* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.
* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.
* Great mobility.
* Great mobility.
* Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.
* Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC, and damaging potential follow-ups provides a strong meterless reversal option.
* Overdrives also provide strong reversal options.
* Overdrives also provide strong reversal options.
* Roger provides space control, aids defense, and more.
* Roger provides space control, aids defense, and more.
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* Has one of the easiest times of getting out of pressure.
* Has one of the easiest times of getting out of pressure.
* May have up to 4 jumps.
* May have up to 4 jumps.
* Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.
* Heavy Slash not having normals attached to it allows for free throw attempts while Roger is active.
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* Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
* Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.
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* Good damage is situational.
* Good damage is 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.
* 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.
* Good movement requires FD canceling Rolling Movement, costing a small amount of meter.
* Cannot option select throw with a normal unless Roger is active, as the game considers yo-yo Set and yo-yo Recall to be special moves.
* Cannot option select throw with a normal unless Roger is active, as the game considers yo-yo Set and yo-yo 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.
* Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.
Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run
Colors
P
K
S
H
D
Start
Normal
SP
Overview
replace with GAMEPLAY overview, not lore info
Discord post by Noj on 2019/05/14:
It isn't just Bridget's movement that sets him apart, a lot of his ground chains (like c.S>6P>c.S) have built-in frametraps (so if the person is mashing, they'll eat the 6P), making people more likely to hold block when Bridget is in their face, allowing for cheeky yo-yo sets behind them even though it's super unsafe. Having the yo-yo behind someone is a situation that is 100% ideal for Bridget, since he can use f.S to apply far pressure, and cancel f.S into 214K (roll) for immediate air pressure follow up with his air normals (generally j.S is your go-to for horizontal poking, j.2S has the most hitstun so it's useful for hitting them with right before you hit the ground so that you can continue it as a grounded combo, and j.P is just a really fast poke). Movement-wise, the most important skill with him is being able to abuse the faultless defense cancel of his roll, shooting him straight up as was talked about earlier. A pretty common way to get out of the corner / change positions is to superjump set2, 214K (fd) 214K (fd) air dash, recover yo-yo. It's a really strong escape because if they try to chase you down for it, they have to block the yo-yo following you, though if they put you in blockstun that doesn't really matter.
Strengths and Weaknesses
Strengths
Weaknesses
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, 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.
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 normals attached to it allows for free throw attempts while Roger is active.
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 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, costing a small amount of meter.
Cannot option select throw with a normal unless Roger is active, as the game considers yo-yo Set and yo-yo 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.
Unique Mechanics
Yo-Yo
Bridget doesn't have an Heavy Slash normal; instead, the button is used to throw and recall a yo-yo in various directions that allows for a myriad of options in pressure, neutral, frame trapping, and even movement with the combined use of the Rolling Movement special.
The following count as Yo-Yo Specials: Yo-Yo Set, Yo-Yo Callback, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).
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 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 do a yo-yo trick and hit the opponent twice. Staple move in combos. If the opponent FDs this, it may cause it to whiff leaving you vulnerable to a counter attack.
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. Also used as a means of getting a knockdown as it gatlings into 2D for when you're too far from the opponent mid combo for c.S to come out. 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 IAD approaches.
Bridget's 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. It is however a staple in close range combos. When using as an anti-air you can also gatling into 6S and continue into an air combo. Overall a relatively decent 6P.
1~2F Upper body invul. 3~12F Above chest invul. 3~14F Upper body invul.
Bridget will flip and drop his foot on the opponent. This move is an overhead. 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. Can only combo out of this by spending meter, or using Roger.
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. It only really hits characters with tall hitboxes, and its recovery is painfully long so be very careful when using this move. However, due to the angle at which Bridget throws the yo-yo, it can be used as an effective anti-airdash move, and at specific ranges an anti-air move.
Wall bounces opponent on CH. Attack is fully extended on 12F.
Bridget slams his butt towards the opponent. Staggers on ground counter-hit. This move can avoid certain moves, such as Potemkin's Slide Head due to having a good amount of frames of foot invincibility. If you only get a regular hit , cancel it into Starship for some extra damage. While this move is a powerful tool for Bridget, do not spam it since it can be punished.
1~19F Foot invul. Staggers opponent on ground CH (max 39F).
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 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. If you confirm a 2P and chain it a couple of times you will have enough time to whiff a 2P if the opponent decides to burst so you may block 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 chain it repeatedly pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.
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 it. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which makes it tricky to use. 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 since you'll be very close to the opponent anyway.
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. While the range of this move is long, it has lower priority compared to Bridget's other pokes. The startup is pretty lengthy, making it relatively less ideal for poking. However this move has an important cancel for blockstrings as it can cancel into a whiffed 2K, which will effectively cut the recovery in half and will allow you to continue pressure or if anything allow you to gain distance from the opponent.
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2D is a very important move for Bridget as it causes knockdown from long ranges and allow you to apply your powerful okizeme. When you knock down with this move it will leave you enough time to set up a yo-yo and pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2D or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges it's hard for most characters to punish.
7~16F Foot invul. Can cancel into any non-yo-yo Special.
Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use j.P 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 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 faster recovery, while j.S has farther range.
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it uses his 6P animation it's one of the weaker Dead Angles in the game in terms of usefulness.
1~12F Full invul. 13~14 Upper body invul. 13~16F Throw invul. Knocks down opponent on ground hit. Initial prorate 50%.
Bridget sets his yo-yo. A directional input will change where he sets the yo-yo. Refer to the image for which inputs provide which set. Yo-yo sets are often referred to setX; for example, yo-yo set 4H becomes set4. As this is considered a special move, you can cancel special cancellable normals into it allowing you to recover much faster from them than normal. You can use yo-yo related attacks even while it's still moving.
Accepts direction input until 5F. Forward and backward set have duration 22F. All upward sets have duration 26F.
Air
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See notes
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Accepts direction input until 5F. j.5H/6H has duration 19F. j.1H has duration 26F. j.2H, j.3H, j.4H, j.7H, j.8H have duration 22F. j.9H has duration 20F. Can not be used when too high in the air.
Knockdown yo-yo Placement hold H while knocked down
Bridget recalls his yo-yo. 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 yo-yo 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 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 5 times. The FRC window is at 16-17F.
Staggers opponent (max 49F). Bridget is in CH state during recovery. Frame adv listed is when Roger Rush does 2 hits.
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 at 22~23F.
Bridget is in CH state during recovery. Hitstop 6F. Frame Advantage depends on location of yo-yo.
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 Movement is done.
Bridget rolls to his yo-yo, 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.
Combo super. 4~7F Strike invul. Knocks down opponent on hit. 7th hit staggers opponent on ground hit (max 35F). All hits except 1st and 8th have hitstop 6F, and first hit has a vacuum effect.
To edit frame data, edit values in GGReload/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.