GGACR/Bridget/Frame Data

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< GGACR‎ | Bridget
Bridget

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values
Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on air CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.07 0 1.0 1/5F 1.1 55 48F 54F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.0 2.7 8.0 0.35 105.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
15 1~8F 8.5

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 21.0 1.05 41F 6.5 6.5

High Jump Values

Prejump High Jump vY High Jump Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 20F 17.5 6F 12F 13.0 60.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 15.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
135 45 88

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
5P 12 3 8 90% Mid 1 CSJR 1.44 6 2 9 -1 9 10 10 11 N/A
5K 22 10 7 Mid 3 SJR 2.64 6 5 11 -2 13 14 14 13 N/A
c.S 22×2 14×2 6×2 Mid 4 SJR 3.84×2 7 2(10)2 12 +3 16 17 16 14 N/A
f.S 34 10 7 Mid 3 SR 2.64 7 6 18 -10 3~4F Feet 13 14 16 13 N/A
5D 17 8 20 High 3 SR 2.64 30 6 24 -16 13 Launch 48 14 13 N/A
6P 30 10 7 90% Mid 3 SR 2.64 11 6 14 -6 1~2F, 13~14F Upper Body
3~12F Above Knees
13 14 14 13 N/A
3P 24 10 7 All 3 SR 2.64 8 12 7 -5 1~19F Lower Body
20~21F Feet
13 14 14 13 N/A
6K 40 11 6 70% High 4 SRF 3.84 23 6 15 -4 9~19F Feet
23~34F Low Profile
16 17 16 13 24~25F
6S 46 14 6 Mid 4 SJR 3.84 10 6 29 -18 16 17 16 13 N/A
2P 8 3 8 80% Mid 1 SR 1.44 7 4 3 +3 9 10 10 11 N/A
2K 12 3 8 70% Low 1 SR 1.44 5 3 6 +1 1~9F Low Profile 9 10 10 11 N/A
2S 30 10 7 Mid 3 SJR 2.64 10 12 12 -10 1~3F, 30~33F Low Profile
14~21F Feet
13 14 14 13 N/A
2D 32 11 6 Low 4 SRF 3.84 7 4 20 -7 7~16F Feet 16 Down 16 13 9~10F
j.P 16 3 8 High/Air 1 CSR 1.44 5 4 6 9 10 10 11 N/A
j.K 24 5 7 High/Air 2 SJR 2.64 6 8 12 11 12 12 12 N/A
j.S 30 8 7 High/Air 3 SR 2.64 10 6 19 13 14 14 13 N/A
j.2S 28 8 7 High/Air 3 SJR 2.64 10 6 25 13 14 14 13 N/A
j.D 24×3 5×3 7×3 High/Air 2 SR 2.64×3 15 3×6 16+4 after landing 11 Launch 22 6 N/A
The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 48 6×2 Forced 50% 45 pixels R 6.88 Down + GBounce
Air Throw 55 6 Forced 50% 88 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 6 14 -6 1~16F All 13 Down 14 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
XH Ground Yoyo Placement Varies on direction N/A
j.XH Air Yoyo Placement Varies on direction N/A
Knockdown &gt; H Knockdown Yoyo Placement Total 15 1~End All N/A
Ground Yoyo Recall Ground Yoyo Recall 40 0 6 All 4 -/2.40 12 Total 20 +22 16 17 16 13 N/A
Air Yoyo Recall Air Yoyo Recall 40 0 6 All 4 -/2.40 14 Total 22 +22 16 17 16 13 N/A
236K Kick Start My Heart 30 14 6 Mid 4 R -/7.20 11 34 9 -26 3~4F Feet 16 17 16 14 N/A
236K &gt; P Stop 40 6 7 Mid 2 -/1.20 7 6 28 -10 11 Down 12 12 N/A
236K &gt; K Shoot 50 10 7 Mid 3 R -/7.20 2 12 21+20 after landing -39 13 Launch 24 13 N/A
623P Starship 22×4 10×4 7×4 80% Mid 3 RF 2.00/2.40×4 13 3×5 25 -17 1~9 All
10~16F Strike
13 Down, Launch×3 14 6 19~20F
j.623P Air Starship 18×3 6×3 5×3 80% All 2 RF 2.00/3.00×3 13 3×5 Until landing+10 -5 1~13F Strike 11 Launch 24 6 19~20F
236H Roger Rush 36×3 0 8×3 All 4 F 2.00/1.20×3 28 See notes Total 32 +80 16 Stagger 35 16 14 16~17F
j.236H Air Roger Rush 36×3 0 8×3 All 4 2.00/1.20×3 23 See notes Total 42 16 Stagger 35 16 14 N/A
214H Jagged Roger 20×3 0 7×3 All 3 F 2.00/1.20×3 38 105 Total 32 +36 13 14 14 6 22~23F
j.214H Air Jagged Roger 20×3 0 7×3 All 3 2.00/1.20×3 29 105 Total 37 +29 13 14 14 6 N/A
623H Roger Hug 30 0 7 All 3 2.00/4.80 34 27 Total 40 +20 13 14 14 13 N/A
421H Roger Get (Low Altitude) 20 0 7 Forced 75% All 3 F 2.00/1.20 19 Until landing Total 30 13 14 14 13 20~21F
421H High Roger Get (High Altitude) 20×2 0 7×2 Forced 75% All, Low 3 F 2.00/1.20×2 18 Until landing, (11)42 Total 30 13 Stagger 45, Down 14 13 20~21F
j.421H Air Roger Get (Low Altitude) 20 0 7 Forced 75% All 3 F 2.00/1.20 19 Until landing Total 34 13 14 14 13 20~21F
j.421H High Air Roger Get (High Altitude) 20×2 0 7×2 Forced 75% All, Low 3 F 2.00/1.20×2 18 Until landing, (11)42 Total 34 13 Stagger 45, Down 14 13 20~21F
214K Rolling Movement N/A
※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236D FB Roger Rush 20×2, 50 10×2,20 8×2,15 All 3×2, 5 F -/0×2, 0.24 16 10(10)10(18)16 Total 36 +87 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15 16~17F
j.236D FB Air Roger Rush 20×2, 50 10×2,20 8×2,15 All 3×2, 5 0.40/0×2, 0.24 23 10(10)10(18)16 Total 33 13×2, 18 Stagger 35, Launch×2 40×2, 60 + WStick 31 13×2, 15 N/A
214D FB Jagged Roger 20×5 10×5 7×5 All 3 F 38 85 Total 39 +54 13 14 14 6 22~23F
j.214D FB Air Jagged Roger 20×5 10×5 7×5 All 3 0.40/- 29 85 Total 37 +47 13 14 14 6 N/A

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
632146S Loop the Loop 20×7, 60 20, 6×6, 15 6, 7×6, 6 Mid×7, High 5, 2×6, 5 RF 5+1 3(6)3(3)3,6,3,6,3,9(12)20 16 -24 5~7F Strike 18, 11×6, 18 19, 12×5, Stagger 75, Launch 60×7, 60 + GBounce 15, 6×6, 15 42~45F
4123641236S Maintenance Disaster 24×18 3×18 8×18 Mid 1 4+0 48 Total 44 1~4F All 9 Launch 30 11 N/A
632146H Me and My Killing Machine 25×12 10×12 7×12 All 3 1+23 117 Total 32 1~14F All
15~21F Strike
13 Launch 60 6 N/A
412364H Me and My Killing Machine (Delay) 25×6 10×6 7×6 All 3 1+13 129 Total 24 1~1F All 13 Launch 60 6 N/A

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Shoot the Moon Fatal 14 All 4 7+6 12 91 -86 1~7F Strike 16 14

Gatling Table

Ground Gatlings
P K S Yoyo D Cancel
5PGGAC Bridget 5P.pngGuard:
Mid
Startup:
6
Recovery:
9
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S, 6S Yes[+] 5D, 2D Jump, Special, Super
2PGGAC Bridget 2P.pngGuard:
Mid
Startup:
7
Recovery:
3
Advantage:
+3
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Yes 5D, 2D Special, Super
6PGGAC Bridget 6P.pngGuard:
Mid
Startup:
11
Recovery:
14
Advantage:
-6
- 6K c.S, f.S, 2S, 6S Yes 5D, 2D Special, Super
3PGGAC Bridget 3P.pngGuard:
All
Startup:
8
Recovery:
7
Advantage:
-5
- - - Yes - Special, Super
5KGGAC Bridget 5K.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
-2
6P 6K c.S, f.S, 2S, 6S Yes 5D, 2D Jump, Special, Super
2KGGAC Bridget 2K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
+1
2P, 6P 6K c.S, f.S, 2S Yes 5D, 2D Special, Super
6KGGAC Bridget 6K.pngGuard:
High
Startup:
23
Recovery:
15
Advantage:
-4
- - - - - Special, Super
c.SGGAC Bridget cS.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
+3
6P - f.S, 2S Yes 5D, 2D Jump, Special, Super
f.SGGAC Bridget fS.pngGuard:
Mid
Startup:
7
Recovery:
18
Advantage:
-10
- - 2S, 6S Yes 5D, 2D Special, Super
2SGGAC Bridget 2S.pngGuard:
Mid
Startup:
10
Recovery:
12
Advantage:
-10
- 2K 6S Yes 5D, 2D Jump, Special, Super
6SGGAC Bridget 6S.pngGuard:
Mid
Startup:
10
Recovery:
29
Advantage:
-18
- - - Yes - Jump, Special, Super
5DGGAC Bridget 5D.pngGuard:
High
Startup:
30
Recovery:
24
Advantage:
-16
- - - Yes - Homing Jump
2DGGAC Bridget 2D.pngGuard:
Low
Startup:
7
Recovery:
20
Advantage:
-7
- - - - - Special, Super
Air Gatlings
P K S Yoyo D Cancel
j.PGGAC Bridget jP.pngGuard:
High/Air
Startup:
5
Recovery:
6
Advantage:
j.P j.K j.S, j.2S Yes j.D Special
j.KGGAC Bridget jK.pngGuard:
High/Air
Startup:
6
Recovery:
12
Advantage:
j.P - j.S Yes j.D Jump, Special
j.SGGAC Bridget jS.pngGuard:
High/Air
Startup:
10
Recovery:
19
Advantage:
- j.K j.2S Yes j.D Special
j.2SGGAC Bridget j2S.pngGuard:
High/Air
Startup:
10
Recovery:
25
Advantage:
- - - Yes - Jump, Special
j.DGGAC Bridget jD.pngGuard:
High/Air
Startup:
15
Recovery:
16+4 after landing
Advantage:
- - - FB only - Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Bridget
To edit frame data, edit values in GGACR/Bridget/Data.
Systems Pages