User:Saf/sandbox

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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

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 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, but the return hit of yo-yo certainly helps with that. For alternate benefits, she can utilise a combination of 214K and 5K > dc to bring her opponent from anywhere on the screen to the corner. What she does is entirely up to the Bridget in question, and her 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 a grounded 2D, as it is her only way to access a hard knockdown without spending meter. To maximise corner carry and damage, she usually opts for 2H > dl.236K > K, and if she's close enough to the corner, she can instead cancel 236K into Brake to trade a little damage for better okizeme. Finally, if she's still midscreen, she can also end combos with 2H > 214S for a fairly strong oki setup, with all the trade-offs mentioned earlier.

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 every grounded starter, without any of the caveats that nag her midscreen routes.

Most notably, in the corner, Bridgets can now easily incorporate 6H, a high-damage move that cancels from all her non-command, non-H normals. 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, she can also pick up from 236K~P easily in the corner, allowing her 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 ignoring the fact that they grant Bridget access to 214K to extend after.

Bridget's optimal meterless wallbreak is 5[D] for the damage, but if she doesn't have enough time to use it, 6H is used instead. To maximise her meter gain, she usually does 236K~K instead. 632146S is also an option if she wants to spend meter to continue offense post-wallbreak, and if she wallsplats with a normal, she can even set 214S/j.214S before her wallbreak of choice. If timed correctly, the yo-yo will strike during Loop the Loop's animation for a bit of extra damage, but more importantly, it will grant Bridget extra meter even if she doesn't time it right.

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 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!


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 or f.S ~ S > 236K [6] (K) or 5H ~ H > 236K [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 Heart [6]GGST 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 [6].


Near the corner and from counterhits Kick Start Your Heart [6] and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.


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). 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 Midscreen Counterhit Combo
Medium

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

  • Requires cancelling the first hit of the opening c.S to work on heavyweights.
  • Some freedom can be taken after the second c.S depending on proximity to the corner and accumulated wall damage, but be wary high gravity scaling may cause things to drop.

Combo Recipe ID (PC): 78315


c.S Corner ComboStable, consistent, and high damage
Medium

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

  • Works an all characters except Ky and Axl (add microdash 5K between j.236H and 6H) and Leo (replace final c.S with 5K.
    • Works on Goldlewis but final c.S is tight.
    • Does not work on Potemkin and Nagoriyuki. Replace second 6H with 2H or use other routes below.
  • Normal hit routes may also be opened from 5K, 2K, or directly from 6H.
  • On counterhit, delay the first 6H.
  • Wall splat can also be done with 6H, which offers marginally less damage from 5D but in some routes may be easier or even necessary.

Heavy optimal routes:
Normal hit: 2H > 236H > 6H > 214K > j.H > c.S > 6H > 5[D]
Counterhit: 6H > j.236S > 6H > 214K > j.H > c.S > 6H > 5[D]

Break the wall using Loop the Loop
Error: Table MoveData_Saf not found.
for 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. and a tiny bit more damage.

Combo Recipe IDs (PC):
Midweight route: 78312
Heavy route: 78323
Heavy CH route: 78322


Counterhit 5H into Yo-Yoki
Medium

CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H

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 Optimals

Ping-pong conversion

Double sideswap into wallbreakStrong for when the wall is damaged
Hard

Launcher > 6H, c.S(2) > 2H > 214H, 2H > 214K > j.H > 214H! > 66 > c.S(2) > 2H > dl 236K > K WS > 6H

  • Usually does worse damage than the corner optimals, but will always build more meter so long as the wall has already been damaged.
  • Useful from starters such as 5D > RRC or AA c.S (burst punish)

Roll Yo-Yoki Conversions

Yo-Yoki Layer 1 High
Easy

j.D(2) > c.S(2) > 214S! > 5[D] (hit) > 5K > dc > c.S(2) > 2S(2) > 2H > dl. 236K > K

Conversion of yo-yoki j.D safejump.

  • On counterhit, delay 5[D]


Yo-Yoki Layer 1 Low
Easy

(whiff aerial) > 2K > 6H > 214S! > 214K, c.S(2) > 2S(2) > 2H > dl. 236K > Ksafejump

Conversion of yo-yoki 2K mixup.


Yo-Yoki Layer 2 High
Very Easy

...214K (block) > j.D > c.S(2) > 2H > 236K~K, c.S(2) > 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.

Kara Overdrives

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 color.

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!

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 defense 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).
  • FOR THIS PAGE SPECIFICALLY, 214S! and 214H! denote Bridget's Stop and Dash yo-yo returning to extend a combo.
  • All combos on this page are optimised for meterless damage unless stated otherwise. Alternate combo enders are elabourated on in the Combo Theory section.

P Starters

2P/5P
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5PP/2PP > 6K > 236K~6~K Anywhere 70 All [1] Very Easy Jab confirm for damage and corner carry. true 41462
(PS)
1.28
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. 1.28
6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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. 1.28
CH 6P > 236H > (66) 2S > S > 236K > K Corner 129 All [3] Medium If 6P CHs low and far, this is the best you're gonna get. 1.28
6P
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, especially if they're a heavyweight. 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 1.28
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 against mid/lightweights. Any 236S Set 1.28

K Starters

5K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 214S or 214H (> 214K) Anywhere 47 All [1] Very Easy Basic 2K/5K confirm into yo-yo setplay. 41466
(PS)
1.28
5K > 6H > j.236S/H > 2H > 214K > c.S (2) > 5D > 5[D] Corner 194 All [2] Easy Similar to c.S routes, replace 2H with 6H against non-heavy weights for more damage. Streamable 66231
(PC)
1.28
5K > 6H > j.236H > 6H > 214K > c.S (2) > 5D > 5[D] Corner 199 All except KY/PO/NA [2] Easy 5K corner bnb. Bridget needs to replace the second 6H with 2H against Ky, Potemkin and Nagoriyuki. Streamable 66,231
(PC)
1.28
5K > 6H > j.236H > 6H > c.S (2) > 6H > 214K > 5[D] Corner 202 (GI) MA/MI/RA/GI/IN/JA/BA/BR [2] Easy 5K lightweights optimal. 1.28
2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > 214S or 214H (> 214K) Anywhere 36 All [1] Very Easy Basic 2K/5K confirm into yo-yo setplay. 41466
(PS)
1.28
2K > 6H > j.236H > 2H > 214K > c.S (2) > 5D WS > 5[D] Corner 160 All except PO/NA/GO/BE [2] Easy 2K bnb. Wallbreak from a low, fairly self explanatory. 1.28
2K > 6H > j.236H > 2S(2) > S > 236K > K WS > 6H Corner 148 All [2] Easy 2K alternative for PO/NA/GO/BE. 1.28
CH 6K > 66 > c.S (2) > 2H > 236S > 66 c.S > 6H > 214K > 5[D] Corner 194 All [3] Medium Universal CH 6K corner confirm. 1.28
CH 6K > 236K~P > c.S (2) > 2H > 236S > 66 > c.S > 5D > 5[D] Corner 184 All [3] Medium Universal max range CH 6K corner confirm. 1.28
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6K > 66 > c.S (2) > 2H > 236S > 66 c.S > 6H > 214K > 5[D] Corner 194 All [3] Medium Universal CH 6K corner confirm. 1.28
CH 6K > 236K~P > c.S (2) > 2H > 236S > 66 > c.S > 5D > 5[D] Corner 184 All [3] Medium Universal max range CH 6K corner confirm. 1.28
5K
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5K > 6H > j.214K, c.S(2) > 6H > j.236H > 6H WS > 5[D] Anywhere 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 1.28
5K > 6H > j.214K~j.D(3), c.S(2) > 6H > j.236H > 5H WS > 214K~j.6D(whiff) > 5D Anywhere 203 (GI) MA/MI/RA/GI/IN/JA/BA/BR [3] Medium 5K lightweight optimal if yo-yo is set. Any 236S set 1.28
2K
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
2K > 6H > j.214K, 214S! > c.S(2) > 2S(2) > 2H > dl.236K > K Anywhere 117 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. XX > 2D > 214S, 214K > j.P whiff 1.28
2K > 6H > j.214K, 214S! > c.S(2) > 5D WS > 5[D] Corner 158 All [2] Easy Standard corner conversion from empty low mixup. XX > 2D > 214S, 214K > j.P whiff 1.28
2K > 6H > j.214K, 214S! > c.S(2) > 2H > 236K~K, c.S(2) > 6H > j.236H WS > 66 5[D] Midscreen to corner 164 All except PO/LE/NA/GO/BE [4] Hard Meaty shoot pickup from empty low mixup, carries from slightly further than roundstart position to corner. Pickups post-shoot can be finicky, so use 2K if the shoot seems to land early. XX > 2D > 214S, 214K > j.P whiff 1.28
2K > 6K > 214K > 214S! > j.H, c.S(1) > 2D Midscreen 164 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 1.28

S Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S (2) > 2S (2) > 2H > dl 236K ~ K Anywhere 126 All [2] Easy [6] ~ 4 During 236K will lead to more consistent 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. 64491
(PC)
1.28
CH c.S(2) > 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)
1.28
c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D WS > 5[D] Corner 216 All [2] Easy Bridget's best universal corner route. Streamable 64494
(PC)
1.28
c.S (2) > 2H > 214H > 5K > 6H > j.236K > 214H! > c.S (2) > 5D WS > 5[D] Corner 222 All except PO/LE/NA/GO/BE [2] Easy New light/midweight BnB. Scales better than double 6H routing with RISC. 64,494
(PC)
1.28
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D WS > 5[D] Corner 222 All except KY/PO/LE/NA [2] Easy Optimized combo for Non-Heavy Weight Characters. Streamable 64496
(PC)
1.28
66 c.S(2) > 2H > 214S, 5K > dc > c.S(2) > dl.5[D], c.S(2) > 2H > dl.236K~6 > K Anywhere 176 All, airborne [3] Medium Midscreen burst punish, substitute Shoot with different enders for better oki 1.28
c.S (2) > 2H > 214S > 5K > 236K > (dl.)K > 214S! > c.S (2) > 5D WS > 5[D] Corner 202 All [3] Medium Delay shoot against heavyweights and use 5K or 2K to link after, then 6H to wallsplat. 1.28
CH c.S(2) > 5[D], c.S(2) > 2H > 236K~K, c.S > 6H > j.236H WS > 5[D] Close to corner 232 All except PO/LE/NA/GO/BE [3] Medium Optimal for CH c.S against middleweights, but requires run momentum and does not work in corner. 1.28
CH c.S(2) > 2H > 214S, 5K dc > 5K > dl.6H, 214S!, c.S(2) > (dl.2S(2)) > 2H >236K > (dl.)K WS > 6H Back to corner 201 (200) All except PO/LE/NA/GO/BE [4] Hard CH c.S into sideswap. Can be used from slightly out of the corner, but have to be point blank. 1.28
CH c.S(2) > 2H > 214S, 5K dc > 2K > 6H, 214S!, 66 c.S(2) > (dl.2S(2)) > 2H >236K > (dl.)K WS > 6H Back to corner 199 (196) All [4] Hard Variant of the sideswap route that works on all characters, but only if Bridget is pressed against the wall. 1.28
66 c.S (2) > 6H, c.S (2) > 2H > 214H, 2H > 214K > j.H > 214H! > c.S> 2H > dl 236K > K WS > 6H Corner 215 All, airborne [3] Medium Ping-pong burst punish. Brings them out of corner for more meterless damage if they burst after some wall damage has been accumulated. Only possible on heavyweights if the c.S starter connects when they are very high. 1.28
66 c.S (2) > dc~236H, 5K > dc > c.S > 2H > 214{K} > dl.j.H > c.S > 2S(1)>S > 236K > K > WS > 6H Corner 199 All, airborne [4] Hard Jais burst punish, optimised for corner carry. 5[D] routing does more if too far from corner to wallbreak. Universal, but requires adjustments (using c.S(1) instead of (2) in some cases) and manual delays based on character weight. 1.28
c.S (2) > 2H > 236K[6]~[4]~P > c.S(2) > dl 2S(2) > 2H > dl 236K ~ K (WS > 6H) > 236K > K (WS > 6H) Anywhere 148 (189) All except KY [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 starter. Wallbreaks if her back is to the corner. 1.28
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. 1.28
CH f.S/2S > 5H > 236K~6 > K Anywhere 101 All [2] Easy Requires no precision with KSMH. 64497
(PC)
1.28
f.S/2S > S > 236K > P, 2K > 6H > j.236H, 66, 5[D] Anywhere 158 All except PO/LE/NA/GO/BE [3] Medium Rather spacing specific against midweights, becomes more likely to drop the further Bridget is from the corner. If close enough, can use c.S instead of 2K against lightweights. 1.28
c.S
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
c.S (2) > dl.f.S > 5H > 214S! > 214K > j.D 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 1.28
(CH) c.S (2) > (dl.)6H, 214S!, 5[D], c.S WS > 5[D] Anywhere 215 All except PO/LE/NA/GO/BE [2] Easy Corner combo on light/midweights if they don't block throw oki. Also best on CH, but Bridget needs to delay 6H in that case. 6D, 2H OTG > 214S 1.28
c.S (2) > 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 1.28
c.S(2) > 2H > 214{K} > dl.c.S(2) > 2H > dl.236K > K WS > 6H Back to corner 190 All [3] Medium Conversion if they don't block throw oki, but it sideswaps into wallbreak. 6D, 66 214S 1.28
c.S(2) > dc~623P(4) > 214S! > (dl.)c.S(2) > 2S(2) > 2H > dl.236K > K Anywhere 184 All [3] Medium Damage optimal if they don't block throw oki. 6D, 66 214S 1.28
c.S(2) > dc~623P(4), 214S!, (dl.)c.S(2) 2H > dl.236K~K, c.S WS > 5[D] Midscreen to corner 214 All except PO/LE/NA/GO/BE [3] Medium Damage optimal if they don't block throw oki. 6D, 66 214S 1.28
CH c.S(2) > 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 1.28
CH c.S(2) > 5[D], 214S!, 214K, c.S(2) > 2H > 236K~K, c.S > 6H > j.236H WS > 5[D] Midscreen to corner 237 All except PO/LE/NA/GO/BE [4] Hard Corner carry into wallbreak if they mash on throw oki. 6D, 66 214S 1.28
c.S(2) > 2H > 214{K}, c.S(2) > 2H > 236K~K, c.S(2) > 2S(2) > S > 236K > K WS > 6H Midscreen to corner 200 All [4] Hard Universal combo, however a very rare starter. Any 236S set ahead 1.28
c.S(2) > 6H > 214K, c.S(2) > 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 1.28
f.S/2S
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
f.S/2S(2) > S > 214K > j.H, c.S > 6H > j.236H WS, 66 5[D] Anywhere 173/172 All [2] Easy Does not work at max range against heavyweights, you might want to cancel the first hit of 2S instead. Any 236S set 1.28
CH f.S/2S(1) > S > 214K > j.D (2), c.S > dl.6H > j.236H WS, 5[D] Anywhere (Midscreen) 175/160 All except PO/BE [3] Medium Combo for frametrap after spaced 236S. Mainly used from 2S(1) as it CHs 6Ps. Replace 6H with 2H for a more consistent combo that works on all characters. Any 236S set 1.28

H Starters

5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H ~ H > 236K [6] Anywhere 69 All [1] Very Easy Useful for getting oki off of a stray hit in neutral 66958
(PC)
1.28
CH 5H > 236K~[4] dl [6] > 2K > 2D > 214S / 214H 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)
1.28
CH 5H > 236K~[4] dl [6] > c.S(2) > 2S (2) > 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)
1.28
2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 214S, (66) > 5K > dc > c.S(2) > 214S! > dl.5[D] > c.S(2) > 2S(2) > 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. 1.28
2H > (dl.)236K~6~K, c.S(2), 5K > dc > c.S(2) > 2S(2) > 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. 1.28
CH 2H > 214H, 66 (dl.)c.S(2) > 6H, microwalk c.S(2) > 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. 1.28
CH 2H > 214S, (66) 2H > 214{K}, 214S!, 5[D], c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H) Anywhere 166 (202) All [3] Medium Consistent route for grounded 2H CH. 1.28
CH 2H > 214S, 66 (dl.)c.S(2) > 6H > j.214K, 214S!, c.S(2) > 2H >236K~6~K, 2K > 6H > j.236H WS 66 5[D] Anywhere 205 Medium/lightweights [4] Hard High corner carry from grounded CH 2H. Ender can be inconsistent. 1.28
CH 2H > 214S, 66 (dl.)c.S(2) > dl.6H > (dl.)214K, 214S!, c.S(2) > 2S(2) > 2H > dl.236K~6 > K (WS > 6H) Anywhere 163 (201) All, airborne [3] Medium Consistent route for AA 2H CH. 1.28
6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H, c.S (2) > 2H > 214S, 2H > 214K > j.H > 214S! > dl.c.S (2) > 2H > dl.236K~6 > K (WS > 6H) Anywhere 170 (207) All [2] Easy Very consistent CH 6H combo, nearly entirely autotimed. For more consistent wallbreaks replace 2H > dl236K~6~K with 2S > S > dl.236K~6~K instead. 1.28
CH 6H > j.214S > 2H > 214K~j.D(3) > j.214S! > (66) 5[D] > 66 c.S(2) > 5D WS > 5[D] Corner 224 All [3] Medium Optimal enders can be very spacing-dependent. Also works by swapping 2H and 6H around, which does 223 damage instead but does not work if too close to corner. 1.28
5H
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5H ~ H > 214K, c.S > 2H > 236S, 6H WS, 5[D] Corner 182 All [2] Easy Full conversion into wallbreak from 5H starter in the corner. Works on all characters, but drops at max range against heavyweights. Any 236S set 1.28
CH 5H > 214K > j.H, 6H > j.214K > j.H, c.S > 6H WS > 5[D] Corner 202 All [3] Medium Conversion from 5H frametrap after getting plusframes with yoyo. 5H immediately after 236S set 1.28
CH 5H > 214K > j.H, 6H > j.214K > j.H, c.S > 6H WS > 5[D] Corner 205 (GI) MA/MI/RA/GI/IN/JA/BA/BR [3] Medium Lightweight optimisation for 5H frametrap. 5H immediately after 236S set 1.28
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 1.28
CH 5H > 214K > j.D, c.S > 2H > 236K~K, 5K > 6H (> j.236H WS > 5[D] Midscreen to corner 195 (GI) MA/MI/RA/GI/IN/JA/BA/BR [3] Medium Corner carry route for 5H on lightweights. If too far from corner, 5K > 6H > j.236H will not connect, so use 2K for a more consistent route if this is the case. Any 236S set behind opponent 1.28
2H
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
66 2H > 214K~j.P (whiff), (66) c.S > 6H > j.214K, c.S > 6H > j.236H WS > 66 5[D] Anywhere 202 All, airborne [3] Medium Catches opponents airdashing out of corner after yo-yo plus frames. Microdash 2H after blocked 236S 1.28

Dust Starters

2D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > 236H, 66 2S(2) > 2H > 214K > j.S (2) > j.H > c.S (2) > 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. Streamable 1.28
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. 1.28
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. 1.28
CH 2D > 236S, 66 2H > 214K > c.S (2) > 6H > j.214K > 5[D] Corner 195 All [3] Medium Long range CH 2D confirm for the corner, but works at any range. 1.28
5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH Anywhere 188 All* [3] Medium Charged dust damage optimal. 75681
(PC)
1.28
5D > 66RRC, 6H, c.S (2) > 2H > 214H, 2H > 214K > j.H > 214H! > 66 > c.S> 2H > dl 236K > K WS > 6H Anywhere 165 All* [3] Medium/[4] Hard (on heavyweights) Ping-pong from tap dust, requires microdash or microwalk to sideswitch properly after roll. 6H needs to hit meaty against heavyweights, so doing 88RRC into dash 6H can substitute. Can be done meterlessly if 5D hits at max RISC by omitting 66RRC, but will drop on heavyweights in this context. 1.28
5D > 66RRC, 6H > j.236H, 6H, c.S (2) > 5D WS > 5[D] Anywhere 167 All [2] Easy Simple loop from 5D. As a route from max RISC 5D it sacrifices a lot of damage compared to more optimal routing, but is very difficult to drop as every part is autotimed. 1.28
5D > 66RRC, 66 5[D], c.S (2) > 6H > j.236H, 6H WS > 5[D] Anywhere 173 All [3] Medium Optimal from 5D RRC. Unlike the other similar routes in this section this one is impractical as a max RISC starter as it relies on the RRC momentum/slowdown. 1.28
2D
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
CH 2D > 214K, 66/dl. c.S(2) > 2H > 236K~K, c.S (2) > 2H > dl. 236K > K Midscreen 150 All [3] Medium Against heavyweights, best to just delay c.S. Otherwise, getting c.S after meaty shoot can be tricky without a microdash. Any 236S set behind opponent 1.28
CH 2D > 214K, 66/dl. c.S(2) > 2H > 236K~K, c.S (2) > 6H > j.236H WS > 66 5[D] Midscreen to corner 195 All [3] Medium Variant of above combo that corner carries into wallbreak. Any 236S set behind opponent 1.28
CH 2D > 214K, 6H > j.214K > j.H, c.S (2) > 6H > j.236H WS > 66 5[D] Corner 197 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 1.28
5D
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
5D, 214S!, c.S (2) > 2S (2) > 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 1.28
5D, 214S!, c.S (2) > 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 1.28
5D, 214S!, c.S (2) > 2H > 236K~K, 2K > 6H > j.236H WS > 66 5[D] Midscreen to corner 161 All except PO/LE/NA/GO/BE [4] Hard The combo itself is fairly easy, but getting the right timing from the setup is difficult. Yo-yo needs to connect at just the right timing to get a c.S that hits as high as possible. XX > 2D > 214S, 214K > j.P whiff 1.28
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] 1.28
j.D
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
j.D (2), c.S(2) > 2H > 236K~K, c.S(2) > 2H > dl.236K > K Anywhere 131 All [2] Easy Can technically be done without yo-yo, but S Stop and Dash sets up the perfect height for this combo to work and be autotimed. Low damage but huge corner carry. Any S set, 214K~j.D} 1.28
j.D(2), c.S(2) > 214S! > 214K~j.D(2), (66) c.S(2) > 2S(1) > 2H > dl.236K > K WS > 6H Back to corner 168 All [4] Hard ([5] Very Hard on lightweights) Sideswap into wallbreak from j.D mixup/safejump post-2D knockdown. XX > 2D > 214S, 214K~j.D 1.28
j.D (2), 5K dc > 214S! > dl.c.S(2), 5K > dc 2K, c.S(2) > 2H > dl.236K > K WS > 6H Back to corner 164 MA/MI/RA/GI/IN/JA/BA/BR [4] Hard Alt. combo to the above that's less finicky on lightweights XX > 2D > 214S, 214K~j.D 1.28
j.D(2), c.S(1) > 6H > 214S! > j.214K > j.H, c.S(2) > 2H > dl.236K > K Anywhere 133 All [3] Medium Alternate combo to j.D pickup that works on all characters and gives the same corner carry as the 236S set route. XX > 2D > 214S, 214K~j.D 1.28

Special Move Starters

236K (Kick Start My Heart)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K > P, c.S (2) > 2H > dl.236K~6 > K Corner 117 All [2] Easy Simple pickup from CH 236K, consistent based on spacing. 1.28
CH 236K, 2K / c.S > 2D > 214S Anywhere 65 - 79 All [2] Easy Must hit near the end of Kick Start My Heart, in order to link into 2K / c.S. 1.28
CH 236K, c.S (2) > 2S (2) > 2H > dl 236K > K Anywhere 123 All [2] Easy Must hit near the end of KSMH, in order to link into c.S. Greater corner carry but worse 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.. 1.28
CH 236K > P, 2H > 236S, 6H > j.214K, c.S > 5D > 5[D] Corner 188 All [3] Medium Corner confirm from CH KSMH, requires alterations if opponent is not completely cornered. 1.28
CH 236K~K, (66) c.S > jc > j.S > adc > j.S > j.H, c.S > 6H > j.236H WS > 66 5[D] Corner 192 All [3] Medium Must CH after Shoot has reached its peak. Combo depends on when Shoot hits; if it hits higher up, Bridget will have less advantage to combo from, but her opponent will also be launched closer to her. Ergo, add a microdash before first c.S on lower hits. 1.28
CH 236K~K, (66) c.S > jc > j.S > adc > j.S > j.H, 5K > dc > c.S > 2S > S > 236K > K WS > 66 6H Corner 181 All [3] Medium Absurd corner carry, wallbreaks from the minimum distance from corner at which Bridget can confirm from CH Shoot. All the same rules for the above combo apply. 1.28
236S (Stop and Dash)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S, c.S > 6H > j.214K > j.H, 5K WS > 5[D] Corner 179 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. 1.28
236K (Kick Start My Heart)
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
CH 236K, c.S (2) > 2H > 214K, dl.c.S (2) > 2H > 236K~K, c.S > 6H > j.236H WS > 66 5[D] Midscreen to corner 194 All [2] Easy 236K must CH in late active frames. Combo from calling out setup moves after setting 236S, recommended to slow down after the starter connects so 236S stays in front of Bridget. 236S set IN FRONT of Bridget after 236K 1.28
214K (Rolling Movement)
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
214K > j.D, c.S > 2H > 236K~K, c.S > 2H > dl.236K > K Anywhere 148 All except PO/LE/NA/GO/BE [3] Medium Takes opponent to the corner from roll starter. Roll has to hit around S set height, and can be done even if roll is done as a gapless pressure extension (e.g. coordinated to hit right after return yoyo does). Can also be done with j.D starter, converting from Bridget's most common mixup. Any S set 1.28
214K, c.S > 6H > j.236S > 2H > 214K > j.H WS, 5[D] Corner 196 All except PO/LE/NA/GO/BE [3] Medium In case roll ever hits raw. Any 236S set 1.28
214K, c.S > 2H > 236S > 6H > 214K > j.H > 5K WS, 5[D] Anywhere 194 All [3] Medium Variant of above combo for heavyweights. Any 236S set 1.28
63214P (Rock the Baby)
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
63214P, 214S!, 66 2S(2) > 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(2) > 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 1.28
63214P, 214S!, c.S(2) > 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 1.28
j.236K (Roger Dive)
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
j.236K(2), 214S!, 66 c.S(2) > 2H > 214S, 2H > 214K > j.D(2), 214S!, c.S(2) > 2S(2) > 2H > dl.236K > K Anywhere 181 All [3] Medium Roger Dive, situationally, can bait 6Ps or parries on wakeup. XX > 2D > 214S, 9j.K(whiff), dl.j.236K 1.28
j.236K(2), 214S!, 66 c.S(2) > 2H > 214S, 2H > 214K > j.D(2), 214S!, c.S(2) > 2S(2) > S > 236K > K WS > 6H Anywhere 216 All [3] Medium Lots of corner carry and, unlike the damage optimal, works on all members of the cast. XX > 2D > 214S, 9j.K(whiff), dl.j.236K 1.28
j.236K(2), 214S!, 66 c.S(2) > 2H > 214S, 5K > dc > c.S(2) > dl.5[D], 5K > 6H WS > 5[D] Midscreen to corner 221 All except PO/LE/NA/GO/BE [3] Medium Carries to corner and wallbreaks. XX > 2D > 214S, 9j.K(whiff) > dl.j.236K 1.28

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 (2) > 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)
1.28
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. 1.28
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. 1.28
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. 1.28
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. 1.28
4D/6D
Combo Position Damage Works on Difficulty Notes Setup Video Recipe Ver
6D, 214S!, 2S(2)/c.S(2) > 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 1.28
6D, 214S!, c.S(2) > 2H > 236S, 6H WS > 5[D] Corner 159 All [2] Easy A relatively rare starter to get without prior wall damage. 214S > immediate 6D 1.28

RC Extensions

RC Extensions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
XX > RRC > 66 > c.S(2) > 2H > 214S, 2H > 214K, 5K > dc~214K > j.D(2) > c.S(2) > 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. 1.28

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