GGST/Bridget

From Dustloop Wiki

Overview

Overview

Some people might call a yo-yo a poor choice of weapon, but they just don't have enough creativity! With speed, range, and dizzying mix-ups, this girl can run circles around any opponent!

Bridget is a well-rounded character who is easy to pick up and play, with high range, good mobility, a meterless reversal, and simple combos that lead into strong pressure situations. However, don't be fooled into thinking that means she's simple! Her Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 setplay projectile and Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) can be layered together and combined with her other tools in countless ways, giving her a uniquely expressive flair in her offence!

To complement this, Bridget has a fantastic suite of neutral tools. f.S and 5H reach very far, and possess both slightly disjointed hitboxes as well as follow-ups with fantastic corner carry that allow Bridget to start her offence on hit. Paired with her multi-hitting 2S to catch movement and help shore up the weakness to 6Ps and similar low profile options, she has the ability to assert dominant control over the ground. Her air control is similarly extremely strong, with j.H being one of the rare air normals to possess a significant disjoint, as well as her wide and high striking 2H.

On defence, Bridget has several strong options to work with, though she must be very careful when using them. A 5 frame and reasonably large 2K gives her abare An attack during the opponent's pressure, intended to interrupt it. a bite many characters lack, and StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28 is a perfectly serviceable meterless reversal, though she lacks an invincible Overdrive to beat throws and spaced okizeme. However, when she is forced onto the back foot, the specter of a 0 Guts Rating looms large. She will very frequently die to hits another character would survive with a decent buffer to spare. Combined with her lower than average damage, Bridget has to be right many more times than she is wrong.

In spite of that, her wide and powerful toolkit more than enables her to run circles around her opponent until they die from a thousand cuts. If you like strong tools and boundless creativity, wrapped up in a cute as heck package, Bridget may very well be for you!
Bridget
GGST Bridget Portrait.png
Damage Received Mod
×1.06
Guts Rating
0
Prejump
4F
Backdash
17F Duration
1-4F Invuln
1-12F Airborne
Unique Movement Options
Rolling Movement
Kick Start My Heart
Fastest Attack
2K (5F)
Reversals
Starship (9F)
 Bridget controls the pace of any match using potent mixups and tricky movement.
Pick if you like Avoid if you dislike
  • Strong neutral with far-reaching attacks and versatile movement.
  • Oki and pressure with threatening mix and the ability to loop their advantage.
  • A huge DP and strong backdash that allow her to bludgeon her way through her opponent's offence.
  • Low health and heavy consequences for making mistakes.
  • Having to win many interactions to deal meaningful damage.
  • Having access to some of your moves locked behind setplay conditions.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 8 2 14 -6
Total: 23

Simple, fast mid-range poke.

Not a traditional 5P, instead more akin to other characters' 5K. For lack of a 2D gatling, 5P cannot combo into a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on hit, instead relying on 6K to confirm hits and frametrap. 5P's self-gatling also makes it extremely good for pushing opponents out of Bridget's weaker close-range, making itself completely safe on block in the process.

Despite its fantastic frame data for its range, Bridget's 5P has essentially no reward at longer ranges, but nevertheless controls midrange against closer-range characters fairly dominantly.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 6 5 9 -2
Total: 19

Bridget's fastest standing attack, similar to other characters' 5P.

With good reach, speed, and active frames, 5K is a useful close-range poke with great reward with its 2D hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. gatling, or comboing into c.S off an aerial hit or CH. However, unlike most standing jabs it does not hit high enough to reliably anti-air and cannot self-gatling, reducing its versatility. As abare, it's generally worse than 2K due to its slower startup and weakness to low profile, but it still has its uses, notably against high profile pressure resets like Ky's Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12].

5K is useful in juggles as it launches higher than c.S while being faster and proximity-independent. This can be useful in midscreen corner-carry routes with dash cancels, or to squeeze in a 5[D] and milk all the damage possible from a confirm.

  • Jump and Dash cancelable

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18×2 All 7 3, 3 13 +1
Total: 25

Basic pressure starter and okizeme.

Bridget's c.S shares usage with most characters' c.S's. Its advantage on block and low pushback makes it strong for tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. offence and stagger pressure, while maintaining high-low mix-ups with Dust AttackGGST Bridget 5D.pngGuardHighStartup20Recovery26Advantage-15, 2S and 2D, and a long series of gatlings as well. Its jump cancel can even be used for IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 as an ambiguous pressure extender.

Its multi-hit property comes with certain drawbacks and upsides. On the one hand, it is much more susceptible to Faultless Defense and IBFD, but on the other, it is extremely easy to hit-confirm with, and the extra hitstop is very useful in combos and pressure to stall for 214S/214H's return hit, especially with a Dust Attack. It can also disrupt fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.ing by offsetting the timing of Bridget's pressure.

  • Jump and Dash Cancelable on either hit.
  • Floating crumple on second hit, delaying a cancel will force stand

Gatling Options: f.S, 2S, 5H, 2H, 6P, 6K, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 10 5 18 -9
Total: 32

A strong long-range poke that is disjointed at the tip.

Bridget's main poke at midrange in matchups where she doesn't need 5H's extra range. When compared to similar moves such as 2S and 5H, f.S shines over the former with significantly better range, and over both with its relatively low recovery. Its absurd range compared to most pokes with similar frame data allows f.S to dominate neutral in matchups against characters reliant on their strong midrange, such as Sol. The gatling into f.SS only on hit and block makes it extremely easy to confirm as well.

Due to how the hitbox extends, its startup is greater than 10 at max range, but it still has its place next to 2S and 5H thanks to its much shorter recovery, making it much safer to throw out. It still greatly extends Bridget's hurtbox, making it susceptible to counterpokes such as 6P when poorly spaced.

Can be useful as a corner combo tool as it's Bridget's fastest non-P long-range normal and gatlings into 2H.

  • Hitbox extends during active frames. Max range on Frame 13.

Gatling Options: S (except during recovery), 5H, 2H

S Follow-Up (f.SS)

S after f.S or 2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 12 4 27 -14
Total: 42

Input S after f.S or 2S on hit or block.

Wall-bounce combo filler and natural frametrap tool.

Although it seems like it'd be entirely obsolete to 5H in many aspects, f.SS is significantly easier to use as it only leaves a 1f gap from spaced connects of f.S and 2S, catching 6P abare. Using 5H for this purpose would require an extremely tight manual delay. In addition, f.SS tends to be a more reliable tool to confirm f.S with, as at maximum range 5H > H will whiff and lose Bridget a knockdown. Finally, it has better reward than 5H as a corner frametrap without a primed yo-yo, as the wallbounce allows Bridget to set 214S before continuing her combo.

Does a lot of wall damage, making it generally poor filler when used early in corner combos. However, this property, along with the wallbounce, makes it great to secure wallbreaks at the end of long routes.

  • On hit, launches opponent full-screen and wall-bounces.
  • Hitbox extends gradually during active frames. Max range on Frame 14.
  • Cannot be cancelled into during the recovery frames of f.S or 2S, unlike most gatlings.

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 11 5 29 -17
Total: 44

Huge attack with equally huge recovery

In neutral, 5H is Bridget's single longest attack. With its fast startup for its range, it is a great whiff punish tool, using 5H~H > 236K for corner-carry and basic okizeme. It can also double up as an enormous poke, with difficult but rewarding combos on Counter Hit. Unfortunately its recovery is enormous, often allowing an opponent to entirely close the gap if it whiffs, or even punish with an IAD on a read.

Due to 5H's recovery, f.S is generally a stronger poke in most matchups. However, in matchups against characters with strong long-range options, 5H shines as a fantastic counterpoke, and is generally Bridget's best way to beat projectiles and long pokes such as Testament's f.S.

In pressure, its main role is to continue a blockstring after f.S or 2S, offering more value than S Follow-UpGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 in most aspects, but can be easily defeated by 6P if a gap is opened without perfect timing. Its longer reach than 2H also makes it more usable against Faultless Defense, but at the loss of a frametrap into H Follow-UpGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 due to its narrow cancel window.

  • Hitbox extends during active frames. Max range on Frame 13.

Gatling Options: H (except during recovery)

H Follow-Up (5HH)

H after 5H or 2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 12 4 26 -13
Total: 41

Input H after 5H or 2H on hit or block.

Blockstring ender.

Useful combo filler but fairly rudimentary in pressure. Can always frametrap from 2H with a well-timed delay, but from 5H, Bridget needs to be at a very specific spacing and hit a very specific delay to achieve this. Its huge pushback means longer blockstrings will leave Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 unable to frametrap, meaning Bridget will have to use an early ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 instead. However, it has very good R.I.S.C. and Tension gain on block, so an opponent blocking 5H is rewarding in and of itself. This pushback is also good for pushing opponents into the corner at a safe distance.

Does a lot of wall damage, making it generally poor filler when used early in corner combos. However, this property, along with the wallbounce, makes it great to secure wallbreaks at the end of long routes.

  • On hit, launches opponent full-screen and wall bounces.
  • Extending hitbox. Max range on Frame 14.
  • Cannot be cancelled into during the recovery frames of 5H or 2H, unlike most gatlings.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 High 20 3 26 -15 none
Charged 62 High 28 3 26 -10 none
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust Attack

A fast overhead that excels during setup. Exceptional range for a Dust.

By using Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~, Bridget can largely improve Dust as a mix-up, either jailing into it completely to prevent abare then comboing with RRC, or have the yo-yo hit after the attack to enable meterless combos and maintain frame advantage on block. While Bridget has many other ways to set up mix-ups from okizeme, this allows Bridget to mix her opponent from 5K, 2K, and c.S blockstring pressure without relying on more telegraphed Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) mixups.

Additionally Uncharged Dust Attack can be used during Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 at the cost of 100% Tension to enforce a safe confirm that automatically combos into the super's final hit. However, this is extremely expensive for a mix-up.


Charged Dust Attack

On hit, holding any upwards direction will activate Homing Jump for a large combo opportunity.

Slow, unsafe, but rewarding overhead. Similar to uncharged, Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ can jail into this or make it more advantaged on block. While the Homing Jump offers a combo, correct setup of Stop and Dash allows higher damage combos with Wall-Break, especially to use Tension for even more reward.

Not great as a mix-up due to being extremely slow and always leaving a gap. However, 5[D] is Bridget's most damaging non-super, non-63214P move. Inserting 5[D] early into combos will likely significantly increasing the route's damage, despite the concessions Bridget might have to make after the fact. Inserting it later into combos can also increase damage, but doing so is generally more difficult and not as rewarding.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Very Small KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 7 4 9 -3
Total: 19

Very fast and safe short-range poke.

With good range, speed and recovery, 2P is very reliable for close to mid-range control. It has less range than 5P but is faster, hits lower, and can even combo into 2K on Counter Hit. It also shares the same gatlings, making it easy to push an opponent away on block and confirm more easily on hit.

2P is also a solid pressure tool, as it's barely slower than Bridget's K normals while sporting much more range. This allows Bridget to dash up and reset pressure without having to run extremely close in order to utilise 2K or c.S, or having to rely on the more commital 2S.

  • Hits low and far enough to stop  Ky's Stun DipperGGST Ky 236K hitbox.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] and  Sin's Elk HuntGGST Sin Kiske 236K Hitbox.pngGuardLowStartup21Recovery15Advantage-8, but not  Sol's Night Raid VortexGGST Sol 214S 1 Hitbox.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree Hitbox 5.pngGuardLowStartup28Recovery16Advantage-2

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 5 3 11 -2
Total: 18

Bridget's fastest button, which unusually is a K normal instead of a P normal. Also her fastest low for high/low mixups, but limited by its low damage and high proration and gravity scaling as a starter.

Its unique input for a 5f mash gives benefits, able to hit any low-profiles, and confims into 2D on hit for very rewarding knockdown and okizeme, and can still link To perform a second action after the first action completely finishes its animation. into c.S on counter hit for a combo. However, it cannot self-gatling, making it difficult to confirm without a counter hit, and 2D leaves a throwable gap on block. However, 6K is a true frametrap, while 6H is only vulnerable to certain characters' 6P, giving safer options at the cost of strong okizeme.

As a poke, it is very short, but extremely fast, hits low and covers the ground, with safe cancel options, while easily setting up a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×2 Low 11 3, 3 20 -9
Total: 36

Low poke and pressure gatling.

One of Bridget's few direct answers to low-profile and her longest-range option against such moves, 2S is a critical part of Bridget's mid-range control. Its shorter range and longer recovery than f.S make it more risky against aggressive approaches, especially from jump-ins and low-crush attacks. Like f.S, it is good on hit, able to score a knockdown with large corner-carry.

2S is also a good pressure tool. From a mid-screen throw, it's very useful as a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to stall for Stop and Dash (214)GGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4's return, while also catching fuzzy jumps attempting to avoid throws. It is also a natural follow-up from c.S, as the multi-hit allows easy hit-confirms and can catch fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. attempts that try to prevent 5D pre-emptively.

Compared to f.S, 2S provides a very usable combo state despite being slightly slower, and it also reaches its full length on its first active frame. This allows for it to pick up extensions where no other normal can; this and its gatling into 2SS or 2H makes it vital for certain midscreen routes.

Gatling Options: S, 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 11 11 24 -18
Total: 45

Extremely high-hitting anti-air, but quite slow.

Hits low enough to beat 6Ps in the initial active frames, making it Bridget's highest-reward callout for opponents attempting to counterpoke her other normals. However, 2H's later hitboxes hit too high for this, the initial hitbox is quite short, and the whiff recovery is long, making this ill-advised unless Bridget truly has a good read on her opponent.

With extreme vertical reach and a long active time, this can anti-air tools designed to bait out 6P, and nets large combos on hit, especially Counter Hit. The yo-yo's motion takes time to move upward, making it functionally slower the further it must reach, as late as Frame 18 for its maximum height.

In pressure, it is very similar to 5H. 2H completely outclasses it in terms of CH reward and enables H Follow-UpGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13 to frametrap, but is more susceptible to whiffing against Faultless Defense.

2H is also very useful in combos, having decent damage and a very useful launch angle for combo extensions in the corner or to set up a 236K ender midscreen. As a combo ender, it's useful to set up Stop and Dash (214S/H)GGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ for strong okizeme before the opponent hits the ground.

  • On Counter Hit, launches opponent.

Gatling Options: H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 13 4 15 -6
Total: 31

Slower, but safer than average sweep with good range. Leads to yo-yo setplay.

2D is Bridget's only way to end combos in a hard knockdown without spending meter, but it's quite good at it. Owing to the good knockdown and its Stop and Dash (214S/H)GGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ cancel, 2D sets up for Bridget's best okizeme using Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne), both in the corner and mid-screen. It won't knock down if it hits an airborne opponent, however, making grounded An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like 2D. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded. combo strings more valuable.

Outside its utility in combos, 2D can be risky in neutral owing to its slow startup for its range and weakness to low-crushes, despite its good reward on hit. As a pressure tool, 2D's safety on block is useful from K normals despite it leaving a throwable gap when chained into, though its lack of decent cancels from close range can hamper its use in offensive sequences.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
27 All 10 6 20 -12 1-3 Upper Body
4-17 Above Knee
Total: 35

Anti-air attack that is safe on air block but a bit slow for counter-poking.

Initially hitting vertically, this is among the largest anti-air 6Ps in the game. Its fast upper-body invulnerability and hard knockdown on Counter Hit make it extremely potent to anti-air opponents with. Its only drawbacks are it does not have total invulnerability like StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28 and fewer active frames, but it can be input quicker on reaction and offers better reward.

Like most 6Ps, its upper body invulnerability allows it to function as a counter-poke in neutral against moves like f.S attacks. However, Bridget's 6P is extremely short in the early active frames, taking functionally longer to have the same reach as others and potentially missing an opportunity to punish an attack. It is unsafe on ground block and at anywhere outside of point-blank will not combo into anything on standing hit, making it generally unreliable as a counter-poke or against pressure.

  • On normal hit, gives a small launch into soft knockdown.
  • On Counter Hit, launches into a hard knockdown. Can be followed up with 236K-K for good corner carry or 214S for yo-yoki.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 11 5 13 -4
Total: 28

Niche combo filler and decently safe frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. off P/K normals.

6K fills a small but important niche in Bridget's moveset, as it is her only viable frametrap from P normals; 6H loses to faster normals and 6P has poor reward when used in this context. This use alone makes her 2P much more threatening as a pressure tool.

From K normals, 6K is generally outclassed by 6H in pressure, although it can be used as a lower-risk, lower-reward frametrap if yo-yo has been primed, limiting Bridget's cancels from 6H.

Doing a gatling off of either 5K or 2K creates a 1 frame gap between each move's blockstun, trapping both throw and 6P attempts with relative safety.

Bridget moves forward during this attack while simultaneously raising her leg to kick, moving her hurtbox upward and causing many lows to whiff at the right distances. Along with the move's low recovery, these things make for a fairly niche high profile to beat lows or general option to play mid-range in neutral.

6K is also very useful for wall slump setups or to combo with 214S/H's return hit into a hard knockdown, as it does not launch the opponent on hit.

  • Does not combo from spaced 2P, 5P or 5K

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 13 9 13 -12 13-??F Airborne
Total: 34

Heavy frametrap and low crush.

Bridget's third most damaging move. 6H comes packed with a wallbounce for strong utility in corner combos, and its high damage complements that use quite nicely. Don't let its animation trick you, though—6H is only airborne from the frame it goes active, making it decidedly poor as a low crush or throw bait.

In pressure, it's generally Bridget's best frametrap from K normals, with a few downsides. Without yo-yo primed she can simply use it and toss Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 to beat most abare and be plus, although outside of the corner this leaves her too far to do much with the frame advantage. However, if yo-yo is already out, 6H can checkmate Bridget on block without a yo-yo set to return and cover the gap between it and j.214K, leaving her unable to do anything to beat 6Ps except cancel the landing recovery into a risky StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28. In these cases she might consider using 6K instead.

6H does not combo from P normals and tends to hit on later active frames if cancelled from them, making it generally unviable as a frametrap in that regard. With Roman Cancel, it behaves similarly to ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 with its airborne state and momentum, but is less valuable to route into.

  • Wall bounces on hit.
  • Bridget flies forward during active frames. Will hit later based on distance.
  • Bridget is airborne during active frames. Cancels into air specials.
  • During grounded recovery, cancels into grounded specials.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15 High 6 6 10 +1 (IAD j.PP)
Total: 21

Bridget's fastest aerial attack.

Not a K normal like Bridget's grounded attacks, this is Bridget's fastest aerial move. Very good at challenging Air Throws and as a noncommittal air-to-air. It can gatling into itself for advantage on block and combo on hit, but this will do very little damage. This is also the fastest jump-in from IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. with considerably large range, but will initially whiff crouching opponents, making it potentially slower than j.S on very low characters.

As Bridget's fastest air normal and one that hits relatively deep for its speed, j.P also sees use in F-Shiki setups using 214S or 214H.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 7 3 18 ~
Total: 27

Mixup utility and close-range air-to-air

With its fast speed, jump cancel, fractionally longer hitstun compared to j.P, and being able to hit on crossup, this is used in various mixup setplays with Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne). From far-range 2D knockdowns it is also used as a way to whiff Rolling Movement thanks to its short active time, to land into lows or Throw, with less landing recovery than Air Throw.

Can also be used as Bridget's close-range air-to-air challenge, able to combo using an Airdash Cancel. It doesn't hit very high up, but is much faster than j.H and j.D.

Mostly useless as a jump-in, due to its tiny range and low attack level. However, it can be used in F-Shiki setups as a slightly more rewarding alternative to j.P.

  • Can hit cross-up at point-blank range.
  • Jump and Dash cancellable.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×2 High 10 6 15 +3 (IAD)
Total: 30

Primary jump-in and pressure tool.

j.S is a very versatile button with several hitboxes that all serve different purposes. The first hits very deep and can easily beat 6Ps if timed well, making this normal Bridget's most used and strongest jump-in. The later hitboxes hit very far out, making j.S also great for airdash offence as it can hit crouching opponents quickly and at a distance. j.S hits deep enough that Bridget might want to use it from high up, which could mitigate from advantage and leave her vulnerable to reversal throws on block, but she can make herself safe from this by cancelling into j.236S/H, or even j.214S/H to bait a throw for an explosive punish.

Besides its use as a jump-in, j.S is a great preemptive air-to-air as it throws a massive, active hitbox in front of Bridget that leads to full conversions on CH and normal hit. The recovery is high enough that she might be whiff punished for trying this from a forward jump, but low enough that Bridget should recover in the air and have access to her air options to avoid this.

From a High Jump IADPerform an Instant Airdash from a High Jump, done by inputting 2686 or 28~Dash Macro, Bridget has time to cancel j.S(1) into j.D to frametrap, while remaining +6 on block, setting up perfectly for c.S pressure. This does not cause j.S to whiff crouching opponents or delay its hit, making it entirely a benefit for jump-ins.

Can also be used in some pressure strings for its multi-hitting attacks and j.H.

  • Jump and Dash cancellable.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 High 10 4 22 +2 (IAD)
Total: 35

Large air-to-air

j.H is horizontally Bridget's largest air normal, and unlike j.S, extends to its full length on its first active frame. In addition to its massive range, j.H also comes packing a decent disjoint, allowing Bridget to attack airborne opponents safely from very far away while still comboing (somewhat inconsistently) on hit. Unfortunately, its recovery is very long, making this very committal on a read.

j.H's size and disjoint also makes it very useful for controlling space while falling from a jump, cancelling from a roll, or whiff punishing using an air backdash, going hand-in-hand with Bridget's tricky air movement to score hits against an opponent too eager to anti-air her. However, j.H's use as a jump-in is somewhat limited by its high hitbox, which will whiff against any crouching opponent from an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump..

  • Jump and Dash cancellable.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3 High 15 18 16 +0 (IAD)
Total: 48

Lingering air-to-air and anti-fuzzy guard.

Bridget slows down mid-air with an extremely active attack. While slow to start up, once active it becomes almost unavoidable for opponents above Bridget. This means it can be used even if Bridget cannot reach the same height, by lingering beneath their jumping trajectory. On block you can true blockstring an opponent with Airdash Cancel j.P, unless too close resulting in a cross-up.

By stalling in the air while hitting several times in a row as an overhead, j.D can also be used to catch fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. attempts that anticipate Bridget to land into a low. The launch angle can make j.D tricky to convert off of midscreen unless she uses it very close to the ground, but so long as she does, and all three hits connect, it's always possible to link a c.S.

  • Jump and Dash cancellable.
  • Slows Bridget's aerial momentum.
  • Launches away on grounded hit

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Ground Throw (90000) 2 3 38
Total: 42

Not as advantageous as 2D, but allows very strong okizeme.

Bridget's other avenue to get hard knockdowns. Bridget's throw isn't anything special, but complements her high/low game very well. Particularly, though, it shines when it comes to her okizeme, providing some of her strongest setups.

Midscreen, she has enough time to dash up and set 214S, then meaty with c.S and beat any non-invulnerable moves. Alternatively, in the corner you can OTG with c.S into kara 214S, or 2H into instant 214S and get a meaty c.S, or cancel either into a delayed 236S for a DP-safe meaty that primes yo-yo.

Throw is also much faster than Rock The Baby from certain pressure, including most tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. capable moves like c.S and 2K, and from Rolling Movement by cancelling the movement and landing for a Throw, or just letting 214K connect and throwing an opponent respecting her copious advantage.

  • Can throw the opponent either forward or backwards, based on the direction input.
  • Full Counter Hit recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

A typical air throw. Bridget already has a host of powerful anti-air options, with her enormous 2H, high-hitting 6P and lingering air-to-airs, but her air throw still serves a handy niche with its ability to quickly snag opponents over her head and punish those spending too much time dallying in the air. Its oki is trickier to work with compared to from a ground throw but Bridget still has time to set a yo-yo and meaty reliably.

Can also be used out of roll to beat certain options that would otherwise checkmate Bridget, but requires a hard read on the opponent.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Bridget is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +55 (IAD) 1000 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+54 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D (Chargeable)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 20 3 20 +13
236[D] 50 All 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


Bridget's Wild Assault provides fantastic utility in combos and pressure alike, at the cost of half her burst bar.

During pressure, 236D provides frame advantage strong enough for Bridget to set 214S and continue to her offence afterwards, while itself being a frame trap from her H buttons. 5K is a 1f frame trap from 236D > 214S that beats even the best 6Ps, with devastating reward on hit to boot. Bridget's Wild Assault is also her most reliable frame trap from extended blockstrings in general, as its forward momentum and (relatively) fast startup allows it to frame trap where 236K or an early Shoot might not.

Bridget's combos also become even more potent with Wild Assault. Her 2H almost always combos into 236[D], granting her huge extensions from combos that would otherwise have ended with fairly poor reward.

Do note that Wild Assault reduces R.I.S.C. Level considerably on hit, resulting in heavy damage scaling when used in a combo.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

Special Moves

Stop and Dash (Hit on send)

236S/H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 15 21 Total 38 -4
Stop and Dash (NoteThe yellow underline indicates the first frame you can Roman Cancel and maintain the projectile.)
Total: 38
IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
Stop and Dash (NoteData includes prejump frames (4) and assumes no high jump, done with high jump the move has one more effective frame of recovery.)
Total: 36

Pressure tool and neutral poke

236S/H

Bridget sends out a yo-yo, which returns after a couple seconds. While the yo-yo is out, Bridget can use Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) to fly towards it.

A very low-risk, low-reward poke, with great range, speed, and frame advantage. Opens the use of Rolling Movement for extending pressure off safer normals such as 6K.

In pressure, 236S/H offers very good frame advantage that increases with distance, as well as high pushback that makes any move completely safe on block. However, on most hits it cannot combo, and at spacings where it is plus on block, it leaves a gap that could allow Bridget's opponent to escape. When cancelled off Attack Level 2Attack Level 2 moves:
f.S, 2S, 2D, 6P, and 6K
moves it can be countered by 6P at close range. By using up the yo-yo in neutral, it removes the use of the yo-yo for a while, especially weakening 6H and Throw or 2D knockdowns for a short time.

Can be used as a meaty for corner okizeme, although its air version or 214S/H is preferable if Bridget has the time to set those up instead. Notably, from a 236K~P knockdown, Bridget has time to set up a meaty 236S and be ~+9, with advantage depending on weight and the combo preceding it.


j.236S/H

Another facet of Stop and Dash that makes it distinct from other projectiles. Unlike most airborne projectiles, j.236S travels entirely horizontally, allowing it to cover an extremely wide area in the air that discourages reckless airdashing. When used at the right height, j.236S can also high profile other projectiles and punish Bridget's opponent, allowing her to bypass its unfortunately low projectile priority to beat zoning.

j.236H will travel diagonally down before hitting a minimum height from the ground, upon which it will travel horizontally until it reaches its final position. It will never hit low enough to hit 6Ps, making it a fairly poor anti-air bait. It still covers a different angle to j.236S, and requires less precise control to use as an air-to-ground, meaning it is not entirely useless for Bridget.

When used close to the ground, j.236S/H offers great frame advantage on hit and block, allowing Bridget reset pressure from 6H or by using j.236S/H as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
. Its high active frames and low recovery allow it to be used in corner okizeme as well; OTG c.S > TK j.236H sets up a yo-yo for pressure and leaves Bridget extremely advantageous on block, is safe against wakeup reversals, and will even lead to massively damaging combos on hit, allowing Bridget to link 2S, c.S, or even 6H.

  • Same frame data as grounded version, recovers airborne if used from high enough
  • Standard landing recovery

  • Yo-yo returns after 4 seconds.
  • When done as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    without High Jump, j.236S and j.236H are +2 on block and +5 on hit. With High Jump, +1 on block and +4 on hit.
  • S fires the yo-yo horizontally.
  • H fires the yo-yo diagonally: diagonally upwards from the ground, and diagonally downwards from the air.
  • Cannot be input while a yo-yo is currently active.
  • If Bridget is hit or blocks an attack, the yo-yo immediately returns, and will not hit regardless of the input used.
  • Full Counter Hit recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 2 Very Small -1 500 1000 300 80% 12% 100
  • Projectile will continue if Purple Roman Canceled on frame 16 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • If Stop and Dash clashes with another projectile, the hitbox will dissapear but the yo-yo object will remain.
  • Horizontal Activation Range: 200 (from yo-yo's position, all variants). Unable to hit largely extended hurtboxes.
  • Vertical Activation Range: 120 (from yo-yo's position, all variants). Unable to hit largely extended hurtboxes from opponents significantly above the yo-yo.
  • 6F Hitstop, 13F Blockstun, Total 19F stun

Stop and Dash (Hit on return)

214S/H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 130 ~ Total 30 ~
Total: 30
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. set-up and neutral tool. The yo-yo will hit the opponent on its way back to Bridget and tracks to her position. Returns on a much shorter timer than 236S/H.


214S/H

Particularly strong on 2D and Throw knockdowns to enable enhanced pressure. With good timing, Bridget can set up meterless mixups that lead to from usually non-comboable starters, such as Rock The BabyGGST Bridget 63214P.pngGuardGround ThrowStartup27Recovery28AdvantageN/A or 5D (which can also be set up to be safe/advantageous if blocked). When used in tandem with Rolling Movement, Bridget's offence becomes even more potent, allowing her to set up meterless F-Shiki or safe pressure extensions that build RISC. This is the ground work for Bridget's best setplay and is invaluable for her okizeme.

Also useful in CH combos and metered extensions, as the extra launch time on return allows Bridget to utilise her more highly damaging moves or extend a highly decayed juggle.

Can be used in neutral to present new threats, allowing Bridget to largely enhance any move's frame advantage on block, or shutting down the opponent's attacks for a split moment as it returns to Bridget. As a projectile that comes from behind the opponent, 236S/H bypasses zoning fairly well, as it will completely avoid clashing with projectiles that might interrupt and punish its 236 counterparts. The big asterisk is that Bridget'll have to avoid getting hit or blocking anything for two whole seconds, which can seem like an eternity in GGST, but is more than possible with Bridget's unique and evasive neutral.


j.214S/H

Largely obsolete to the grounded version, but can be used in neutral from similar positions. Can also be used as a high-risk/reward throw bait against opponents mashing fuzzy throw on Bridget's jump-ins.

  • Same frame data as grounded version, recovers airborne if used from high enough
  • Standard landing recovery

  • Yo-yo returns after 2 seconds.
  • S fires the yo-yo horizontally.
  • H fires the yo-yo diagonally: diagonally upwards from the ground, and diagonally downwards from the air.
  • Cannot be input while a yo-yo is currently active.
  • If Bridget is hit or blocks an attack, the yo-yo immediately returns, and will not hit regardless of the input used.
  • Full Counter Hit recovery.

Rolling Movement

214K with a yo-yo (Air & Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 20~38 Until Landing 0 +16 (Airborne) 5F onwards Airborne

Mixup, pressure and movement tool, central to Bridget's strongest okizeme.

Functions similar to an airdash with an attack. Using Rolling Movement, Bridget can run very strong mix-ups. She can cancel the air movement early using a whiffed Air Throw or j.P to go for a low or a throw, or cancel it later for an overhead attack. Bridget recovers immediately after Rolling Movement connects with her opponent, making it so advantageous on block that she can chain into an air normal or even land and connect 2K without leaving a gap. If she uses j.D, it will alter her air momentum and hit on the same frame as 2K, making for a strong 50/50. This is the foundation of Bridget's setplay.

If possible, using Rolling Movement as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
can enhance Bridget's setplay further. The extra height changes her trajectory so after Rolling Movement hits Bridget can still land both hits of j.S, preventing Fuzzy Guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. without using j.D and hit-confirming the overhead.

Due to its slow startup and easily losing to 6P, using Rolling Movement raw can be difficult and often requires some measure of respect from Bridget's opponent. It is only completely safe off 2DGGST Bridget 2D.pngGuardLowStartup13Recovery15Advantage-6 knockdowns or by covering its startup using the returning yo-yo from Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ (such as after Throw oki). From closer ranges, it can be difficult to react to and punish, however, allowing Bridget to use it as a pressure reset from any normal. It also makes for an extremely strong throw bait, as it is airborne early and leads to a mixup even if the opponent doesn't bite on the tech.

In neutral, Rolling Movement can be thought of as an additional air action Bridget can use on top of any of her universal options - she can use it like an airdash after using up her universal air options, like I-No's hoverdash to high profile certain moves in neutral, or even like a divekick to punish attempted anti-airs. The potential behind Rolling Movement's ability to drastically alter Bridget's air momentum is enormous, so be sure to experiment with it!

  • Can only be input when a yo-yo is currently active from Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4. Flies directly towards the yo-yo's position, even if it is behind her.
    • Bridget's momentum will not cease even if she passes the yo-yo's position, but rolling for long enough will cause her to fall slowly.
  • Holding K will delay the attack (up to 18 frames).
  • After startup, cancellable into any air movement, Normal, Special, Overdrive, or Burst. Roman Cancelling during this time will result in a Blue Roman Cancel. It is not possible to FDC "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together..
    • Cancelling Rolling Movement will cause Bridget to start falling quickly, as she would from an ordinary jump.

Starship

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×4 All 9 3,3,3,3 39 -28 1-11F Strike
Total: 59

Bridget's dedicated invincible reversal. Seemingly short range is made up for by an absurd amount of forward momentum, allowing it to punish more spaced attacks on its later active frames.

Bridget lacks an invincible Overdrive, and instead has a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., for better and for worse. However, it is also costs no Tension, making Bridget one of few to have a constant threat to disrupt okizeme and gaps in pressure. It is also very active, making it good at catching opponents pre-emptively.

The range is decent, but Starship will not self-combo properly when hitting from farther distances, losing some damage and any okizeme on hit. If all hits connect, however, Starship is Bridget's highest-damage move, but the recovery and short range on each hit can make it tricky to utilise in this fashion during combos.

  • Invincible startup, but can be thrown.
  • Cannot be Roman Canceled on whiff.
  • May whiff on very low extended hurtboxes.

Kick Start My Heart

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 10 25 9 -20~+4
Total: 43

Approach tool and okizeme setup.

In neutral, Bridget can approach extremely quickly, using her BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 to support her options. It is, however, extremely committal. Once started, Bridget cannot stop, making it easy to punish. Speeding up and slowing down can effectively bait out whiffs, to make this safer, or stall for time to recover safely. While it can be very unsafe on block slowing down or using Brake can be very safe.

In pressure, Kick Start My Heart functions as a frametrap from almost any range. With its further Brake and Shoot frametraps, this supplements lengthy blockstring pressure at any time. However these leave Bridget at risk of punish.

Off long-range confirms like S Follow-UpGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 and H Follow-UpGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13, Bridget can zoom full-screen for enormous corner carry while still advantaged enough to meaty the opponent with c.S.

  • Holding 4 slows down movementFrom 250 to 150
    A 40% speed reduction.
    , while holding 6 massively increases speedFrom 250 to 450
    An 80% speed increase.
    .
  • Can cancel into Brake or Shoot before and after the attack lands.
  • Can kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into Overdrives by inputting either Brake or Shoot with Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 or Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16.

Brake

P during Kick Start My Heart

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 All 7 7 19 -6
Total: 32

An additional, safer frametrap from Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, and a fast-moving poke.

With Kick Start My Heart's extreme speed, Brake can quickly use its large range, while remaining safe-on-block, and hitting low enough to defeat shorter counterpokes like 6P. On hit it launches the opponent far, with time to set up Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~, but even with Roman Cancel it is difficult to combo from a distance. Unfortunately, it is easily punished at close-range.

In pressure, by cancelling into Kick Start My Heart and then Brake at a distance, it can be used as a safe, pressure-ending frametrap. Alternatively, Kick Start My Heart has such a long cancel window, Brake can be used as frametrap. Unfortunately you will be in throw-range giving very little room for varying the timing of Brake.

  • Projectile with unique properties; disappears instantly when Roman Cancelled and cannot clash with other projectiles.
  • Even on block if hitting on last active frame.

Shoot

K during Kick Start My Heart

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 All 3 20 29 -35 3-30F Airborne
Total: 51

Pressure extender from Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 using Tension.

Bridget leaps into the air for a fast upward strike. Shoot tends to be the more useful of the followups from Kick Start My Heart, with a variety of useful properties. The first, and most obvious, is that it's lightning fast - at only 3f startup, Bridget can often react to whatever her opponent does after using 236K and hit Shoot in order to counteract it. This speed also makes it reach farther faster than 236K~[6] if cancelled to at a specific spacing from her opponent, allowing her to frame trap from greater distances. These frame traps usually lose to 6P, though letting Kick Start My Heart rock usually beats those in return. Shoot is also often Bridget's easiest damage combo ender for damage, also providing great corner carry at the cost of less impressive okizeme.

Shoot's weakness is just as obvious - it has a crippling amount of recovery, so much so that opponents will be able to punish the move even on air block. To mitigate this, it's often used in tandem with Roman Cancels for pressure extensions and mixups on block and extended combos on hit.

Roger Dive

j.236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 35 All 25 Until Landing, 4 15 -5
Total: 43
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Bridget immediately flies up, and back down, causing anti-air attacks to whiff and be punished.

Bridget can make her aerial movement unpredictable and disrupt safe anti-airs like 6P, making it harder to challenging her jump-ins. It is also often very safe on block, unless landing at point-blank range. Unfortunately it is reactable, and easy to anti-air, making it dangerous if the opponent is not already challenging Bridget's air approaches.

This move also completely maintains Bridget's horizontal momentum, allowing you to set up ambiguous cross-up Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.s, including from Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) or the later frames of 6HGGST Bridget 6H.pngGuardAllStartup13Recovery13Advantage-12.

  • Creates a small shockwave on landing, significantly increasing the horizonal reach.

Rock the Baby

63214P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
63214P 90 Ground Throw 27 2 28 N/A 4-20F Airborne
j.63214P 90 Air Throw
[Ground Throw]
27-37
[or, 7 after landing]
2 Until Landing + 3
[28]
N/A
Grounded
Total: 56
Aerial
Total: 38

NoteYellow underline indicates the range of startups j.63214P can have when held.

Slow command grab with enormous range, for use in pressure.

Can be special cancelled into, from both air and ground, with huge range, allowing Bridget to easily threaten a grab in blockstrings. However, it is very slow, and easily interrupted, including with Throw. While Rock the Baby has a comparatively short recovery to other command throws, any opponent who reacts will punish with high damage. While Throw normally gives better oki, used immediately after Stop and DashGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ this can combo meterlessly on hit, giving much better reward.

Despite appearance, the air version does not function as a practical air-to-air, due to its extremely small grab height. Bridget can theoretically use it to bait and punish reaction jump-outs, but there's little reason to do this, and it's not practical to set up.

  • Throwable on startup.
  • When grounded, will only grab grounded opponents. Holding P does not adjust timing.
  • When airborne, will only grab airborne opponents. Holding P will delay the grab during the descent. Will force an air throw if held for too long before landing.
  • Landing before the aerial Rock the Baby begins will perform a grounded grab (7F after landing).
  • Bridget will recovery almost immediately after landing from a whiffed air grab, however she hangs in the air for 20F, meaning the effective recovery is usually quite large.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
63214P 50% 4 HKD +55 2500 1000 100
j.63214P 50% 4 HKD +60 (IAD) 2500 1000 100

63214P:

  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15


j.63214P:

  • Data in [ ] is for an aerial Rock The Baby that lands and does a Ground Throw.

Overdrives

Loop the Loop

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[9, 1]×6, 9, 71 Mid 9+2 45 47 -29
Total: 102
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Combo-ending Overdrive with interesting properties.

On Wall Sticks, Loop the Loop can break the wall for additional damage and Hard Knockdown, allowing Bridget to maintain pressure with a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. While Loop the Loop is rarely worth using midscreen over a Roman Cancel, it does have the advantage of being unburstable and looking cool.

With 100% Tension, Loop the Loop can be Roman Canceled to set up mix-ups on block with 2K and 5D that combo into Roger's final attack and are advantageous on block. Though expensive, it is a threatening option for closing rounds and can lead to very high damage.

  • Hitting an opponent in the corner causes a Wall Break and leaves Bridget at +36 frame advantage afterwards.
  • On Roman Cancel, Roger's attacks continue independent of Bridget.
  • If Bridget is interrupted, Roger's attacks will still continue. (Beats some reversals and YRC)
  • Roger's initial attacks are smaller than Bridget's, making it possible to whiff some minor damage.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% 2 Mid HKD +53 [300, 100]×7 1000 0 80%×7, 100% [25%, 12%]×7
  • Roger spawns during super freeze on frame 9 and can be Purple Roman Cancelled to continue attacking immediately after end of super freeze.
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Return of the Killing Machine

632146H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×7 All 9+1 ~ Total 37 +16
Total: 37
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Anti-zoning and whiff punish tool, with some application in combos.

Roger flies across the stage directly towards the opponent, able to cut through any (meterless) zoning that would hold him back. Return of the Killing Machine is a versatile Overdrive that is useful both for starting and extending offence. Able to target opponents anywhere on the screen, it excels at punishing any commitments they may have made, and locks them down on block for Bridget to approach. It can be used in ranged pressure as a frametrap of sorts and at close range as a reset and extender, and can be used to extend combos as well. An easy move to throw out, its advanced applications are not to be slept on.

ROTKM has very high projectile priority and will destroy basically any meterless projectile with which it comes into contact, even if it has to pass through Bridget's opponent to do so. This can be particularly helpful in certain matchups, such as against Goldlewis' ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery34 TotalAdvantage-, where she can use 632146H on reaction to destroy the drone and avoid having to deal with his approach behind it. The air version can also be used as a less risky anti-anti-air than Roger DiveGGST Bridget j236K 1.pngGuardAllStartup25Recovery15Advantage-5 in situations where Bridget's opponent is under her and she has used her double jump or airdash.

Finally, ROTKM is a relatively fast move with low recovery that doesn't extend Bridget's hurtbox, so it can be used to punish a reckless fireball and finish a weak opponent off, or even just thrown out in the hopes of catching something or chipping them out if she has meter to spare. Be wary, however, that some characters possess the tools to punish this move, such as Sol with his Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or some characters' own projectile supers.

Can be used in some long-range Wall Sticks to get a hard knockdown on wall break.

  • Hard knockdown on hit.
  • Roger continues to move forward indefinitely until he goes off-screen, hitting for a total 7 times on an opponent.
  • Roger flies in a straight line towards the opponent's position on activation. On contact with the floor, Roger will travel along the floor.
  • Forces wallbreak in the corner

Colours

GGST Bridget color 1.png
GGST Bridget color 2.png
GGST Bridget color 3.png
GGST Bridget color 4.png
GGST Bridget color 5.png
GGST Bridget color 6.png
Colour 1
Colour 2
Colour 3
Colour 4
Colour 5
Colour 6 Bridget's colour scheme from the XX games
GGST Bridget color 7.png
GGST Bridget color 8.png
GGST Bridget color 9.png
GGST Bridget color 10.png
GGST Bridget color 11.png
GGST Bridget color 12.png
Colour 7
Colour 8
Colour 9
Colour 10
Colour 11
Colour 12
GGST Bridget color 13.png
GGST Bridget color 14.png
GGST Bridget color 15.png
Colour 13
Colour 14
Colour 15
Colours 7-15 are available through DLCColour 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colours 14 and 15 are included in the 25th Anniversary Colors DLC
Colours 7-11 are included in Season Pass 2
Colour 12 is included in Additional Colors Pack #2

Navigation

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