Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
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 | ||||
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5P | ||||||||||
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5K | ||||||||||
c.S | ||||||||||
f.S | ||||||||||
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6P | ||||||||||
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6K | ||||||||||
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6S | ||||||||||
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3P | ||||||||||
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5D | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
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j.2S | ||||||||||
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j.D | ||||||||||
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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
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 | ||||
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Ground Yoyo Placement | ||||||||||
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Air Yoyo Placement | ||||||||||
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Knockdown Yoyo Placement | ||||||||||
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Ground Yoyo Recall | ||||||||||
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Air Yoyo Recall | ||||||||||
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Kick Start My Heart 236K | ||||||||||
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Stop KSMH > P | ||||||||||
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Shoot KSMH > K | ||||||||||
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Starship 623P | ||||||||||
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Air Starship j.623P | ||||||||||
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Roger Rush 236H | ||||||||||
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Air Roger Rush j.236H | ||||||||||
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Jagged Roger 214H | ||||||||||
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Air Jagged Roger j.214H | ||||||||||
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Roger Hug 623H | ||||||||||
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Roger Get Low Altitute 421H | ||||||||||
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Roger Get High Altitute 421H | ||||||||||
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Air Roger Get Low Altitute j.421H | ||||||||||
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Roger Get High Altitute j.421H | ||||||||||
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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
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 | ||||
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FB Roger Rush 236D | ||||||||||
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FB Air Roger Rush j.236D | ||||||||||
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FB Jagged Roger 214D | ||||||||||
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FB Air Jagged Roger j.214D | ||||||||||
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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 | ||||
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Loop the Loop 632146S | ||||||||||
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Maintenance Disaster 4123641236S | ||||||||||
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Me and My Killing Machine 632146H | ||||||||||
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Me and My Killing Machine (Delay) 412364H | ||||||||||
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Instant Kill
Gatling Table
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)
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.- A.B.A [★]
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