GGST/Bridget/Combos

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< GGST‎ | Bridget



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1


Unique Notation

For Bridget's Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 (236K) and Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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 ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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. 632146SGGST Bridget 632146S 1.pngGuardMidStartup9+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 MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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 HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-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 MachineGGST Bridget 632146H.pngGuardAllStartup9+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 LoopGGST Bridget 632146S 1.pngGuardMidStartup9+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 BabyGGST Bridget 63214P.pngGuardGround 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 HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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 6246HGGST Bridget 632146H.pngGuardAllStartup9+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

Beginner.png 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 HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-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 ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-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 MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+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

Intermediate.png 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


c.S Midscreen Counterhit Combo
Medium

c.S > 5[D] > 5K > dc > 5K > c.S > 2S > 2H > dl.236K>K

  • Can end in 2H > 236S > 6H WS if near the corner.
  • The second 5K can be substituted for 2K for less knockback depending on the opponent's position.

Combo Recipe ID (PC): 78315

c.S Corner ComboThe juice
Easy


c.S > 6H > j.236S > 6H > c.S > 6H > 214K WS > 5[D]

  • Works on all characters.
  • On air hit c.S, delay j.236S just a smidge.

c.S Corner ComboExtra juicy
Hard


c.S > 6H > j.236S > 66 5K > 5[D] > (66) c.S > 6H/5D WS > (66) 5[D]

  • Works on all characters.
  • 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.


CH c.S Corner ComboBIG juice
Easy


c.S > 5[D] > 5K > 6H > c.S > 2H > 236S > 5D WS > 5[D]

  • Works on all characters.
  • Wall splat can also be done with 6H, offering marginally less damage in exchange for greater leniency and more Tension.


Counterhit 5H into Yo-Yoki
Medium

CH 5H > 236K[4]~[6] > 2K > 2D > 214S

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

c.S Midscreen Optimal DamageOptimal midscreen damage (unless you drop it)
Very Hard

c.S > 2H > 236K[6]~[4]~P > c.S > dl.2S > 2H > dl.236K>K

  • Works on all characters, extremely difficult.
  • 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.

Roll Yo-Yoki Conversions

Yo-Yoki Layer 1 High
Easy

j.D(2) > c.S > 214S! > 5[D] > 5K > dc > c.S > 2S > 2H > dl.236K>K
Conversion off yo-yoki j.D safejump.

  • On counterhit, delay 5[D]


Yo-Yoki Layer 1 Low
Easy

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. 1.34

6P

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 236K>K Anywhere 73 All [1] Very Easy Basic 6P confirm 1.34
CH 6P > 236S > (66) c.S > 2H > 214K > c.S > 5D WS > 5[D] Corner 193 All [3] Medium Bridget can only get significant meterless confirms from 6P in the corner. This one requires her to be fairly close to the wall. 1.34
CH 6P > 236H > (66) 2S > S > 236K > P > WS > 5[D] Corner 162 All [3] Medium If 6P CHs low and far, this is the best you're gonna get. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
6P > 214K > j.H, c.S > 2H > 236S > 5H WS > 214K~j.6D(whiff) > 6H Corner 181 All [3] Medium 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. Any 236S Set 1.34
CH 6P > 214K, c.S > (dl.)2H > 236S, 66 c.S > 5D WS > 5[D] Corner 190 All [3] Medium 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. 1.34
5K > 6H, c.S > 2H > 214S, 2H > 214K > j.H, c.S > 2S > 2H > 236K > K WS, 6H Corner 192 All [2] Easy 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. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5K > 6H > j.214{K}, c.S > 6H > j.236H > 6H WS > 5[D] Corner 198 All [3] Medium 5K BnB if yo-yo is set. Autotimed against heavies but requires a delay on c.S against anyone else. Any 236S set 1.34
5K > 6H > j.214{K}~j.D, c.S > 6H, c.S > 6H WS > 5[D] Corner 202 All [3] Medium 5K optimal if yo-yo is set. Any 236S set 1.34

2K

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > 214S Anywhere 36 All [1] Very Easy Basic 2K/5K confirm into yo-yo setplay. 41466
(PS)
1.34
2K > 6K > 236K > K Anywhere 66 All [1] Very Easy Basic 2K/5K confirm into 6K. Hold ```3``` so 236K>K doesn't come out early. 41466
(PS)
1.34
2K > 6H > j.236H > 6H > 214K > c.S > 5D WS > 5[D] Corner 163 All [2] Easy 2K corner bnb. Wallbreak from a low, fairly self explanatory. You can replace final 5[D] with a 6H. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
2K > 6H > j.214K, (214S! >) c.S > 2S > 2H > dl.236K > K Anywhere 117/109 All [2] Easy 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. XX > 2D > 214S, 214K > j.P whiff 1.34
2K > 6H, 214S!, 2H > 214S, 5K > dc 2K, 2K > 214K, 214S! > j.D > c.S > 2S > 2H > dl.236K > P WS 5[D] Midscreen to Corner 154 All [2] Easy Fullscreen combo to wallbreak from empty low mixup. Requires a very early j.P whiff, 2K needs to essentially hit meaty. XX > 2D > 214S, 214K > j.P whiff 1.34
2K > 6H > j.214K, c.S > 6H > j.236H, 6H WS > 5[D] Corner 162 All [3] Medium 2K optimal if yo-yo is set. Requires slight delay on c.S depending on spacing, farther spacings are less likely to require a delay. Any 236S set 1.34
2K > 6H > j.214K, 214S! > c.S > 5D WS > 5[D] Corner 158 All [2] Easy Standard corner conversion from empty low mixup. Roll will sideswap if 2K hits too late. XX > 2D > 214S, 214K > j.P whiff 1.34
2K > 6K > 214K > 214S! > j.H, c.S(1) > 2D Midscreen 93 All [4] Hard Empty low mixup conversion that ends in a HKD. j.P must be delayed til the very last moment it can be whiffed. XX > 2D > 214S, 214K > dl.j.P whiff 1.34

6K

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 236K > K Anywhere 75 All [1] Very Easy Basic confirm. 1.34
CH 6K > (66) c.S > 6H > j.236H > (66) 6H > 214K > c.S > 5D WS > 5[D] Corner 204 All [3] Medium Universal CH 6K corner confirm. 1.34
CH 6K > 236K~P > c.S > 6H > j.236H > 66 5K > 5D WS > 5[D] Corner 167 All [3] Medium/[4] Hard Universal max range CH 6K corner confirm. Substitute 5D for 6H for leniency. 1.34

S Starters

c.S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2S > 2H > dl 236K > K Anywhere 122 All [2] Easy Basic c.S confirm. 64491
(PC)
1.34
c.S > 2S > 2H > 214S Anywhere 85 All [2] Easy Basic c.S confirm. 9 j.66 > j.S should safejump. 1.34
c.S > dl.2S > 5H > 236K>K Anywhere 125 All [2] Easy Basic c.S confirm. Opponent should be grounded when 2S hits. 1.34
c.S > 2S > 5HH Anywhere 125 All [2] Easy Basic c.S confirm. 23[6]K, c.S should be an autotimed meaty. 1.34
c.S > 2D > 214S Anywhere 62 All [2] Easy Basic c.S confirm. Setups yoyo setplay. 1.34
CH c.S > 5[D] > 5K > dc > 5k/2k > c.S > 2S > 2H > 236K>K Midscreen 172/168 All [3] Medium CH on grounded opponents. On some characters you can skip the second 5k/2k. Will splat midscreen. 1.34
CH c.S > 5[D] > 5K > dc > 5K, c.S > 5H~H > 236K > K WS > 5D Midscreen 213 All [3] Medium Shoot fails to wallsplat at farther than roundstart distance. 66768
(PC)
1.34
c.S > 6H > j.236S, 6H, c.S > 6H > 214K WS > 5[D] Corner 223 All [2] Easy Simple corner BnB. 1.34
66 c.S > 6H, c.S > 2H > 214H, 2H > 214K > j.H > 214H! > c.S > 2H > dl.236K > K WS > 6H Corner 215 All, airborne [3] Medium Ping-pong combo. Brings them out of corner for more meterless damage Bridget hits c.S after some wall damage has been accumulated. 1.34
CH c.S > 5[D] > 5K > 6H, c.S > 6H > j.236H > f.S WS > 66 5[D] Corner 232 All [2] Easy Optimized CH c.S combo. 1.34
CH c.S > 5[D] > 5K > dc > c.S > 2S > 2H > 236K>K Midscreen 173 All [2] Easy DP punish. Can work against any CH in the air. 1.34
66 CH c.S > 5[D] > c.S > 2S > 2H > 236K>K Midscreen 173 All [2] Easy Requires dash momentum, otherwise 66 c.S after the 5[D] 1.34
CH c.S > 2H > 214S > 2H > 214K > 5k > 214K > c.S > 2S > 2H > 236K>K Midscreen 165 All [2] Easy DP punish. CH has to hit high in the air. 1.34
CH c.S > 2H > 214S > 2S > 2H > 21[4]K > c.S > 2S > 2H > 236K>K Midscreen 164 All [2] Easy DP punish. CH has to hit high in the air. 1.34
CH md c.S > 5[D] > md c.S > 2H > 214S > 2H > 214K > c.S > 2S > 2H > 236K>K Midscreen 193 All [2] Easy DP punish. Both md c.S has to hit high and close. Needs dash momentum. 1.34
CH md c.S > 5[D] > 66 c.S > 2H > 214S > 2S > 2H > 21[4]K > c.S > 2S > 2H > 236K>K Midscreen 193 All [2] Easy DP punish. Both md c.S has to hit high and close. Needs dash momentum. 1.34
CH c.S > 5[D] > 5[D] > 5K > dc > c.S > 2S > 236K>K Midscreen 251 All [3] Medium Only really used in 236D/4/6D > S setups 1.34
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. 1.34
c.S > 2H > 214S > 5K > 236K > (dl.)K > 214S! > c.S > 5D WS > 5[D] Close to corner 202 All [3] Medium Can be fickle depending on spacing to corner, use 5K or 2K for a more consistent pickup. 1.34
CH c.S > 2H > 214H, 5K dc > 2K > 6H, 214S!, c.S > (dl.2S) > 2H > 236K > (dl.)K WS > 6H Back to cornerF 201 (200) All [4] Hard CH c.S into sideswap. Can be used from slightly out of the corner, but have to be point blank. 1.34
c.S > 2H > 236K[6]~[4]~P > c.S > dl.2S > 2H > dl 236K ~ K (WS > 6H) Anywhere 134 (174) All [5] Very Hard 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. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
c.S > dl.f.S > 5H > 214S! > 214K > j.D > c.S > 2H > dl.236K > K Anywhere 166 All [2] Easy Simple conversion if they don't block throw oki. Delay f.S so they aren't launched. 6D, 66 214S 1.34
c.S > dl.f.S > 5H > 214S! > 214K > j.H > c.S(1) > 2D Anywhere 156 All [2] Easy Simple conversion if they don't block throw oki that ends in 2D oki. 6D, 66 214S 1.34
c.S > 6H > 214K, 214S!, dl.c.S > 2S > 2H > dl.236K > K WS > 6H Back to corner 210 All [3] Medium Conversion if they don't block throw oki, but it sideswaps into wallbreak. 6D, 66 214S 1.34
c.S > dc~623P, 214S! > (dl.)c.S > 2S > 2H > dl.236K > K Anywhere 184 All [3] Medium Damage optimal if they don't block throw oki. 6D, 66 214S 1.34
CH c.S > 5[D], 214S!, 5[D], 5K > dc c.S > 2S > 2H > dl.236K > K Midscreen 203 All [3] Medium Double 5[D] if they mash on throw oki. 6D, 66 214S 1.34
CH c.S > 5[D], 214S!, 5[D], 5K > dc c.S > 2S > 2H > dl.236K > K Midscreen 232 All [3] Medium Double 5[D] if they mash on throw oki. 6D, 66 214S 1.34
c.S > 6H > 214K, dl.c.S > 6H > j.236H, 6H WS > 5[D] Corner 220 All [2] Easy 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/2S 236D > 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. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
f.S/2S ~ S > 214K, c.S > 6H > j.236H, f.S WS, 66 5[D] Corner 175 All [2] Easy On CH, replace f.S WS with 6H WS for 6 extra damage. Any 236S set 1.34

H Starters

5H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > H > (23[6]K > c.S) Anywhere 69 All [1] Very Easy Useful for getting oki off of a stray hit in neutral 66958
(PC)
1.34
CH 5H > H > 23[6]K~K Anywhere 105 All [1] Very Easy Easy confirm. Does not work at max range. 1.34
5H > H > (dl.)236K~(dl.)P, 2K > 6H > j.236H WS, 66 5[D] Corner 159 All [2] Easy Length of delays depend on distance from corner. 1.34
CH 5H > 236K~[4] dl [6] > 2K > 2D > 214S/H Anywhere 91 All [3] Medium Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. Streamable 64499
(PC)
1.34
CH 5H > 236K~[4] dl [6] > c.S > 2S > 2H > dl.236K[6] > K Midscreen 137 All [4] Hard Requires hitting with the last 3 frames of 236K after 5H. The way 236K momentum works results in a total timing window of 4-5 frames. Streamable 66769
(PC)
1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
CH 5H > 214K, c.S > 2H > 214K, (66) c.S > 2S > 2H > 236K > K Corner 156 All [2] Easy Conversion from 236S, 5H CH in neutral. Flexible ender, can swap for a higher damage ender if near enough to corner for a wallbreak. 5H immediately after 236S set 1.34
CH 5H > 214K, c.S > 2H > 214K, 5K > dc > c.S > 2H > 236K > K Corner 153 KY, MA, PO, RA, NA, GI, AN, IN, JA, HA, BR, AS, EL [2] Easy Similar to above combo. Adds a dash cancel extension for corner carry and damage, but drops on a fair amount of characters. 5H immediately after 236S set 1.34
5H > 214K > j.D(2), c.S > 6H > j.236H, 5H > H WS, 214K~j.6D(whiff), 6H Corner 200 All [2] Easy Full conversion into wallbreak from 5H starter in the corner. All autotimed. Any 236S set 1.34
CH 5H > 214K, c.S > 6H > j.214K, c.S > 6H > j.236H WS > 66 5[D] Corner 205 (GI) All [3] Medium Conversion from 5H frametrap after getting plus frames with yoyo. 5H immediately after 236S set 1.34
CH 5H > 214K > j.H, 214S!, 5[D], c.S > 2H > 236S, 66 f.S WS > (66) 5[D] Corner 210 All [3] Medium Opponents trying to mash on 214S reset late will get CH by 5H. Replace j.H with j.D(2) against heavyweights. 5H immediately after 214S set 1.34

2H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 236K>K Anywhere 80 All [1] Very Easy Basic 2H confirm 1.34
CH 2H > 214S > 2H > 21[4]K > 5[D] > c.S > 2S > 2H > 236K>K Anywhere 166 All [3] Medium Time the 21[4]K so the combo continues. 1.34
CH 2H > 214S > 5K > dc > c.S > 5[D] > c.S > 2S > 2H > 236K>K Anywhere 161 All [3] Medium Works on both grounded and air opponents. 1.34
CH 2H > 214H > 2H > 214K ~ j.D > 5[D] > c.S > 5D Corner 161 All [2] Easy Easy corner CH 2H confirm. 1.34
2H > 214S, (66) > 5K > dc > c.S > 214S! > dl.5[D] > c.S > 2S > 2H > dl.236K~6 > K Anywhere 158 All, airborne [3] Medium 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. 1.34
CH 2H > 214H, 66 (dl.)c.S(2) > dl. 6H, microwalk c.S > 2H > dl.236K~6 > K WS > 6H Back to Corner 202 All [3] Medium Sideswitch route, consistent based on height and spacing but does not work on tip grounded hit. 1.34
CH 2H > 214S, (66) 2H > 214{K}, 214S!, 5[D], c.S > 2S > 2H > dl.236K~6 > K (WS > 6H) Anywhere 166 (202) All [3] Medium Consistent route for grounded 2H CH. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
66 2H > 214K~j.P (whiff), (66) c.S > 6H > j.214{K}, c.S > 6H > j.236H WS > 66 5[D] Corner 202 All, airborne [3] Medium Catches opponents airdashing out of corner after yo-yo plus frames. Microdash 2H after blocked 236S 1.34

6H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H > dl.236K > K Anywhere 91 All [2] Easy By delaying her special cancel, Bridget can cancel and combo into grounded specials from 6H. 1.34
CH 6H, 66 > 9j.S > adc > j.S > j.H, 66 5K > dc > c.S > 2H > 236K > P WS, Template:Cls Midscreen 186 All [3] Medium Corner-carry focused route that wallbreaks from any position on screen. 1.34
CH 6H > md c.S > 2H > 214S > 2H > 214K > 5K > 214K > c.S > 2S > 2H > 236K>K Anywhere 168 All [2] Easy Very consistent CH 6H combo. 1.34
6H > dl.236S > dl.6H > 214K > c.S > 5D WS, 5[D] Corner 208 All [2] Easy Variation of c.S bnb corner combo. 1.34
6H, dl.c.S > 6H, 6H > j.236H, 66 5K > 6H WS, 5[D] Corner 213 All [4] Hard Shin buttloops. Only works on a close hit 6H. Youtube 1.34
CH 6H > j.214S > 2H > 214K~j.D > 5[D] > c.S > 5D WS, 5[D] Corner 205 All [3] Medium Optimal enders can be very spacing-dependent. 1.34
CH 6H, 5[D], microwalk back, dl.c.S > 6H, 6H > j.236H, f.S WS, 66 5[D] Corner 233 All except AX/MI/RA/NA/IN/EL [4] Hard Yes, it really is optimal. Ending with 5H > 236[D] grants a HKD at the cost of a single point of damage. Youtube 1.34

Dust Starters

5D

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D] > 8 > j.H > 9 > j.H > j.K > j.H > dl.j.HH Anywhere 193 All [3] Medium Charged dust damage optimal. 75681
(PC)
1.34
5[D] > 9 > j.H > 9 > j.H > j.S > j.K > j.HH Anywhere 188 All [3] Medium Do this if you don't want to delay j.HH 1.34
5D > 66RRC~6H, c.S > 2H > 214H, 2H > 214K > j.H > 214H! > 66 > c.S > 2S 2H > dl.236K > K WS > 6H Anywhere 165 All* [3] Medium Ping-pong from tap dust. Saves meter compared to last season's version. 1.34
5D > 66RRC, 66 5[D], c.S > 6H > j.236H, 6H WS > 5[D] Anywhere 173 All [3] Medium Optimal from 5D RRC. Can be done as an RRCC, but is much harder. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5D, 214S!, c.S > 2S > 2H > 236K > K Anywhere 112 All [2] Easy Adds a second layer of mixup from Bridget's basic roll oki, a quick overhead after her empty low. XX > 2D > 214S, 214K > j.P whiff, 2K > 5D 1.34
5D, 214S!, c.S > 2D Anywhere 94 All [3] Medium Deceptively difficult to time as 214S must hit after 5D's floating crumple ends. XX > 2D > 214S, 214K > j.P whiff, 2K > 5D 1.34
5[D], 214S!, 66 6H > j.236H > 6H > j.214K WS > 5[D] Corner 226 All [2] Easy Absurd meme combo. You will likely never hit this in a match, but it does a lot more than the normal 5[D] confirm. 214S, c.S > dl.5[D] 1.34

2D

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > 5K > dc > c.S > 2S > 2H > 236K>K Midscreen 126 All [2] Easy Close-range 2D CH confirm. 1.34
CH 2D > 236H, 66 2S > 2H > 214K > j.S > j.H > c.S > 6H WS > 5[D] Midscreen 189 All [3] Medium Close-range 2D CH confirm. Quite spacing specific. If midscreen, do delay j.H into c.S after 214K for a better ender. ST 1.34
CH 2D > 214S, 5K > dl.236K[6] > K > 214S! > c.S > 6H > j.236H WS > 66 5[D] Close to corner 186 All [3] Medium 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. 1.34
CH 2D > 236H, 6H > 214K > (dl.)j.H > c.S (2) > 6H > j.236H > 66 5[D] Corner 202 All [3] Medium Close-range CH 2D confirm for the corner. Works a bit after one c.S of pushback, with further spacings requiring a delay on j.H. 1.34
CH 2D > 236S, 66 2H > 214K > c.S > 6H > j.214K > 5[D] Corner 195 All [3] Medium Long range CH 2D confirm for the corner, but works at any range. 1.34
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
CH 2D > 214K, 6H > j.214K, c.S > 6H > j.236H > f.S WS > 66 5[D] Corner 200 All [3] Medium Universal confirm from 2D CH in corner. Any delays will cause the wall to break earlier and lose you damage. Any 236S set 1.34

j.D

Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
j.D(2), c.S > dl.2S > 2H > 236K > K Midscreen 109 All Very easy The simplest way to convert from a j.D mixup, basically always works with good room for RC or WA extensions. Any 236S set, 214K~j.D 1.34
j.D(2), 5K, 5K dc c.S > dl.2S > 2H > 236K > K Midscreen 113 All [2] Easy In theory this combo is objectively stronger than the above, but there's rarely any reason to use this over alternatives. Any 236S set, 214K~j.D 1.34
j.D(2), 5K > 214S!, 66 c.S(1) > 2H > 214S, 2H > 214K > j.H > 214S!, c.S(1) > 2H > dl.236K > P WS, 236K~K Midscreen 167 All [4] Hard 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. 1.34

214K (Rolling Movement)

Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
214K, c.S > 6H > j.236H > 6H > 214K > c.S > 6H WS, 5[D] Corner 190 All [3] Medium In case roll ever hits raw, such as if it's used as a throw bait. Any 236S set 1.34

63214P (Rock the Baby)

Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
63214P, 214S!, 66 2S > 2H > dl.236K > K Anywhere 135 All [2] Easy Simple combo from Rock the Baby. Unfortunately not much more can be done midscreen. 214S > immediate 63214P 1.28
63214P, 214S!, c.S > 2H > 236S, 6H WS > 5[D] Corner 184 All [2] Easy Genuinely an extremely rare starter to get. You shouldn't ever be able to do this combo, but it can't hurt to learn. 214S > immediate 63214P 1.34
63214P, 214S!, c.S > 5D WS > 5[D] Corner 180 All [2] Easy At least has a setup going into it, so people might respect it. Don't rely on it hitting though. Throw > 214S > immediate 63214P 1.34

j.236K (Roger Dive)

Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
j.236K, 214S!, 66 c.S > 2H > 214S, 2H > 214K, 5K > dc~214K > j.D(2), 214S!, c.S > 2S > S > 236K > K WS > 6H Anywhere 165(201) All [3] Medium Roger Dive, situationally, can bait 6Ps or parries on wakeup. XX > 2D > 214S, 9j.K(whiff), dl.j.236K 1.34
j.236K, 214S!, 66 c.S > 2H > 214S, 5K > dc > c.S > dl.5[D], c.S > 6H WS > 5[D] Midscreen to corner 201 All [3] Medium Carries to corner and wallbreaks. XX > 2D > 214S, 9j.K(whiff) > dl.j.236K 1.34

Throw Starters

4D/6D

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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. 1.34
6D > 44RRC, 66 2H > 214S, 2H > 214K, 5K > 214S! > dc~214K > j.D > c.S > 2S > S > 236K > K WS > 6H Midscreen 157 All [3] Medium - [4] Hard 3/4ths screen carry from throw RRC starter. Will always wallbreak if you are throwing the opponent towards the closest wall. 1.34
6D > RRC~5[D], 66 c.S > 2H > 236S, 6H WS > 5[D] Corner 165 All [3] Medium - [4] Hard RRCC throw combo to save tension. Bridget only gets the full combo if the wall has 0 accumulated damage. 1.34
4D > RRC, 214H > 2H > 214K > j.H, 214H! > c.S > 2H > dl.236K > K WS > 6H Corner 155 All [3] Medium - [4] Hard Throws opponents out of corner to do a ping pong combo. Useful as it does more than the above combo if it is cut short by wall damage. 1.34
4D/6D
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
6D, 214S!, 2S/c.S > 2H > dl.236K > K Anywhere 111/101 All [2] Easy Throwing someone with yo-yo primed will unfortunately lose you a good knockdown. 214S > 66 6D 1.34
6D, 214S!, c.S > 2H > 236S, 6H WS > 5[D] Corner 159 All [2] Easy A relatively rare starter to get without prior wall damage. 214S > immediate 6D 1.34

RC Extensions

RC Extensions

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
XX > 66 RRC > 5[D] > 5K > dc > c.S > 2S > 2H > 236K~K Anywhere 172 (from c.S starter) All [3] Medium Works on most RRC's except for throw RRC 1.34
XX > 66 RRC > c.S > 2H > 214S > 2H > 214K > 5K > 214K > c.S > 2S > 2H > 236K~K Anywhere 167 (from c.S starter) All [2] Easy Works on most RRC's except for throw RRC. Similar to Jais RC extension but no j.D 1.34
XX > 66 RRC > c.S > 2H > 214S > 2S > 2H > 21[4]K > c.S > 2S > 2H > 236K~K Anywhere 166 (from c.S starter) All [2] Easy Works on most RRC's except for throw RRC. More consistent than 2H > 214S > 2H 1.34
XX > 88 RRC > j.214S > 2H > 214K ~ j.H > 5[D] > c.S > 2S > 2H > 236K~K Anywhere 181 (from c.S starter) All [2] Easy Works on some RRC's and depends on gravity scaling 1.34
XX > 88 RRC > j.214S > 2H > 214K ~ j.H > c.S > 2S > 2H > 236K~K Anywhere 165 (from c.S starter) All [2] Easy Universal 1.34
XX > RRC > 66 > c.S > 2H > 214S, 2H > 214K, 5K > 214S! > dc~214K > j.D(2) > c.S > 2S(1)~S > 236K>K Anywhere to Corner 165 (from 100% proration starter) All [3] Medium Jais RC extension. 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. 1.34

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