GGACR/Bridget

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Overview

Template:CharaOverview

Guilty Bits Character Intro

Normals

5P

5K

c.S

f.S

6P

6K

6S

3P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Buttslam. Forward moving, difficult to contest, big stagger on CH making it perfect for frametraps. One of Bridget's best normals.

  • Has enough of a hop off the ground to go over low pokes/mash attempts
  • Active for forever and a real pain for some characters to deal with.
  • Cancel into Starship for some tacked on damage on normal hit if that's what you want.
  • Will completely stuff a surprising number of normals thanks to it's rather disjointed hitbox. Anything Kickstart My Heart can beat, this can and more.

5D

2P

2K

2S

2D

j.P

j.K

j.S

j.2S

j.D


Universal Mechanics

Ground Throw

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

A rather average air throw, but one of the keys to Bridget.

  • Bridget's only method of air knockdown outside of certain moves on counter-hit.
  • As your throw button is the same as yo-yo set the punishment for whiffing this is much steeper than other characters if you do not either have Roger active in some way, or the yo-yo returning to you as a poor yo-yo set is timely to recover from and only rarely useful.
  • You can throw your opponent into an active Roger for a combo, or for a reset into another potential air throw.

Dead Angle Attack


Specials

Yoyo Placement

Knockdown Yoyo Placement

[H] while knocked down


Yoyo Recall

Yoyo Set -> H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground
Air

Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).

Kick Start My Heart

236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Bridget uses his yo-yo's like roller blades and rides on them across the screen.

  • The speed of the move can be increased or decreased by holding forward or back respectively at any point during the move. Holding forward from frame 1 will clear the entire screen, not holding anything moves roughly two thirds, and by holding back you move less than the distance of a forward yo-yo set.
  • Can be canceled into Stop or Shoot at any point during the active frames even if it has already been blocked, giving it the potential to bait potential punishes with proper timing.

Stop

KSMH -> P

Shoot

KSMH -> K

Starship

623P (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground
Air

A surprisingly incredible DP with a set of quirks setting it apart from others.

  • Grounded, up to 4 hits, and nonstandard hitstop can make this very difficult to bait or even punish.
  • Combos on hit or sets up a tech situation. Can knockdown if it CHs an extended hurtbox, eg.HOS's
  • Has an FRC right at the tail end of it, guaranteeing it stays perfectly safe
  • How to punish: FD the first few hits so Bridget gets pushed out and then hit him. It is also vulnerable throws for up to 4 frames before it goes active.

  • Strike invincible 1~16F
  • Throw invincible 1~9F
  • Floats opponent on hit
  • Knocks down opponent on ground hit
  • Hitstop 6F
  • FRC timing 19~20F
  • Can hit up to a maximum of 4 times
  • Initial prorate 80%

The air version is just as versatile as the grounded version. Used to end air combos or bait reversals.

  • Can be used for knockdowns at low height, though this is more an edge case than anything.
  • Surprisingly safe-ish at only -5, especially if tk'd at range.
  • Has the same FRC as the grounded version.
  • Completely vulnerable to air throws.

  • Strike invincible 1~13F
  • Floats opponent on hit (untechable for 24F)
  • Knocks down opponent on ground hit
  • Hitstop 6F
  • Can hit up to a maximum of 3 times
  • Listed Frame Adv is for fastest possible TK Air Starship (startup 16F)
  • FRC timing 19-20F
  • Initial prorate 75%

Roger Rush

Yoyo Set -> 236H (Air OK)

Jagged Roger

Yoyo Set -> 214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground
Air

Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once 105 frames have passed, he makes it back to Bridget, or if it hits an opponent 3 times. The FRC window is on frames 22-23.

  • Can use the number of hits it has remaining to instead nullify an equivalent number of hits of a projectile. These act on the total number of hits remaining the same as if it was hitting an opponent.
  • Rather good at raising the opponent's guard bar if they don't FD.

Roger Hug

Yoyo Set -> 623H

Roger Get

Yoyo Set -> 421H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground, Low Altitude
Air, Low Altitude
Ground, High Altitute
Air, High Altitude

Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.

Rolling Movement

Yoyo Set -> 214K (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.


Force Breaks

FB Roger Rush

Yoyo Set -> 236D (Air OK)

FB Jagged Roger

Yoyo Set -> 214D (Air OK)


Overdrives

Loop the Loop

632146S

Maintenance Disaster

4123641236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Extremely fast Anti-Air/Reversal that can be difficult to safejump. Will catch them if they're in the line of fire, and weren't blocking before the superflash.

  • The explosion is guaranteed to execute on input, meaning that trading this is very bad for the opponent.
  • Every hit must be FD'd while airborne, making this a dangerous consideration for opponents approaching from the air.
  • Bridget falls backwards and shrinks his hurtbox during recovery, making it awkward to punish.
  • Can work as a high damage combo ender, though this is usually inoptimal.

  • Fully invincible 1~4F
  • Bridget is airborne 5~13F
  • Opponent's inputs are frozen after the super flash until the 1st active frame
  • Floats opponent on hit (untechable for 30F)
  • Explosion is guaranteed to execute once the command has been input


Me and My Killing Machine

Yoyo Set -> 632146H or 412364H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
632146H
Delay
412364H

Long, obfuscating hitbox that tracks to Bridget, and is mainly used to cover him during mixups and approach. Very similar in function to Jagged Roger, but moves at speeds similar it's Force Break version.

  • Does a boatload of hits and tacks on a lot of damage compared to Bridget's overall kit. On block it does rather good chip and quickly raises the guard bar.
  • Stays active if Bridget is hit, discourages mashing or reversaling out.
  • Actually useful as a reversal, particularly with a close yo-yo, as it can cover Bridget's recovery.
  • Loses to throws, which will not only get Bridget hit, but will likely burn the rest of the move's active window.

  • Fully invincible 1~14F
  • Strike invincible 15~21F
  • Knocks down opponent on hit
  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles

The Delayed version moves more slowly, remaining more in place.

  • Useful if the opponent is far away on a knockdown and you want to keep them still while you approach.
  • Nonstandard hitstop allows for a bit of jank, but the fewer hits limits the time you have.
  • Has no invincibility compared to the normal version. Be sure not to mix them up!

  • Fully invincible 1F
  • Can hit up to 6 times
  • Knocks down opponent on hit (untechable for 60F)
  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles
  • Hitstop 6F


Instant Kill

Shoot the Moon

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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