (11F), 1 Set: 29F (15F), Other Sets: 25F (11F)
•Yoyo will be set even if Bridget gets after the frames listed in ( )

Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.

Knockdown Yoyo Placement
hold H while knocked down
GGAC Bridget KnockdownSet.png
Delays wakeup. Only available when yoyo is not set
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Knockdown > H
Knockdown Yoyo Placement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 38
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~End All
GGAC Bridget KnockdownSet.png
Laugh in the face of okizeme
•Extends Bridget's knockdown time by 15F


Yoyo Recall
Yoyo Set -> H
GGAC Bridget YoyoCallback.png
You can delay the callback by holding H!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


Ground Yoyo Recall
Ground Yoyo Recall
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 12 Total 20 +22 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40 16 17 16 14
GGAC Bridget YoyoCallback.png
GGACR Bridget YoyoCallback Hitbox.png
•Hold down the button to delay the move, can delay startup for up to 152F
•Rolling Movement can be used during this delay
•Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
•If Bridget is hit on 1~4F, the yoyo will not return
•If Bridget gets hit or blocks, the yoyo loses its hitbox
•See notes ※2, ※3
Air


Air Yoyo Recall
Air Yoyo Recall
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 14 Total 22 +22 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40 16 17 16 14
GGAC Bridget YoyoCallback.pngGGAC Bridget YoyoCallback-2.png
• You can delay the callback by holding H!
GGACR Bridget YoyoCallback Hitbox.png
•Hold down the button to delay the move, can delay startup for up to 154F
•Force Breaks and Rolling Movement can be used during this delay
•Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
•If Bridget is hit on 1~6F, the yoyo will not return
•If Bridget gets hit or blocks, the yoyo loses its hitbox
•See notes ※1, ※2, ※3

Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).

Kick Start My Heart
236K
GGAC Bridget 236K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236K
Kick Start My Heart
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 11 34 9 -26 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 3~4F Feet R 16 17 16 14
GGAC Bridget 236K.png
GGXXACPR Bridget 236K-Hitbox.png
•Can cancel into followups 12~44F
•Speed can be controlled with 4/6 during movement


Bridget uses his yo-yo's like roller blades and rides on them across the screen.

Stop
KSMH -> P
GGAC Bridget 236KP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236K > P
Stop
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 7 6 28 -10 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 11 Down 12 12
GGAC Bridget 236KP.png
GGXXACPR Bridget 236KP-Hitbox.png
Distance from Bridget depends on momentum


A follow up to KSMH. Bridget stops on his tracks.

Shoot
KSMH -> K
GGAC Bridget 236KK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236K > K
Shoot
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 2 12 21+20 after landing -39 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 R 13 Launch 24 13
GGAC Bridget 236KK.png
Yo-Yo wheels of pain
GGXXACPR Bridget 236KK-Hitbox.png
•Bridget is airborne from 2F onwards
•Can cancel into Yoyo moves 28~33F on hit or block


A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.

Starship
623P air OK
GGAC Bridget 623P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


623P
Starship
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×4 Mid 13 3×5 25 -17 3 10×4 7×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/2.40×4 80% 1~9 All
10~16F Strike
RF 13 Down, Launch×3 14 6 19~20F
GGAC Bridget 623P.png
GGXXACPR Bridget 623P-Hitbox.png
Ground
•Max 4 hits
Air


j.623P
Air Starship
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×3 All 13 3×5 Until landing+10 -5 2 6×3 5×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.00×3 80% 1~13F Strike RF 11 Launch 24 6 19~20F
GGAC Bridget 623P.png
GGXXACPR Bridget j623P-Hitbox.png
Air
•Max 3 hits
•Listed Frame Adv is for fastest possible TK Air Starship (startup 16F)

Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.

Roger Rush
Yoyo Set -> 236H air OK
GGAC Bridget 236H.png
"Come at me bro"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236H
Roger Rush
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×3 All 28 See notes Total 32 +80 4 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 16 Stagger 35 16 14 16~17F
GGAC Bridget 236H.png
"Come at me bro"
GGXXACPR Bridget 236H-1-Hitbox.pngGGXXACPR Bridget 236H-2-Hitbox.pngGGXXACPR Bridget 236H-3-Hitbox.png
•Max 3 hits
•Roger disappears immediately if Bridget is hit
•Active frames: 2(10){2(12)}×2+{2(10)}×2+2(12)2
•Roger can be hit from 20F onward
•See note ※2
•Staggers on normal hit for a max of 35f
Air


j.236H
Air Roger Rush
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×3 All 23 See notes Total 42 4 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 16 Stagger 35 16 14
GGAC Bridget 236H.png
GGXXACPR Bridget 236H-1-Hitbox.pngGGXXACPR Bridget 236H-2-Hitbox.pngGGXXACPR Bridget 236H-3-Hitbox.png
•Max 3 hits
•Roger disappears immediately if Bridget is hit
•Active frames: 2(10){2(12)}×2+{2(10)}×2+2(12)2
•Roger can be hit from 15F onward
•Bridget is in CH state during move

Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.

Jagged Roger
Yoyo Set -> 214H air OK
GGAC Bridget 214H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214H
Jagged Roger
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 38 105 Total 32 +36 3 0 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 13 14 14 6 22~23F
GGAC Bridget 214H.png
GGXXACPR Bridget 214H-1-Hitbox.png
•Pulls opponent in on hit or block
•Max 3 hits
•Jagged Roger will activate even if Bridget is hit after 22F
•See note ※2
Air


j.214H
Air Jagged Roger
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 29 105 Total 37 +29 3 0 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 13 14 14 6
GGAC Bridget 214H.png
GGXXACPR Bridget 214H-1-Hitbox.png
•Pulls opponent in on hit or block
•Max 3 hits
•Jagged Roger will activate even if Bridget is hit after 13F
•See notes ※1, ※2

Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.

Roger Hug
Yoyo Set -> 623H
GGAC Bridget 623H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H
Roger Hug
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 All 34 27 Total 40 +20 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 13 14 14 13
GGAC Bridget 623H.png
Need a hug?
GGXXACPR Bridget 623H-Hitbox.png
•Yoyo sticks to opponent for 600F on hit or block
•See notes ※2, ※3


The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.

Roger Get
Yoyo Set -> 421H air OK
GGAC Bridget 421H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground, Low Altitude


421H
Roger Get (Low Altitude)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 19 Until landing Total 30 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 Forced 75% F 13 14 14 13 20~21F
GGACR Bridget 421H-1.png
GGXXACPR Bridget 421H-1-Hitbox.png
•Roger can be hit from 19F onwards
•See notes ※2, ※3
Air, Low Altitude


j.421H
Air Roger Get (Low Altitude)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 19 Until landing Total 34 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 Forced 75% F 13 14 14 13 20~21F
GGACR Bridget 421H-1.png
GGXXACPR Bridget 421H-1-Hitbox.png
•Roger can be hit from 19F onwards
•See notes ※1, ※2, ※3
Ground, High Altitute


421H High
Roger Get (High Altitude)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2 All, Low 18 Until landing, (11)42 Total 30 3 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×2 Forced 75% F 13 Stagger 45, Down 14 13 20~21F
GGACR Bridget 421H-1.pngGGACR Bridget 421H-2.png
GGXXACPR Bridget 421H-1-Hitbox.pngGGXXACPR Bridget 421H-2-Hitbox.png
•The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
•Roger can be hit from 18F onwards
•See notes ※2, ※3,Staggers on normal hit for a max of 45f
Air, High Altitude


j.421H High
Air Roger Get (High Altitude)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2 All, Low 18 Until landing, (11)42 Total 34 3 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×2 Forced 75% F 13 Stagger 45, Down 14 13 20~21F
GGACR Bridget 421H-1.pngGGACR Bridget 421H-2.png
GGXXACPR Bridget 421H-1-Hitbox.pngGGXXACPR Bridget 421H-2-Hitbox.png
•The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
•Roger can be hit from 18F onwards
•See notes ※1, ※2, ※3
•Staggers on normal hit for a max of 45f

Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.

Rolling Movement
Yoyo Set -> 214K air OK
GGAC Bridget 214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Rolling Movement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Bridget 214K.png
So~re~~
•Can cancel into any action other than blocking, air dashing and double jumping from 2F onwards


Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.


Force Breaks

FB Roger Rush
Yoyo Set -> 236D air OK
GGAC Bridget 236H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236D
FB Roger Rush
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2, 50 All 16 10(10)10(18)16 Total 36 +87 3×2, 5 10×2,20 8×2,15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0×2, 0.24 F 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15 16~17F
GGAC Bridget 236H.png
GGXXACPR Bridget 236H-1-Hitbox.pngGGXXACPR Bridget 236H-2-Hitbox.pngGGXXACPR Bridget 236H-3-Hitbox.png
•Roger disappears immediately if Bridget is hit
•Bridget is in CH state during move
•Roger can be hit from 8F onwards
•Staggers on normal hit for a max of 35f
Air


j.236D
FB Air Roger Rush
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2, 50 All 23 10(10)10(18)16 Total 33 3×2, 5 10×2,20 8×2,15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.40/0×2, 0.24 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15
GGAC Bridget 236H.png
GGXXACPR Bridget 236H-1-Hitbox.pngGGXXACPR Bridget 236H-2-Hitbox.pngGGXXACPR Bridget 236H-3-Hitbox.png
•Roger disappears immediately if Bridget is hit
•Bridget is in CH state during move
•Roger can be hit from 8F onwards
•Staggers on normal hit for a max of 35f
  • Active frames are: 10(10)10(18)16

Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.

FB Jagged Roger
Yoyo Set -> 214D air OK
GGAC Bridget 214H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214D
FB Jagged Roger
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×5 All 38 85 Total 39 +54 3 10×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 13 14 14 6 22~23F
GGAC Bridget 214H.png
GGXXACPR Bridget 214H-1-Hitbox.png
•Max 5 hits
•Jagged Roger will activate even if Bridget is hit after 22F
•See note ※2
Air


j.214D
FB Air Jagged Roger
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×5 All 29 85 Total 37 +47 3 10×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.40/- 13 14 14 6
GGAC Bridget 214H.png
GGXXACPR Bridget 214H-1-Hitbox.png
•Max 5 hits
•Jagged Roger will activate even if Bridget is hit after 13F
•See notes ※1, ※2

Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.


Overdrives

Loop the Loop
632146S
GGAC Bridget 632146S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146S
Loop the Loop
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×7, 60 Mid×7, High 5+1 3(6)3(3)3,6,3,6,3,9(12)20 16 -24 5, 2×6, 5 20, 6×6, 15 6, 7×6, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~7F Strike RF 18, 11×6, 18 19, 12×5, Stagger 75, Launch 60×7, 60 + GBounce 15, 6×6, 15 42~45F
GGAC Bridget 632146S-1.pngGGAC Bridget 632146S-2.png
GGACR Bridget 632146S Hitbox 1.pngGGACR Bridget 632146S Hitbox 2.pngGGACR Bridget 632146S Hitbox 3.png
Initial range • Max range • Finishing attack
•1st hit vacuums opponent
•8th hit removes OTG state


active frames are: 3(6)3(3)30(12)20

Maintenance Disaster
4123641236S
GGAC Bridget 4123641236S.png
"Bukkake Tsunami"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
4123641236S
Maintenance Disaster
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×18 Mid 4+0 48 Total 44 1 3×18 8×18
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~4F All 9 Launch 30 11
GGAC Bridget 4123641236S.png
GGACR Bridget 4123641236S Hitbox.png
Explosions continue upwards
•Bridget is airborne and in CH state 5~13F
•Opponent's inputs are frozen after the super flash until the 1st active frame
•Explosion is guaranteed to execute once the command has been input


Me and My Killing Machine
Yoyo Set -> 632146H or 412364H
GGAC Bridget 632146H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
632146H


632146H
Me and My Killing Machine
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×12 All 1+23 117 Total 32 3 10×12 7×12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~14F All
15~21F Strike
13 Launch 60 6
GGAC Bridget 632146H.png
GGACR Bridget 632146H Hitbox.png
•Bridget is in CH state during move
•Attack is guaranteed to activate once the command has been input
•Roger can pass through other projectiles
Delay
412364H


412364H
Me and My Killing Machine (Delay)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×6 All 1+13 129 Total 24 3 10×6 7×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~1F All 13 Launch 60 6
GGAC Bridget 632146H.png
GGACR Bridget 632146H Hitbox.png
•Bridget is in CH state during move
•Attack is guaranteed to activate once the command has been input
•Roger can pass through other projectiles


Instant Kill

Shoot the Moon
in IK Mode: 236236H
GGAC Bridget IK1.png
GGAC Bridget IK2.png
"Space, the final frontier."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability


Navigation

To edit frame data, edit values in GGACR/Bridget/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.