< GGReload
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''Discord post by Noj on 2019/05/14:'' | ''Discord post by Noj on 2019/05/14:'' | ||
It isn't just Bridget's movement that sets her apart, a lot of her 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 | It isn't just Bridget's movement that sets her apart, a lot of her 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 she can use f.S to apply far pressure, and cancel f.S into 214K (roll) for immediate air pressure follow up with her 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).<br>Movement-wise, the most important skill with her is being able to abuse the faultless defense cancel of her roll, shooting her 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Bridget does a hand stand and flings the yo-yo at full length away from | Bridget does a hand stand and flings the yo-yo at full length away from herself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. Also used as a means of getting a knockdown as it gatlings into 2D for when you're too far from the opponent mid combo for c.S to come out. Can also combo into 6S on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to IAD approaches. | ||
3~4F Foot invul. Attack is fully extended on 11F. | 3~4F Foot invul. Attack is fully extended on 11F. | ||
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The farthest move Bridget has. | The farthest move Bridget has. She will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. It only really hits characters with tall hitboxes, and its recovery is painfully long so be very careful when using this move. However, due to the angle at which Bridget throws the yo-yo, it can be used as an effective anti-airdash move, and at specific ranges an anti-air move. | ||
Wall bounces opponent on CH. Attack is fully extended on 12F. | Wall bounces opponent on CH. Attack is fully extended on 12F. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Bridget throws the yo-yo horizontally in front of | Bridget throws the yo-yo horizontally in front of herself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2P, but the recovery on the move is amazing. If you confirm a 2P and chain it a couple of times you will have enough time to whiff a 2P if the opponent decides to burst so you may block and punish them for it. Using 2P is also a good way for trying to get some distance from the opponent if they block this move as you can chain it repeatedly pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage. | ||
Initial prorate 80%. | Initial prorate 80%. | ||
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{{Description|8|text= | {{Description|8|text= | ||
Bridget sets her yo-yo. A directional input will change where | Bridget sets her yo-yo. A directional input will change where she sets the yo-yo. Refer to the image for which inputs provide which set. Yo-yo sets are often referred to ''setX''; for example, yo-yo set 4H becomes ''set4''. As this is considered a special move, you can cancel special cancellable normals into it allowing you to recover much faster from them than normal. You can use yo-yo related attacks even while it's still moving.<br> | ||
Accepts direction input until 5F. Forward and backward set have duration 22F. All upward sets have duration 26F. | Accepts direction input until 5F. Forward and backward set have duration 22F. All upward sets have duration 26F. | ||
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A follow up to KSMH. Bridget flings | A follow up to KSMH. Bridget flings herself across the screen while swinging the yo-yos around. Knocks down the opponent on ground hit. | ||
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Bridget rolls to her yo-yo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all her normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations | Bridget rolls to her yo-yo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all her normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations she normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos. | ||
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Revision as of 18:29, 8 August 2022
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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 her apart, a lot of her 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 she can use f.S to apply far pressure, and cancel f.S into 214K (roll) for immediate air pressure follow up with her 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 her is being able to abuse the faultless defense cancel of her roll, shooting her 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.
- The following count as Yo-Yo Specials: Yo-Yo Set, Yo-Yo Callback, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).
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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To edit frame data, edit values in GGReload/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.