Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
For Bridget's Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4 (236K) and Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne) (214K) specials, ~ is used to denote cancelling the special into the following move before making contact, while > describes letting the special hit before proceeding to the next move.
e.g. 236K>K means for Bridget to hit Kick Start My Heart and follow up into ShootGuardAllStartup3Recovery29Advantage-35, while 236K~K describes cancelling into Shoot before KSMH makes contact.
e.g. 214K~j.H refers to cancelling Roll into j.H early, while 214K > j.H has Roll hitting before the normal.
214S! and 214H! are used to describe the returning hit of Stop and Dash during a combo.
Note this represents when the returning yo-yo hits during the combo. The subsequent move often must be input beforehand.
e.g. c.S > 214S! > 5[D] has the yo-yo hitting between c.S and 5[D], but 5[D] must be input immediately after c.S in order to come out in time.
Combo Theory
Success with Bridget requires creativity and improvisation. Often you will be hitting opponents in all sorts of weird angles and positions and converting these stray hits into damage and oki is a big part of playing the character. For this reason, it is important to have an understanding of her combo theory, so that you can make your own combos on the fly. The combos on this page all have practical use cases and applications, but will also help to teach you useful concepts and ideas.
Midscreen
Bridget's routing can be a little limited midscreen. Fundamentally, she requires meter, a primed yo-yo, a big CH, or an anti-air starter to get anything notable. However, if she does get one of those special starters, Bridget really shines with her long, high corner carry routes that will almost always lead to wallbreak with a little creativity.
Without a yo-yo out, Bridget's combos mostly consist of setting 214S/H up from an air hit of 2H, then bridging the gap between that and its return hit using other moves. This allows her combo structure to be extremely freeform at low gravity scaling (she can even combo meterlessly from Starship if she wants to!), and at high scaling it grants her long extensions that squeeze out a little more corner carry from her combos, often allowing her to route into a wallbreak from ludicrous distances.
As mentioned, Bridget has a lot of freedom in what she can do from a good starter, but if she wants to maximise damage, 5[D] is her go-to move. It can be difficult to fit into a combo, usually requiring a slowdown or particularly high juggle, but a returning yo-yo can help with that. Bridget also often utilises a combination of 214K and 5K > dc to bring her opponent from anywhere on the screen to the corner. The route taken is entirely up to the player, making Bridget's combos are a huge avenue for playstyle and expression.
When it comes to ending combos, Bridget has many options as well. The ideal combo ender for okizeme is 2D, as it is her only way to access a hard knockdown without spending meter, but it only works on grounded opponents. Typically, you will be ending your combos with 2H into 214S for a safejump or 236K>K for damage and corner carry. If you're near the wall, you may also opt to end in 236K>P for another strong oki setup.
Corner
In the corner, Bridget's combos become much easier to start, and her options to continue them become even more open-ended. Most notably, she now gets a full combo into a wallbreak from almost any grounded starter, without any of the caveats that nag her midscreen routes.
Most notably, in the corner, Bridget can now easily incorporate 6H, a high-damage move with strong routing capabilities. Although 5[D] still does more damage on its own, the routes she can do from 6H make it so it is often more optimal as combo filler than charged Dust. In addition to 6H, you can also pick up from 236K~P easily in the corner, allowing you to extend grounded hits of 2S and 5H into wallbreaks.
236S and 236H are also elevated from niche combo filler midscreen to invaluable in the corner. Yo-yo tosses do high damage and have low recovery, making them great combo filler even without accounting for access to 214K to extend after.
Bridget's optimal meterless wallbreak is 5[D] for damage, but if you don't have enough time to use it, 6H is typically the strongest alternative. To maximise meter gain, you may opt for 236K~K instead. 632146SGuardMidStartup9+2Recovery47Advantage-29 is also an option if you want to spend meter to continue offence post-wallbreak, and if you wallsplat with a normal, you can even set 214S/j.214S before your wallbreak of choice. This will build some extra Tension and, if timed properly, can hit during Loop the Loop's animation for more meter and some extra damage.
Wallslump
If she wants to keep corner, however, Bridget can also opt for a wallslump combo. Using the return hit of yo-yo to coordinate with her normals, Bridget can do long routes that wallsplat with her opponent still grounded, which will result in a wallslump; instead of teching off the wall after a set period of time, her opponent will instead slowly drop to the floor, allowing her to continue her corner offense.
This approach comes with a few drawbacks. In order to keep her opponent grounded, Bridget cannot use launching normals such as j.D or 6H, which are integral to her mixups and combos respectively. Usually, she instead relies on well-timed 6K > 214K extensions and delay cancels to route into the slump (See the okizeme page for more info).
Ultimately, much of your proficiency will come down to getting an intuition for things as you develop the situational awareness to make your conversions, and experiment with what is possible. Having knowledge of underlying mechanics such as Combo Decay is certainly helpful, but at the bottom line, experience is the best teacher, so get out there and experiment!
Routing Concepts
Possibly Bridget's most important move is her 214K, Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Only available when a yo-yo is set, Roll is an extremely versatile move that can be used in combos for anything from confirms to extensions, and knowing when and how to use it (in conjunction with setting the yo-yos themselves) is a Bridget player's most important skill.
A slow move to get going, Roll can only link on grounded opponents with a counter hit or with a returning yo-yo to keep them put. On juggles, Roll is easier to work with, and can be done out of 2H and c.S midscreen or wall-bouncing command normals. Once again, a returning yo-yo can help to make extensions that would normally not be possible work. After hitting Roll, your best options are typically j.H, landing straight into c.S, or sometimes j.D. j.H is the most damaging option, and great on grounded opponents as it lets you combo into a hard knockdown with 2D after. It can be used on aerial opponents as well but in many cases it can cause the combo to drop due to how it launches and shifts Bridget's collision. Landing straight into c.S is generally the most consistent option, especially if rolling to a j.236H yo-yo. Finally, j.D is niche but its launching properties can make it useful for airborne opponents hit at awkward angles, though identifying these situations will take considerable proficiency. Sometimes, the combo will be too tight to use any of these options, and you will need to use a j.K or grounded K normal to continue.
Early Shoot PickupMeaty Shoot for great corner carry!
Very Hard
High & far hit 2H > 236K~K, 2K/5K/c.S
In order to link after Shoot, Bridget's opponent must be quite high and far from her.
Due to the spacing and height requirement there is almost never any reason to delay Shoot from 236K, but it might be necessary to delay Kick Start My Heart itself in case the opponent is too high.
Generally, she wants to hit Shoot after she begins descending from the peak of its arc.
An advanced routing concept that generally requires a lot of experience from the Bridget player in order to correctly utilise outside of canned routes. Despite its difficulty, however, meaty Shoot is very useful thanks to being completely independent from yo-yo set.
For example, it might be useful when:
Yo-yo is set, but behind Bridget, so 214K is off the table for extensions.
236S yo-yo is set, but without enough time to get an extension with 214K.
Yo-yo is available, but Bridget is too far from corner to utilise 236S/H, and too far from her opponent for a 214S extension.
Yo-yo is available, but the combo gravity is too scaled for a good 214S extension.
Keep in mind that meaty Shoot is generally more practical on smaller characters, as large hurtboxes can make it more difficult to properly time the attack.
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 OverdrivesCancel Kick Start Your HeartGuardAllStartup10Recovery9Advantage-20~+4 at any time with any Overdrive.
Hard
236K ([6]) [(6)32146X+S] or [(6)32146X+H]
Depending on the timing of the Overdrive, the first 6 input in 632146 may not need to be inputted again. In some cases, this 6 can be stored from the 236K, or if needed a [6] to approach the opponent faster.
X must be either P or K, but has no functional difference aside from comfort.
Unlike most games, the button inputs for the kara do not need to be in any particular order because of Strive's leniant storage.
This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGuardAllStartup9+1RecoveryTotal 37Advantage+16 while also approaching the opponent, opening up new pressure options like threatening a throw.
It can also allow you to quickly approach the a Wall Splatted opponent and end with Loop the LoopGuardMidStartup9+2Recovery47Advantage-29 regardless of distance from the opponent. This ensures that you will always be using the most damaging combo-ender Overdrive no matter the combo route.
Learning to Kara
Performing a Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can seem daunting at first, especially so for Overdrives, as you have to deal with more motion inputs. However, learning this technique can be broken down into simple parts;
Firstly, to understand what's going on let's try Cancelling Bridget's 6P normal into 236K special.
This can be done very easily with a combined input - 236P+K. Notice that even though we're cancelling one button into another, we can actually press them both at the same time. Guilty Gear Strive's input storage is very lenient, and it actually caters for any order of the buttons when kara canelling.
For this example in order to visibly see what's going on try to press P before K. To know if you've done it, you'll see that Bridget puts her yo-yo hand infront of her for 1 frame before she starts moving.
If you wish to test yourself, you can then try this in a small string. Try 5K > 236P+K and look at bridget's lower leg in her 5K for that 1 frame of yo-yo.
Now, Let's try cancelling into an Overdrive. Let's try it with a special move 63214P into your preferred super; [632146S] or [632146H].
While we are cancelling from a special move, the technique is no different than when we used 6P. Ever since patch 1.18, all special moves gained the kara cancel property, so all that has changed is which buttons to press, and we have a few more motion inputs. All-in-all, our combined input will be 632146P+X. Rock the BabyGuardGround ThrowStartup27Recovery28AdvantageN/A's first frame has Bridget crouching down while holding Roger the Teddy Bear, so for a visual conformation switch Bridget to a colour where Roger is more pronounced (#1, #10...), and look at Bridget's waist for that colour.
You may notice that this motion looks similar to the actual Technique above, and you'd be right! If you can do this kara cancel, you're ready for the full thing! While in Kick Start Your HeartGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-35. These follow-ups are also special moves, so they can be kara cancelled! So what are you waiting for? Go up to the top of the section and try that combo out!
Bridget has type-blue Wild Assault, conventionally used for continuing pressure and setting up guard crush scenarios. That said, aerial hits of Bridget’s 2H launch high enough that it is practical to use her WA as combo extender when you don’t have Tension or set yo-yos to convert from. In the circumstance you find yourself choosing to spend your Wild Assault for combo routing instead of guard crush pressure it’s important to know a couple things.
1) Wild Assault is not as effective a use of resources for extensions as Tension or simply having a yo-yo out, so it should typically only be used when those options are not available.
2) Aerial juggling of 2H > 236[D] is very stable and is your general go-to for comboing into Wild Assault.
3) When you block an unsafe super and have an opportunity to punish but don’t have tension for a big conversion, you’ll want to route for a running deep c.S > 2H > 236[D] > 2H > 214S > 2H > 214K > j.D > c.S > Ender
4) After a long combo with high combo decay, routing into 2H > 236[D] > jc > dl.j.S > j.H > c.S(1) > 2H > Ender is incredibly stable and should be your route of choice to consider.
Utilizing 6H's launch and airborne state, Bridget can make use of 6246HGuardAllStartup9+1RecoveryTotal 37Advantage+16 to perform highly damaging and versatile combo extensions. Sequences like c.S > 6H > dl.6246H > 5K > dc > c.S can let you quickly cash out into huge damage whilst still maintaining an advantageous position. Further, by cancelling into Killing Machine at earlier timings, Bridget can actually sideswap, granting huge freedom in screen positioning. Due to the nature of R.I.S.C. scaling, it is preferable to deploy Roger as early in your combos as possible.
Combo List
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
S and H Follow-UpsCorner carry and auto-timed and spaced meaty.
Easy
2S/f.S~S > 23[6]K or
5H~H > 23[6]K
If 2S, f.S, or 5H is followed up with its respective button, S or H it will launch the opponent full screen, and wall bounce if near corner.
Midscreen hits from these normals when followed up with Kick Start My HeartGuardAllStartup10Recovery9Advantage-20~+4, will automatically time and space Bridget for 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.c.S. Note that this c.S can be backdashed, 2S will meaty and catch backdashes. If you chose to go for another option keep in mind Bridget is +10 after Kick Start My Heart.
Near the corner and from counterhits Kick Start Your Heart and ShootGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage and leave you at significant advantage. Although the meaty c.S is not autotimed, you can do alternatively do a md > c.S for a meaty.
Sweep ConfirmSimple setplay
Easy
2K/5K/c.S > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Bridget can alternatively go into Kick Start My Heart for more damage but this is generally ill-advised unless it will close out the round.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
c.S MidscreenDamage, oki, and corner carry!
Easy
c.S > dl.f.S > 5H > 236K>K
Requires delay after c.S for the opponent to land out of floating crumple.
Will not work on airborne hit.
Will not work if pushback is too high, omit f.S or end in f.SS or 5HH
Requires a fair bit of running before 5K for c.S to connect after.
Difficulty (and impossibility) increase significantly with distance from cornered opponent.
Wall splat with 5D is possible, but requires precise microdashes and can be very difficult depending on character. 6H offers marginally less damage in exchange for greater leniency and a bit more Tension.
Timing to change speed on KSMH is extremely variable and changes based on character and spacing
Will wallsplat if cornered
Air Hit c.S Combo
Easy
c.S > 2H > 214S > 5K > dc > c.S > 214S! > 5[D] > 66 > c.S > 2S > 2H > dl.236K>K
Combo off an aerial c.S hit, good for caught backdashes or particularly well-baited Bursts. The c.S pickup after the dash cancel can fail if the combo was started with too much distance or backwards momentum.
Optimal midscreen confirm off CH 6H
Ping-Pong ConversionStrong for when the wall is damaged
Hard
6H, c.S > 2H > 214H, 2H > 214K > j.H > 214H! > dl.c.S > 2H > dl.236K>K WS > 6H
Double sideswap combo to delay wallsplat when wall damage has been accumulated. Situational, but useful for getting more damage and Tension when typical routing would splat early. Also looks cool.
Works off any 6H as long as combo decay isn't too high
Jais Extension
Medium
XX > RRC > 66 > c.S > 2H > 214S, 2H > 214K, 5K > 214S! > dc~214K > j.D(2) > c.S > 2S(1)~S > 236K>K
Consistent routing good for things like RRC confirms. The first c.S and/or 2H can be omitted for starters with high gravity scaling, but it is universal and has a lot of corner carry.
214K~j.P/K/S/H (whiff), 2K > 6H > (214S!) > 214K, c.S > 2S > 2H > dl.236K>K
Conversion of yo-yoki 2K mixup. 214S! may whiff sometimes, costing some damage but not otherwise compromising the combo.
Yo-Yoki Layer 2 High
Very Easy
...214K (block) > j.D(2) > c.S > 2H > dl.236K>K
Secondary mix after your first one is blocked.
Yo-Yoki Layer 2 Low
Very Easy
...214K (block) ▷ 2K > 2D > 214S > yo-yoki of choice
Hardly a combo. Loops into itself.
Full Combo List
All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defence modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
All combos on this page are optimised for meterless damage unless stated otherwise. Alternate combo enders are elaborated on in the Combo Theory section.
P Starters
2P/5P
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P(P)/2P(P) > 6K > 23[6]K > K
Anywhere
70/67
All
[1] Very Easy
Jab confirm for damage and corner carry.
41462 (PS)
1.34
CH 5P/2P > 236K~K/P
Anywhere
35/45
All
[1] Very Easy
Max range P button counterpoke confirm. Bridget must cancel 236K just before it connects with her opponent. Using Brake is easier to time and safer on block, while using Shoot gives better oki and damage.
Your opponent must be fairly close and high up for roll to connect after 6P. Yo-yo will generally return before 236S has to be used, but in case it doesn't, simply substitute 236S > 5H with 214K > c.S > 5D to wallsplat.
Much more lenient than the non-CH variant, will even work on grounded CH.
Any 236S Set
1.34
K Starters
5K
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5K > 2D > 214S
Anywhere
47
All
[1] Very Easy
Basic 2K/5K confirm into yo-yo setplay.
41466 (PS)
1.34
5K > 2D > 23[6]K > K
Anywhere
86
All
[1] Very Easy
Basic 2K/5K confirm into damage. It's better to just do ```5K > 2D > 214S```.
1.34
5K > 6K > 236K > K
Anywhere
85
All
[1] Very Easy
Basic 2K/5K confirm into 6K > 236K>K.
1.34
5K > 6H > j.236S > dl.6H, c.S > 6H WS, 5[D]
Corner
198
All
[2] Easy
A variant of the new c.S BnB. Due to a quirk of the engine, 5K > 6H launches higher as a starter than c.S > 6H. Depending on height, you can replace the final 6H with a 5D
1.34
5K > 6H > 236S > 6H > c.S > 6H > 214K WS, 5[D]
Corner
200
All
[2] Easy
A variant of the new c.S BnB. Due to a quirk of the engine, 5K > 6H launches higher as a starter than c.S > 6H.
Ping-pong from 5K starter. Builds almost 50 meter in and of itself.
1.34
Airborne hit 5K > jc j.K > adc j.S > j.H > 66 5K > dc c.S > 2S > 2H > 236K > K
Anywhere
125
All
[3] Medium
Burst punish combo. Upon a burst block it's unlikely that Bridget will be in range to get reversal c.S and 66c.S will punish grounded. Use this instead for good corner carry and a possible wallbreak if close enough to corner.
Standard conversion from empty low mixup. 6H can be replaced with 2D for more spaced 2K hits, particularly from air hit 2H > 214S oki. If 2K hits too late yo-yo might not hit on return, but roll will still connect.
c.S > 2H > 214S, 5K > dc > c.S(2) > dl.5[D], c.S > 2H > dl.236K~6 > K
Anywhere
176
All, airborne
[3] Medium
Midscreen burst punish, substitute Shoot with different enders for better oki. Only works for point-blank burst baits such as from a single jab or an RC.
Backwards Brake extension. Extremely difficult and the timing for switching to slow Kick Start varies depending on spacing. Probably Bridget's hardest combo, but also her highest midscreen meterless damage from a normal hit c.S. Wallbreaks if her back is to the corner.
A much more common starter due to players being more antsy in the corner, and relying more on options such as fuzzy jump or backdash. No matter how early c.S hits after 236S, yo-yo will always return in time for j.236H.
Any 236S set
1.34
f.S/2S
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
f.S/2S > 5H~H > (236K~6 > K)
Anywhere (Midscreen)
85 (112)
All
[2] Easy
Slightly higher damage but less reach than S follow-up.
1.34
CH f.S/2S > 5H > 23[6]K>K > K
Anywhere
97
All
[2] Easy
Requires no precision with KSMH.
1.34
CH f.S/2S236D > md 6D > md c.S > 2S > 2H > 236K>K
Anywhere
104
All
[3] Medium
Requires burst meter
1.34
f.S/2S > S > 236K > P, 2K > 6H WS, 5[D]
Anywhere
149
All
[3] Medium
Rather spacing specific; becomes more likely to drop the further Bridget is from the corner. If close enough, can use c.S instead of 2K.
A very consistent combo from AA 2H that works in almost every situation, except very low or very far hits. If Bridget's opponent is too low, she can use 2K > c.S(1) before 5[D] instead, but if they are too far she has to opt for a different route.
1.34
2H > (dl.)236K~6~K, c.S, 5K > dc > c.S > 2S > 2H > dl.236K~6 > K (WS > 6H)
Anywhere
146 (186)
All, airborne
[4] Hard
Quite spacing and height dependent. Only works when Bridget's opponent is far and high in the air. Picking up after meaty Shoot with c.S is relatively consistent, but what Bridget gets after varies based on how meaty Shoot hit. Sometimes, she can pick up into the full route above, but other times she has to pick up after dash cancel with 2K, and others she has to go straight into 2S > 2H > Shoot. Note the height at which c.S hits after Shoot and route accordingly.
Rather spacing-dependent; at about half the max range of 2D, 5K will whiff. Carries to corner and wallbreaks. Mostly useful to confirm if you've autopiloted into 214S from 2D.
Corner carry into wallbreak from standard meaty j.D mixup, works from anywhere on screen. All wallsplat enders do the same damage due to how scaled the combo is, so Shoot is used to maximise meter gain.
XX > 2D > 214S, 214K~j.D
1.34
Special Move Starters
236K (Kick Start My Heart)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
236K > P, 2K > 6H > j.236H, 66 5K > 6H WS, 5[D]
Corner
144
All
[2] Easy
Simple pickup from 236K. Microdash 5K can be tough to time, substitute 2K for an easier combo.
1.34
236S (Stop and Dash)
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
236S, c.S > 6H > j.214K, c.S > 5D WS > 5[D]
Corner
186
All
[3] Medium
Conversion from meaty 236S, this starter is exclusive to oki situations. If sufficiently meaty, 236S can even link into 6H for stronger combos, though that is significantly harder to confirm and on block will result in much worse pressure.
6D, OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."c.S > dc~214S
Corner
76
All
[3] Medium
Ideal oki setup from throw. Can also use 2H into 214S for an easier setup that gives roughly the same results.
41496 (PS)
1.34
6D, OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."236K 6 K
Anywhere
83
All
[2] Easy
Highest damage meterless but leaves you minus enough to be punishable. Only use to finish off opponents at the end of a round. In corner, using 623P instead will grant 2 extra damage and only leave Bridget -6.