GGACR/Bridget/Frame Data

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System Data


Normal Moves

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
5P
  • Initial prorate 90%
5K
c.S
f.S
  • Feet invincible 3~4F
  • Fully extended on 11F
  • Untechable for 16F
6P
  • Upper body invincible 1~2F, 13~14F
  • Above knees invincible 3~12F
  • Initial prorate 90%
6K
  • 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
  • Wallbounces opponent on CH (untechable for 48F)
  • Fully extended on 14F
  • Can cancel into Yoyo Moves
3P
  • Feet invincible 1~21F
  • Staggers opponent on ground CH (max 39F)
  • Untechable for 20F
  • Bridget is in crouching state during move
5D
  • Can cancel into Yoyo Moves
2P
  • Initial prorate 80%
2K
  • Low profile 1~9F
  • Initial prorate 70%
2S
  • Low profile 1~3F, 30~33F
  • Feet invincible 14~21F
  • Floats and pulls in opponent on CH (untechable for 26F)
2D
  • Feet invincible 7~16F
  • FRC timing 9~10F
  • Can be cancelled into any non-Yoyo Move
j.P
j.K
j.S
  • Fully extended on 13F
j.2S
  • Staggers opponent on ground CH (max 39F)
j.D
  • 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

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 Throw
  • Groundbounces opponent on hit
  • Forced prorate 50%
Air Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA
  • Fully invincible 1~16F
  • Knocks down opponent on ground hit
  • Initial prorate 50%
  • Can cancel into Yoyo Moves

Special Moves

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 Yoyo Placement
  • 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
  • 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
  • Extends Bridget's knockdown time by 15F
Ground Yoyo Recall
  • 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
  • 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
  • Foot invincible 3~4F
  • Can cancel into Stop or Shoot 12~44F
  • Speed can be controlled with 4/6 during movement
Stop
KSMH > P
  • Knocks down opponent on ground hit
Shoot
KSMH > K
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Yoyo sticks to opponent for 600F on hit
  • see notes *2,*3,*4
Roger Get Low Altitute
421H
  • Forced prorate 75%
  • FRC timing 20~21F
  • Roger can be hit from 19F onwards
  • see notes *2,*3
Roger Get High Altitute
421H
  • 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
  • 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
  • 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

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
FB Roger Rush
236D
  • 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
  • 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
  • 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
  • Hitstop 6F
  • Can hit up to 5 times
  • Jagged Roger will activate even if Bridget is hit after 13F
  • see notes *1,*2

Overdrives

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
Loop the Loop
632146S
  • 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
  • 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
  • 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
  • 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

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
Shoot the Moon
During IK Mode: 236236H
  • IK Mode activation: 60F
  • Strike invincible 1~7F

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

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.