GGACR/I-No/Matchup/Bridget

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< GGACR‎ | I-No

The General Gameplan

What Your Opponent Can Do

Move Interactions

Buttons

  • 5P: It'll clash I-No's 5P at round start distance and a little closer. Unfortunately for us it's pretty disjointed, but at least it's kinda slow (6f startup). It covers space near and in front of Bridget's head.
    • 6P can go straight through it and hit Bridget, but because there's not much of an extended hurtbox you have to get pretty close, and the hitboxes will clash if they're active at the same time. From only a little bit closer you can use 5P to win via speed.
    • Though 2S can go under it, I-No doesn't low profile (her head & hat still have a hurtbox) so you'll get hit out of startup if you're a bit closer than round start distance. When spaced correctly you're likely to whiff punish due to the speed difference, but on CH you can combo into HCL for knockdown.
    • STBT will low profile under it, but it shouldn't be your first choice due to the speed difference. 2K is more reliable and works closer than 2S.
  • 2P: Slightly slower than Bridget's 5P, but it's plus on block. Does not self-mash on whiff and has more hurtbox, so while it's a decent tool to just throw out it's not as effective at locking down space.
    • It reaches low enough to stuff I-No's 6P, but at round-start distance 6P beats it pretty clean. If you're close enough to be in range of the move then 6P loses. If you're close enough that 2K makes contact it'll win via speed.
      • It does not reach low enough to stuff STBT, though if your timing is bad Bridget can hit you before you get low or just before you go active. And since Bridget's 2P recovers quickly STBT isn't the best choice to challenge the move.
    • Hits high enough to stuff I-No's 5K, and it's fast enough to stuff I-No's 2S extended hurtbox before active. 5H is a bit too slow to be reliable here even though it can work, and 2H loses pretty clean. Bridget's 2P will also reach high enough to stuff HCL's startup. VCL will dodge it but you have to be very close to Bridget to make contact and not get whiff punished on reaction.
    • Reaches high enough to stuff the early frames of hoverdash, but hoverdash can work if you're spaced far enough away that you reach Bridget at a higher elevation.
    • You can beat it from above with j.D or TK dive, though the very low recovery means it has to be timed as a hard call out. If Bridget's timing is bad they'll stick the extended hurtbox into the active j.D, but consider all of the anti-air options Bridget could be using when you go for a risky play like that, and consider Dive's poor hitbox.
  • 6P:
  • 3P:
  • 5K:
  • 2K:
  • 6K:
  • c.S:
  • f.S:
  • 6S:
  • 2S:
  • 5H:
  • 2H:
  • 6H:
  • 5D:
  • 2D:
  • j.P:
  • j.K:
  • j.S:
  • j.2S:
  • j.H:
  • j.D:

Special Moves

  • Yoyo Placement, Recall, etc.:
  • Kickstart My Heart:
    • Stop:
    • Shoot:
  • Starship:
  • Roger Rush:
  • Jagged Roger:
  • Roger Hug:
  • Roger Get:
  • Rolling Movement:
  • FB Roger Rush:
  • FB Jagged Roger:
  • Loop the Loop:
  • Maintenance Disaster:
  • Me and My Killing Machine


Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Pressure

Oki

Escaping Pressure

Escaping Oki

Special/Notable Confirms

Advanced Gameplan

Your Opponent's Gameplan

Navigation

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