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|image=GGAC_Bridget_5P.png | |image=GGAC_Bridget_5P.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|5P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_5K.png | |image=GGAC_Bridget_5K.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|5K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_cS.png | |image=GGAC_Bridget_cS.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|c.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_fS.png | |image=GGAC_Bridget_fS.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|f.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_6P.png | |image=GGAC_Bridget_6P.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|6P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|caption="Unblockable" | |caption="Unblockable" | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|6K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_6S.png | |image=GGAC_Bridget_6S.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|6S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|caption=Dat Ass | |caption=Dat Ass | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|3P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_5D.png | |image=GGAC_Bridget_5D.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|5D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
}} | }} | ||
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|image=GGAC_Bridget_2P.png | |image=GGAC_Bridget_2P.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|2P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_2K.png | |image=GGAC_Bridget_2K.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|2K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_2S.png | |image=GGAC_Bridget_2S.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_2D.png | |image=GGAC_Bridget_2D.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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,). | ||
}} | }} | ||
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|image=GGAC_Bridget_jP.png | |image=GGAC_Bridget_jP.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|j.P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_jK.png | |image=GGAC_Bridget_jK.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|j.K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_jS.png | |image=GGAC_Bridget_jS.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|j.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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 | ||
}} | }} | ||
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|image=GGAC_Bridget_j2S.png | |image=GGAC_Bridget_j2S.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|j.2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_Bridget_jD.png | |image=GGAC_Bridget_jD.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|j.D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
== | ==Universal Mechanics== | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|name=Ground Throw | |name=Ground Throw | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} | ||
}} | }} | ||
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|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
====== ====== | |||
{{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= | |||
{{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. | |||
}} | }} | ||
}} | }} | ||
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|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= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Placement}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|Air Yoyo Placement}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|input=hold H while knocked down | |input=hold H while knocked down | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|Knockdown Yoyo Placement}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} | ||
}} | }} | ||
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|input=Yoyo Set -> H | |input=Yoyo Set -> H | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Recall}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|Air Yoyo Recall}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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). | ||
}} | }} | ||
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|image=GGAC_Bridget_236K.png | |image=GGAC_Bridget_236K.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|236K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_236KP.png | |image=GGAC_Bridget_236KP.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|236K > P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A follow up to KSMH. Bridget stops on his tracks. | A follow up to KSMH. Bridget stops on his tracks. | ||
}} | }} | ||
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|image=GGAC_Bridget_236KK.png | |image=GGAC_Bridget_236KK.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|236K > K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_623P.png | |image=GGAC_Bridget_623P.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|623P}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|j.623P}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|caption="Come at me bro" | |caption="Come at me bro" | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|j.236H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_214H.png | |image=GGAC_Bridget_214H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|j.214H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_623H.png | |image=GGAC_Bridget_623H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|623H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_421H.png | |image=GGAC_Bridget_421H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground, Low Altitude}} | |||
{{#lsth:GGACR/Bridget/Data|421H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air, Low Altitude}} | |||
{{#lsth:GGACR/Bridget/Data|j.421H}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground, High Altitute}} | |||
{{#lsth:GGACR/Bridget/Data|421H High}} | |||
{{!}}- | |||
{{AttackVersion|name=Air, High Altitude}} | |||
{{#lsth:GGACR/Bridget/Data|j.421H High}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_214K.png | |image=GGAC_Bridget_214K.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|214K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | ||
}} | }} | ||
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|image=GGAC_Bridget_236H.png | |image=GGAC_Bridget_236H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|236D}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|j.236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*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. | ||
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|image=GGAC_Bridget_214H.png | |image=GGAC_Bridget_214H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Bridget/Data|214D}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Bridget/Data|j.214D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
}} | }} | ||
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|input=632146S | |input=632146S | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|632146S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
active frames are: 3(6)3(3)30(12)20 | active frames are: 3(6)3(3)30(12)20 | ||
}} | }} | ||
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|caption="Bukkake Tsunami" | |caption="Bukkake Tsunami" | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|4123641236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} | ||
}} | }} | ||
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|input=Yoyo Set -> 632146H or 412364H | |input=Yoyo Set -> 632146H or 412364H | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=632146H}} | |||
{{#lsth:GGACR/Bridget/Data|632146H}} | |||
{{!}}- | |||
{{AttackVersion|name=Delay|subtitle=412364H}} | |||
{{#lsth:GGACR/Bridget/Data|412364H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | }} | ||
}} | }} | ||
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|caption2="Space, the final frontier." | |caption2="Space, the final frontier." | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Bridget/Data|IK}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | }} |
Revision as of 23:21, 24 April 2019
Bridget (and Roger the Bear) |
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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
5K |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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j.D |
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Bridget goes crazy and swings the yo-yo around, in an adorable way. |
Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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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 |
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Knockdown Yoyo Placement hold H while knocked down |
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Yoyo Recall Yoyo Set -> H |
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Kick Start My Heart 236K |
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Bridget uses his yo-yo's like roller blades and rides on them across the screen. |
Stop KSMH -> P |
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A follow up to KSMH. Bridget stops on his tracks. |
Shoot KSMH -> K |
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A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around. |
Starship 623P air OK |
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Roger Rush Yoyo Set -> 236H air OK |
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Jagged Roger Yoyo Set -> 214H air OK |
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Roger Hug Yoyo Set -> 623H |
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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 |
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Rolling Movement Yoyo Set -> 214K air OK |
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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 |
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FB Jagged Roger Yoyo Set -> 214D air OK |
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Overdrives
Loop the Loop 632146S |
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active frames are: 3(6)3(3)30(12)20 |
Maintenance Disaster 4123641236S |
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Me and My Killing Machine Yoyo Set -> 632146H or 412364H |
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Instant Kill
Shoot the Moon in IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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Frame Data & System Data •
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