GGACR/Bridget/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
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. |
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5P | 12 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 6 | 2 | 9 | -1 |
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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 |
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6P | 30 | 2.64 | 10 | 7 | 3 | Mid | SR | 11 | 6 | 14 | -6 |
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6K | 40 | 3.84 | 13 | 6 | 4 | High | C*RF | 23 | 6 | 15 | -4 |
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6S | 46 | 3.84 | 14 | 6 | 4 | Mid | SJR | 10 | 6 | 29 | -18 |
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3P | 24 | 2.64 | 10 | 7 | 3 | All | SR | 8 | 12 | 7 | -5 |
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5D | 17 | 2.64 | 8 | 20 | 3 | High | SR | 30 | 6 | 24 | -16 |
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2P | 8 | 1.44 | 3 | 8 | 1 | Mid | SR | 7 | 4 | 3 | +3 |
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2K | 12 | 1.44 | 3 | 8 | 1 | Low | SR | 5 | 3 | 6 | +1 |
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2S | 30 | 2.64 | 10 | 7 | 3 | Mid | SJR | 10 | 12 | 12 | -10 |
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2D | 32 | 3.84 | 11 | 6 | 4 | Low | SRF | 7 | 4 | 20 | -7 |
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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 | - |
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j.2S | 28 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 10 | 6 | 25 | - |
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j.D | 24x3 | 2.64x3 | 6x3 | 7x3 | 2 | High/Air | SR | 15 | 3x6 | 16+4 after landing | - |
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- 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]
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. |
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Ground Yoyo Placement | - | - | - | - | - | - | - | - | - | varies on direction | - |
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Air Yoyo Placement | - | - | - | - | - | - | - | - | - | varies on direction | - |
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Knockdown Yoyo Placement | - | - | - | - | - | - | - | - | - | total 38 | - |
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Ground Yoyo Recall | 40 | -/2.40 | 0 | 6 | 4 | All | - | 12 | - | total 20 | +24 |
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Air Yoyo Recall | 40 | -/2.40 | 0 | 6 | 4 | all | - | 14 | - | total 22 | +22 |
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Kick Start My Heart 236K |
30 | -/7.20 | 14 | 6 | 4 | Mid | R | 11 | 34 | 9 | -26 |
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Stop KSMH > P |
40 | -/1.20 | 6 | 7 | 2 | Mid | - | 11+7 | 6 | 28 | -10 |
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Shoot KSMH > K |
50 | -/7.20 | 10 | 7 | 3 | Mid | R | 11+2 | 12 | 21+landing 20 | -39 |
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Starship 623P |
22x4 | 2.00/2.40x4 | 10x4 | 7x4 | 3 | Mid | RF | 13 | 3x5 | 25 | -17 |
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Air Starship j.623P |
18x3 | 2.00/3.00x3 | 6x3 | 7x3 | 2 | All | RF | 13 | 3x5 | till landing+10 | -5 |
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Roger Rush 236H |
36x3 | 2.00/1.20x3 | 0 | 8x3 | 4 | All | F | 28 | see notes | total: 32 | +80 |
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Air Roger Rush j.236H |
36x3 | 2.00/1.20x3 | 0 | 8x3 | 4 | All | - | 23 | see notes | total: 42 | - |
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Jagged Roger 214H |
20x3 | 2.00/1.20x3 | 0 | 7x3 | 3 | All | F | 38 | 105 | total:32 | +36 |
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Air Jagged Roger j.214H |
20x3 | 2.00/1.20x3 | 0 | 7x3 | 3 | All | - | 29 | 105 | total:37 | +29 |
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Roger Hug 623H |
30 | 2.00/4.80 | 0 | 6 | 4 | All | - | 34 | 27 | total:40 | +20 |
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Roger Get Low Altitute 421H |
20 | 2.00/1.20 | 0 | 7 | 3 | All | F | 19 | till landing | total:30 | - |
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Roger Get High Altitute 421H |
20x2 | 2.00/1.20x2 | 0 | 7x2 | 3 | All,LF | F | 18 | till landing (11)42 | total:30 | - |
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Air Roger Get Low Altitute j.421H |
20 | 2.00/1.20 | 0 | 7 | 3 | All | F | 19 | till landing | total:34 | - |
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Roger Get High Altitute j.421H |
20x2 | 2.00/1.20x2 | 0 | 7x2 | 3 | All,LF | F | 18 | till landing (11)42 | total:34 | - |
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Rolling Movement 214K |
- | - | - | - | - | - | - | - | - | - | - |
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- *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. |
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FB Roger Rush 236D |
20x2, 50 | - | ?? | ?? | 3x2, 5 | All | F | 16 | see notes | total 36 | +87 |
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FB Air Roger Rush j.236D |
20x2, 50 | - | ?? | ?? | 3x2, 5 | All | - | 16 | see notes | total 36 | +87 |
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FB Jagged Roger 214D |
20x5 | - | 10x5 | 7x5 | 3 | All | F | 38 | 85 | total: 39 | +54 |
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FB Air Jagged Roger j.214D |
20x5 | - | 10x5 | 7x5 | 3 | All | - | 29 | 85 | total: 37 | +47 |
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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. |
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Loop the Loop 632146S |
20x7, 60 | - | 20, 6x7 | 6, 7x7 | 5, 2x7 | Midx7, HF | RF | 5+1 | see notes | 16 | -24 |
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Maintenance Disaster 4123641236S |
24x18 | - | 3x18 | 8x18 | 1 | Mid | - | 4+0 | 48 | 44 total | - |
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Me and My Killing Machine 632146H |
25x12 | - | 10x12 | 7x12 | 3 | All | - | 1+23 | 117 | 32 total | - |
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Me and My Killing Machine (Delay) 412364H |
25x6 | - | 10x6 | 7x6 | 3 | All | - | 1+13 | 129 | 24 total | - |
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Instant Kill[edit]
Gatling Table[edit]
P | K | S | Yoyo | D | Cancel | |
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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 |
P | K | S | Yoyo | D | Cancel | |
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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)
[edit]
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To edit frame data, edit values in GGACR/Bridget/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data
System Explanations