GGACR/Bridget/Frame Data

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System Data


Defense:x1.07
Guts:0
Weight:Super Lightweight (x1.1)
Stun Resistance:55
Prejump:3F
Backdash:15F (1~>8F invuln)
Wakeup Time:54F (Face Up) / 48F (Face Down)
Unique Movements:Rolling Movement


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Bridget 5P.png 12 Mid 6 2 9 -1 - 3 8 1.44 CSJR 1
  • Initial prorate 90%
5KGGAC Bridget 5K.png 22 Mid 6 5 11 -2 - 10 7 2.64 SJR 3
c.SGGAC Bridget cS.png 22x2 Mid 7 2(10)2 12 +3 - 14x2 6x2 3.84x2 SJR 4
f.SGGAC Bridget fS.png 34 Mid 7 6 18 -10 3~4F Feet 10 7 2.64 SR 3
  • Fully extended on 11F
  • Untechable for 16F
6PGGAC Bridget 6P.png 30 Mid 11 6 14 -6 1~2F, 13~14F Upper Body
3~12F Above Knees
10 7 2.64 SR 3
  • Initial prorate 90%
6KGGAC Bridget 6K.png 40 High 23 6 15 -4 9~19F Feet
23~24F Low Profile
13 6 3.84 C*RF 4
  • Initial prorate 70%
  • FRC timing 24~25F
  • Can cancel into any Special Move except Yoyo Moves
  • Pulls in opponent on air hit (Untechable for 16F)
6SGGAC Bridget 6S.png 46 Mid 10 6 29 -18 - 14 6 3.84 SJR 4
  • Wallbounces opponent on CH (untechable for 48F)
  • Fully extended on 14F
  • Can cancel into Yoyo Moves
3PGGAC Bridget 3P.png 24 All 8 12 7 -5 1~21F Feet 10 7 2.64 SR 3
  • Staggers opponent on ground CH (max 39F)
  • Untechable for 20F
  • Bridget is in crouching state during move
5DGGAC Bridget 5D.png 17 High 30 6 24 -16 - 8 20 2.64 SR 3
  • Can cancel into Yoyo Moves
2PGGAC Bridget 2P.png 8 Mid 7 4 3 +3 - 3 8 1.44 SR 1
  • Initial prorate 80%
2KGGAC Bridget 2K.png 12 Low 5 3 6 +1 1~9F Low Profile 3 8 1.44 SR 1
  • Initial prorate 70%
2SGGAC Bridget 2S.png 30 Mid 10 12 12 -10 1~3F, 30~33F Low Profile
14~21F Feet
10 7 2.64 SJR 3
  • Floats and pulls in opponent on CH (untechable for 26F)
2DGGAC Bridget 2D.png 32 Low 7 4 20 -7 7~16F Feet 11 6 3.84 SRF 4
  • FRC timing 9~10F
  • Can be cancelled into any non-Yoyo Move
j.PGGAC Bridget jP.png 16 High/Air 5 4 6 - - 3 8 1.44 CSR 1
j.KGGAC Bridget jK.png 24 High/Air 6 8 12 - - 6 7 2.64 SJR 2
j.SGGAC Bridget jS.png 30 High/Air 10 6 19 - - 10 7 2.64 SR 3
  • Fully extended on 13F
j.2SGGAC Bridget j2S.png 28 High/Air 10 6 25 - - 10 7 2.64 SJR 3
  • Staggers opponent on ground CH (max 39F)
j.DGGAC Bridget jD.png 24x3 High/Air 15 3x6 16+4 after landing - - 6x3 7x3 2.64x3 SR 2
  • Floats opponent on hit (untechable for 22F)
  • Pulls opponent in on hit or block 15~20F, 24~29F
  • Hitstop 6F
  • Can hit up to a maximum of 3 times
  • Can be cancelled into any non-Yoyo Move
The following count as Yoyo Moves: Yoyo Set, Yoyo Callback, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Idou, Me and My Killing Machine (includes all air versions of these moves).

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Bridget throw.png 48 45 pixles - - - - - - 6x2 6.88 R -
  • Groundbounces opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Bridget airThrow.png 55 88 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Bridget 6P.png 25 All 11 6 14 -6 1~16F All 10 7 2.64 R 3
  • Knocks down opponent on ground hit
  • Initial prorate 50%
  • Can cancel into Yoyo Moves

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground Yoyo PlacementGGAC Bridget GroundSet.png - - - - varies on direction - - - - - - -
  • Accepts direction input until 6F
  • Total length of each set: Neutral Set: 21F (15F), 6 Set: 27F (17F), 9 Set: 23F (11F), 8 Set: 26F (13F), 7 Set or 4 Set: 22F (13F)
  • Yoyo will be set even if Bridget gets after the frames listed in ( )
Air Yoyo PlacementGGAC Bridget AirSet.png - - - - varies on direction - - - - - - -
  • Accepts direction input until 6F
  • Total length of each set: Neutral Set: 19F (11F), 6 Set and 7 Set: 22F (11F), 9 Set: 20F (11F), 8 Set: 21F (11F), 1 Set: 29F (15F), Other Sets: 25F (11F)
  • Yoyo will be set even if Bridget gets after the frames listed in ( )
Knockdown Yoyo PlacementGGAC Bridget KnockdownSet.png - - - - total 38 - 1~End All - - - - -
  • Extends Bridget's knockdown time by 15F
Ground Yoyo RecallGGAC Bridget YoyoCallback.png 40 All 12 - total 20 +24 - 0 6 -/2.40 - 4
  • Hold down the button to delay the move, can delay startup for up to 152F
  • Force Breaks and Rolling Idou can be used during this delay
  • Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
  • If Bridget is hit on 1~4F, the yoyo will not return
  • If Bridget gets hit or blocks, the yoyo loses its hitbox
  • see notes *2, *3, *4
Air Yoyo RecallGGAC Bridget YoyoCallback.png 40 all 14 - total 22 +22 - 0 6 -/2.40 - 4
  • Hold down the button to delay the move, can delay startup for up to 154F
  • Force Breaks and Rolling Idou can be used during this delay
  • Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released
  • If Bridget is hit on 1~6F, the yoyo will not return
  • If Bridget gets hit or blocks, the yoyo loses its hitbox
  • see notes *1, *2, *3, *4
Kick Start My HeartGGAC Bridget 236K.png
236K
30 Mid 11 34 9 -26 3~4F Feet 14 6 -/7.20 R 4
  • Can cancel into Stop or Shoot 12~44F
  • Speed can be controlled with 4/6 during movement
StopGGAC Bridget 236KP.png
KSMH > P
40 Mid 11+7 6 28 -10 - 6 7 -/1.20 - 2
  • Knocks down opponent on ground hit
ShootGGAC Bridget 236KK.png
KSMH > K
50 Mid 11+2 12 21+landing 20 -39 - 10 7 -/7.20 R 3
  • Bridget is airborne from 2F onwards
  • Floats opponent on hit (untechable for 24F)
  • Can cancel into Yoyo moves during the second half of the move
StarshipGGAC Bridget 623P.png
623P
22x4 Mid 13 3x5 25 -17 1~9 All
10~16F Strike
10x4 7x4 2.00/2.40x4 RF 3
  • 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%
Air StarshipGGAC Bridget 623P.png
j.623P
18x3 All 13 3x5 till landing+10 -5 1~13F Strike 6x3 7x3 2.00/3.00x3 RF 2
  • 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 RushGGAC Bridget 236H.png
236H
36x3 All 28 see notes total: 32 +80 - 0 8x3 2.00/1.20x3 F 4
  • Staggers opponent (max 49F)
  • FRC timing 16~17F
  • Can hit up to a maximum of 3 times
  • Roger disappears immediately if Bridget is hit
  • Active frames: 2(10){2(12)}x2+{2(10)}x2+2(12)2
  • Roger can be hit from 20F onward
  • see notes *2, *4
Air Roger RushGGAC Bridget 236H.png
j.236H
36x3 All 23 see notes total: 42 - - 0 8x3 2.00/1.20x3 - 4
  • Staggers opponent on hit (max 49F)
  • Can hit up to a maximum of 3 times
  • Roger disappears immediately if Bridget is hit
  • Active frames: 2(10){2(12)}x2+{2(10)}x2+2(12)2
  • Roger can be hit from 15F onward
  • Bridget is in CH state until end of his own animation
Jagged RogerGGAC Bridget 214H.png
214H
20x3 All 38 105 total:32 +36 - 0 7x3 2.00/1.20x3 F 3
  • Pulls opponent in on hit or block
  • Hitstop 6F
  • FRC timing 22~23F
  • Can hit up to a maximum of 3 times
  • Jagged Roger will activate even if Bridget is hit after 22F
  • see notes *2, *4
Air Jagged RogerGGAC Bridget 214H.png
j.214H
20x3 All 29 105 total:37 +29 - 0 7x3 2.00/1.20x3 - 3
  • Pulls opponent in on hit or block
  • Hitstop 6F
  • Can hit up to a maximum of 3 times
  • Jagged Roger will activate even if Bridget is hit after 13F
  • see notes *1, *2, *4
Roger HugGGAC Bridget 623H.png
623H
30 All 34 27 total:40 +20 - 0 6 2.00/4.80 - 4
  • Yoyo sticks to opponent for 600F on hit
  • see notes *2,*3,*4
Roger Get Low AltituteGGAC Bridget 421H.png
421H
20 All 19 till landing total:30 - - 0 7 2.00/1.20 F 3
  • Forced prorate 75%
  • FRC timing 20~21F
  • Roger can be hit from 19F onwards
  • see notes *2,*3
Roger Get High AltituteGGAC Bridget 421H.png
421H
20x2 All,LF 18 till landing (11)42 total:30 - - 0 7x2 2.00/1.20x2 F 3
  • Forced prorate 75%
  • FRC timing 20~21F
  • 1st hit staggers opponent (max 58F)
  • 2nd hit knocks down opponent on ground hit
  • The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
  • Roger can be hit from 18F onwards
  • see notes *2,*3
Air Roger Get Low AltituteGGAC Bridget 421H.png
j.421H
20 All 19 till landing total:34 - - 0 7 2.00/1.20 F 3
  • Forced prorate 75%
  • FRC timing 20~21F
  • Roger can be hit from 19F onwards
  • see notes *1,*2,*3
Roger Get High AltituteGGAC Bridget 421H.png
j.421H
20x2 All,LF 18 till landing (11)42 total:34 - - 0 7x2 2.00/1.20x2 F 3
  • Forced prorate 75%
  • FRC timing 20~21F
  • 1st hit staggers opponent (max 58F)
  • 2nd hit knocks down opponent on ground hit
  • The distance Roger slides during the 2nd hit depends on how high he was when the move was activated
  • Roger can be hit from 18F onwards
  • see notes *1,*2,*3
Rolling MovementGGAC Bridget 214K.png
214K
- - - - - - - - - - - -
  • Can cancel into any action other than blocking, air dashing and double jumping from 2F onwards
*1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
*2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
*3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack
*4: These moves do not raise the Guard Balance (Bar) at all on block.

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB Roger RushGGAC Bridget 236H.png
236D
20x2, 50 All 16 see notes total 36 +87 - ?? ?? - F 3x2, 5
  • 1st hit staggers opponent (max 48F)
  • 1st and 2nd hit knock down opponent on air hit (untechable for 40F)
  • 3rd hit wallsticks opponent on hit (untechable for 50F, sticks for 30F)
  • Active frames are: 10(10)10(18)16
  • Roger disappears immediately if Bridget is hit
  • Bridget is in CH state until his animation ends
  • Roger can be hit from 8F onwards
  • FRC timing 16~17F
FB Air Roger RushGGAC Bridget 236H.png
j.236D
20x2, 50 All 16 see notes total 36 +87 - ?? ?? - - 3x2, 5
  • 1st hit staggers opponent (max 48F)
  • 1st and 2nd hit knockdown opponent on air hit (untechable for 40F)
  • 3rd hit wallsticks opponent on hit (untechable for 50F, sticks for 30F)
  • Active frames are: 10(10)10(18)16
  • Roger disappears immediately if Bridget is hit
  • Bridget is in CH state until his animation ends
  • Roger can be hit from 8F onwards
FB Jagged RogerGGAC Bridget 214H.png
214D
20x5 All 38 85 total: 39 +54 - 10x5 7x5 - F 3
  • Hitstop 6F
  • FRC timing 22~23F
  • Can hit up to 5 times
  • Jagged Roger will activate even if Bridget is hit after 22F
  • see notes *2
FB Air Jagged RogerGGAC Bridget 214H.png
j.214D
20x5 All 29 85 total: 37 +47 - 10x5 7x5 - - 3
  • Hitstop 6F
  • Can hit up to 5 times
  • Jagged Roger will activate even if Bridget is hit after 13F
  • see notes *1,*2

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Loop the LoopGGAC Bridget 632146S.png
632146S
20x7, 60 Midx7, HF 5+1 see notes 16 -24 1~7F Strike 20, 6x7 6, 7x7 - RF 5, 2x7
  • 7th hit staggers opponent on hit (max 75F)
  • 8th hit ground bounces opponent
  • 8th hit removes OTG state from opponent
  • 2nd-7th hits have hitstop 6F
  • FRC timing 42~45F
  • Can hit up to 8 times
  • active frames: 3(6)3(3)30(12)20
Maintenance DisasterGGAC Bridget 4123641236S.png
4123641236S
24x18 Mid 4+0 48 44 total - 1~4F All 3x18 8x18 - - 1
  • 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 MachineGGAC Bridget 632146H.png
632146H
25x12 All 1+23 117 32 total - 1~14F All
15~21F Strike
10x12 7x12 - - 3
  • Knocks down opponent on hit
  • Attack is guaranteed to activate once the command has been input
  • Roger can pass through other projectiles
Me and My Killing Machine (Delay)GGAC Bridget 632146H.png
412364H
25x6 All 1+13 129 24 total - 1~1F All 10x6 7x6 - - 3
  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Shoot the MoonGGAC Bridget IK1.png
GGAC Bridget IK2.png

During IK Mode: 236236H
Fatal All 7+6 12 91 -86 1~7F Strike 14 - - - -
  • IK Mode activation: 60F

Gatling Table

Ground Gatlings
P K S Yoyo D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6P - 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
3P - - - Ok - Sp
5K 6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Jump, Sp
2K 2P, 6P 6K c.S, f.S, 2S, 6S Ok 5D, 2D Sp
6K - - - - - Sp
c.S 6P - f.S, 2S Ok 5D, 2D Jump, Sp
f.S - - 2S, 6S Ok 5D, 2D Sp
2S - 2K 6S Ok 5D, 2D Jump, Sp
6S - - - Ok - Jump, Sp
5D - - - Ok - homing jump
2D - - - - - Sp
Air Gatlings
P K S Yoyo D Cancel
j.P j.P j.K j.S, j.2S Ok j.D Sp
j.K j.P - j.S Ok j.D Jump, Sp
j.S - j.K j.2S Ok j.D Sp
j.2S - - - Ok - Jump, Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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