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Bridget's universal anti-air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. It is however a staple in close range combos. When using as an anti-air you can also gatling into 6S and continue into an air combo. Overall a relatively decent 6P. | |||
1~2F Upper body invul. 3~12F Above chest invul. 3~14F Upper body invul. | |||
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{{MoveData | {{MoveData |
Revision as of 13:54, 11 June 2019
Bridget | |||||||||||||||||||||
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Defense Modifier: x1.07 Guts Rating: 0 Weight: Lightest (x1.10) Stun Resistance: 55 Jump Startup: 3F Backdash Time: 15F / Invul: 1~8F Wake-Up (Face Up/Down): 36F / 34F
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Overview
replace with GAMEPLAY overview, not lore info
Discord post by Noj on 2019/05/14:
It isn't just Bridget's movement that sets him apart, a lot of his ground chains (like c.S>6P>c.S) have built-in frametraps (so if the person is mashing, they'll eat the 6P), making people more likely to hold block when Bridget is in their face, allowing for cheeky yo-yo sets behind them even though it's super unsafe. Having the yo-yo behind someone is a situation that is 100% ideal for Bridget, since he can use f.S to apply far pressure, and cancel f.S into 214K (roll) for immediate air pressure follow up with his air normals (generally j.S is your go-to for horizontal poking, j.2S has the most hitstun so it's useful for hitting them with right before you hit the ground so that you can continue it as a grounded combo, and j.P is just a really fast poke).
Movement-wise, the most important skill with him is being able to abuse the faultless defense cancel of his roll, shooting him straight up as was talked about earlier. A pretty common way to get out of the corner / change positions is to superjump set2, 214K (fd) 214K (fd) air dash, recover yo-yo. It's a really strong escape because if they try to chase you down for it, they have to block the yo-yo following you, though if they put you in blockstun that doesn't really matter.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Yo-Yo
Bridget doesn't have an Heavy Slash normal; instead, the button is used to throw and recall a yo-yo in various directions that allows for a myriad of options in pressure, neutral, frame trapping, and even movement with the combined use of the Rolling Movement special.
Normals
5P |
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5K |
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c.S |
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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 |
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j.K |
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j.S |
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j.2S |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Yo-yo Placement |
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Knockdown yo-yo Placement hold H while knocked down |
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Yo-yo Recall Yo-yo Set -> H |
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Kick Start My Heart
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 air OK |
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Roger Rush Yo-yo Set -> 236H air OK |
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Jagged Roger Yo-yo Set -> 214H air OK |
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Roger Hug Yo-yo Set -> 623H |
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Rolling Movement Yo-yo Set -> 214K air OK |
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Overdrives
Loop the Loop 632146S |
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Maintenance Disaster 4123641236S |
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Me and My Killing Machine Yo-yo Set -> 632146H |
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Instant Kill
Shoot the Moon in IK Mode: 236236H |
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Combos
- (ground starter except 2P) > c.S(1) > 6P > c.S(1) xx 236K-> P
Go-to BnB ground string. Pretty much all his normals will go into the c.S(1) > 6P > c.S(1) gatling, though generally you'll need dash momentum to get the full chain down.
- (ground starter) > f.S > 2D
If the starter wasn't 2P, and you're too far to use the above gatling.
- 2P*N > 2D
Keep chaining 2P until they're at max range (generally three times, for good measure), then 2D.
- 2D xx 236K RC 6H jc j.S>j.2S djc j.S>j.2S -> j.623P
Launcher into air string for 50 meter, doesn't KD.
- 2D FRC 5K>6S jc j.S>j.2S djc j.S>j.2S > j.623P
Same as above except for 25 meter.
- (counter hit) 6P xx setX, 5P>6S jc j.S>j.2S djc j.S>j.2S > j.623P
Anti-air combo out of CH 6P.
- 5D /\ j.S>j,2S, land, j.S>j.2S djc j.S>j.2S xx j.623P
Impossible Dust combo.
Okizeme
After a throw, 236K>P, or 2D:
- Throw
Directly after knockdown, set5, dash in and throw, if they're respecting too much. Get some damage in and loop the situation back to the beginning.
- Roger Rush setup
Directly after knockdown, set5, 236H. Dash in, if they're tall enough that Roger hit them with the first hit after summon (certain characters will go under this setup, in which case it's less useful) you'll be able to run underneath Roger for a mixup, and he'll be behind you. Delay a 2K, or 6K, either or. Roger will hit them after, allowing for combos. What combos? Up to you, generally the idea is to make sure Roger hits them for every hit (he does more damage than anything you can do, minus 6S), and you want to end in knockdown. Generally, if in midscreen, this doesn't require anything fancy, after the previously mentioned setup into run-in, after recovering from 2K or 6K you dash again, then start the normal grounded BnB string (c.S>6P>c.S xx 236K>P). This setup is also where Bridget gets his highest damage; if they eat this mixup they're looking at bare minimum 40% life loss, more if they're guardjacked (which they will be a little already, from blocking the first two Roger punches).
- Yo-yo-set assisted okizeme:
Run up, and meaty 2K. If it hits, you do c.S>6P>c.S like normal, but you recall after the second c.S, then dash in, and do it all over again, c.S>6P>c.S xx 236K>P. If they block, you now have a number of options such as c.S>6P>c.S, either cancelled into a yo-yo recall, a 214K roll into j.2S into recall for grounded extension into knockdown again, or poke at them a bit with 2P until they're just under the yo-yo, then do the Roger Rush summon to condition them into respecting.
- Razor Roger
This is pretty much just for fun and guardjacking, There is very little to use this. Roger Rush is better in every situation on wakeup except against certain characters, and against those characters Razor Roger has the same shortfalls.
- Back off
Seriously. Sometimes this actually works in your favor. You got a set behind them, knockdown, and if they're a character with a DP and you have a life-lead, why not? The yo-yo behind them will make them either cautious, or want to rush you down, and both work well for you.
Corner specific setups
Generally Bridget actually loses damage in the corner. Yes, sadly, Bridget is the only character in the game that gets optimized damage mid-screen, and loses significantly in the corner, because Punching Roger extended combos stop working. He, however, gets access to cheeky roll tactics. After a corner knockdown:
- sj xx set3, j.214K, j.2S xx j.214K, j.2S xx recall, land, ground string
If they block all this, do a set somewhere if you can get away with it.
- sj xx set3, j.214K, j.2S xx j.214K, land, 2K>c.S>6P xx recall, dash 5K>c.S>6P>c.S xx 236K>P