GGACR/Bridget/Frame Data

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< GGACR‎ | Bridget
Revision as of 21:38, 4 April 2021 by Shtkn (talk | contribs)

System Data

GGACR Bridget Icon.png Bridget Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Bridget Portrait.png ×1.07 0 ×1.0 1/5F 55
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
15 1~8F 25F 23F ×1.1
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 25 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
41 21 1.05 6.5 6.5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
8.5 47 24 1.05 6.5 6.5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3 2.7 8 0.35 105
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 20 17.5 13 12 60
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 1 2 45 88 135
Special Forwards Dash Unique Movement Options


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


  • Initial prorate 90%
5KGGAC Bridget 5K.png


c.SGGAC Bridget cS.png


f.SGGAC Bridget fS.png


  • Fully extended on 11F
  • Untechable for 16F
6PGGAC Bridget 6P.png


  • Initial prorate 90%
6KGGAC Bridget 6K.png


  • 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


  • Wallbounces opponent on CH (untechable for 48F)
  • Fully extended on 14F
  • Can cancel into Yoyo Moves
3PGGAC Bridget 3P.png


  • Staggers opponent on ground CH (max 39F)
  • Untechable for 20F
  • Bridget is in crouching state during move
5DGGAC Bridget 5D.png


  • Can cancel into Yoyo Moves
2PGGAC Bridget 2P.png


  • Initial prorate 80%
2KGGAC Bridget 2K.png


  • Initial prorate 70%
2SGGAC Bridget 2S.png


  • Floats and pulls in opponent on CH (untechable for 26F)
2DGGAC Bridget 2D.png


  • FRC timing 9~10F
  • Can be cancelled into any non-Yoyo Move
j.PGGAC Bridget jP.png


j.KGGAC Bridget jK.png


j.SGGAC Bridget jS.png


  • Fully extended on 13F
j.2SGGAC Bridget j2S.png


  • Staggers opponent on ground CH (max 39F)
j.DGGAC Bridget jD.png


  • 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


  • Groundbounces opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Bridget airThrow.png


  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Bridget 6P.png


  • 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


  • 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


  • 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


  • Extends Bridget's knockdown time by 15F
Ground Yoyo RecallGGAC Bridget YoyoCallback.png


  • 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


  • 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


  • Can cancel into Stop or Shoot 12~44F
  • Speed can be controlled with 4/6 during movement
StopGGAC Bridget 236KP.png
KSMH > P


  • Knocks down opponent on ground hit
ShootGGAC Bridget 236KK.png
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
StarshipGGAC Bridget 623P.png
623P


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • Yoyo sticks to opponent for 600F on hit
  • see notes *2,*3,*4
Roger Get Low AltituteGGAC Bridget 421H.png
421H


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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.pngGGAC Bridget IK2.png
During IK Mode: 236236H


  • 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

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