GGACR/Bridget/Frame Data

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System Data[edit]

Defense[edit]

x1.07

Guts Rating[edit]

0

Weight[edit]

Super Lightweight (1.1x)

Stun Resistance[edit]

55

Prejump[edit]

3f

Backdash[edit]

15f (1~>8f invuln)

Wakeup Time[edit]

54f (Face Up) / 48f (Face Down)

Movement Options[edit]

Double Jump, 1 Airdash, Ground Dash (Run)


Normal Moves[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
5P 12 1.44 3 8 1 Mid CSJR 6 2 9 -1
  • Initial prorate 90%
5K 22 2.64 10 7 3 Mid SJR 6 5 11 -2
c.S 22x2 3.84x2 14x2 6x2 4 Mid SJR 7 2(10)2 12 +3
f.S 34 2.64 10 7 3 Mid SR 7 6 18 -10
  • Feet invincible 3~4F
  • Fully extended on 11F
  • Untechable for 16F
6P 30 2.64 10 7 3 Mid SR 11 6 14 -6
  • Upper body invincible 1~2F, 13~14F
  • Above knees invincible 3~12F
  • Initial prorate 90%
6K 40 3.84 13 6 4 High C*RF 23 6 15 -4
  • Feet invincible 9~19F
  • Low profile 23~24F
  • 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)
6S 46 3.84 14 6 4 Mid SJR 10 6 29 -18
  • Wallbounces opponent on CH (untechable for 48F)
  • Fully extended on 14F
  • Can cancel into Yoyo Moves
3P 24 2.64 10 7 3 All SR 8 12 7 -5
  • Feet invincible 1~21F
  • Staggers opponent on ground CH (max 39F)
  • Untechable for 20F
  • Bridget is in crouching state during move
5D 17 2.64 8 20 3 High SR 30 6 24 -16
  • Can cancel into Yoyo Moves
2P 8 1.44 3 8 1 Mid SR 7 4 3 +3
  • Initial prorate 80%
2K 12 1.44 3 8 1 Low SR 5 3 6 +1
  • Low profile 1~9F
  • Initial prorate 70%
2S 30 2.64 10 7 3 Mid SJR 10 12 12 -10
  • Low profile 1~3F, 30~33F
  • Feet invincible 14~21F
  • Floats and pulls in opponent on CH (untechable for 26F)
2D 32 3.84 11 6 4 Low SRF 7 4 20 -7
  • Feet invincible 7~16F
  • FRC timing 9~10F
  • Can be cancelled into any non-Yoyo Move
j.P 16 1.44 3 8 1 High, Air CSR 5 4 6 -
j.K 24 2.64 6 7 2 High, Air SJR 6 8 12 -
j.S 30 2.64 10 7 3 High, Air SR 10 6 19 -
  • Fully extended on 13F
j.2S 28 2.64 10 7 3 High, Air SJR 10 6 25 -
  • Staggers opponent on ground CH (max 39F)
j.D 24x3 2.64x3 6x3 7x3 2 High, Air SR 15 3x6 16+4 after landing -
  • 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[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ground Throw 48 6.88 - 6x2 - 45 pixles R - - - -
  • Groundbounces opponent on hit
  • Forced prorate 50%
Air Throw 55 4.00 - 6 - 88 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 11 6 14 -6
  • Fully invincible 1~16F
  • Knocks down opponent on ground hit
  • Initial prorate 50%
  • Can cancel into Yoyo Moves

Special Moves[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ground Yoyo Placement - - - - - - - - - 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 Placement - - - - - - - - - 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 Placement - - - - - - - - - total 38 -
  • Extends Bridget's knockdown time by 15F
Ground Yoyo Recall 40 -/2.40 0 6 4 All - 12 - total 20 +24
  • 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 Recall 40 -/2.40 0 6 4 all - 14 - total 22 +22
  • 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 Heart
236K
30 -/7.20 14 6 4 Mid R 11 34 9 -26
  • Foot invincible 3~4F
  • Can cancel into Stop or Shoot 12~44F
  • Speed can be controlled with 4/6 during movement
Stop
KSMH > P
40 -/1.20 6 7 2 Mid - 11+7 6 28 -10
  • Knocks down opponent on ground hit
Shoot
KSMH > K
50 -/7.20 10 7 3 Mid R 11+2 12 21+landing 20 -39
  • 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
Starship
623P
22x4 2.00/2.40x4 10x4 7x4 3 Mid RF 13 3x5 25 -17
  • 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%
Air Starship
j.623P
18x3 2.00/3.00x3 6x3 7x3 2 All RF 13 3x5 till landing+10 -5
  • 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
236H
36x3 2.00/1.20x3 0 8x3 4 All F 28 see notes total: 32 +80
  • 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 Rush
j.236H
36x3 2.00/1.20x3 0 8x3 4 All - 23 see notes total: 42 -
  • 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 Roger
214H
20x3 2.00/1.20x3 0 7x3 3 All F 38 105 total:32 +36
  • 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 Roger
j.214H
20x3 2.00/1.20x3 0 7x3 3 All - 29 105 total:37 +29
  • 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 Hug
623H
30 2.00/4.80 0 6 4 All - 34 27 total:40 +20
  • Yoyo sticks to opponent for 600F on hit
  • see notes *2,*3,*4
Roger Get Low Altitute
421H
20 2.00/1.20 0 7 3 All F 19 till landing total:30 -
  • Forced prorate 75%
  • FRC timing 20~21F
  • Roger can be hit from 19F onwards
  • see notes *2,*3
Roger Get High Altitute
421H
20x2 2.00/1.20x2 0 7x2 3 All,LF F 18 till landing (11)42 total:30 -
  • 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 Altitute
j.421H
20 2.00/1.20 0 7 3 All F 19 till landing total:34 -
  • Forced prorate 75%
  • FRC timing 20~21F
  • Roger can be hit from 19F onwards
  • see notes *1,*2,*3
Roger Get High Altitute
j.421H
20x2 2.00/1.20x2 0 7x2 3 All,LF F 18 till landing (11)42 total:34 -
  • 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 Movement
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[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
FB Roger Rush
236D
20x2, 50 - ?? ?? 3x2, 5 All F 16 see notes total 36 +87
  • 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 Rush
j.236D
20x2, 50 - ?? ?? 3x2, 5 All - 16 see notes total 36 +87
  • 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 Roger
214D
20x5 - 10x5 7x5 3 All F 38 85 total: 39 +54
  • 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 Roger
j.214D
20x5 - 10x5 7x5 3 All - 29 85 total: 37 +47
  • Hitstop 6F
  • Can hit up to 5 times
  • Jagged Roger will activate even if Bridget is hit after 13F
  • see notes *1,*2

Overdrives[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Loop the Loop
632146S
20x7, 60 - 20, 6x7 6, 7x7 5, 2x7 Midx7, HF RF 5+1 see notes 16 -24
  • Strike invincible 1~7F
  • 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 Disaster
4123641236S
24x18 - 3x18 8x18 1 Mid - 4+0 48 44 total -
  • 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
632146H
25x12 - 10x12 7x12 3 All - 1+23 117 32 total -
  • 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
Me and My Killing Machine (Delay)
412364H
25x6 - 10x6 7x6 3 All - 1+13 129 24 total -
  • 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[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Shoot the Moon
During IK Mode: 236236H
Fatal - 14 - - All - 7+6 12 91 -86
  • IK Mode activation: 60F
  • Strike invincible 1~7F

Gatling Table[edit]

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[edit]


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