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Useful for ranges where Loop the Loop and Drift RC will not connect after a poke/combo, or to pull some + frames. Otherwise, possibly better uses for your meter considering the incredibly poor damage. | |||
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Revision as of 21:13, 8 August 2022
Bridget...
Bridget Bridget is classified as a Balance type who utilizes strong pokes and mobility to set the range and speed of the match to their preference.
- Fantastic Range/Screen Control: Bridget sports some of the longest reaching normals in the game, among which are long reaching anti-airs, and can utilize Stop and Dash to supplement as a poke/anti-air or as a delayed trap that allows her to begin rushdown or hold their preferred space.
- Tricky Mobility and Offense: Numerous specials which advance and adjust/halt their momentum allow Bridget to condition the opponent into guessing how they will approach. Rolling Movement in particular allows Bridget to advance in the air while still being able to dash or attack and enables a high/low or even left/right mix.
- Versatile: Bridget's aforementioned perks are further rounded with a command grab that can be used in the air, a low-profile 5f 2K and DP for decent defensive options, and fairly strong offensive options whenever she decides to go in. With an overall wide spread of options, they are capable of controlling and adjusting to the pace of matches easily.
- Low Guts: Bridget will take higher damage than most other characters even when guts scaling kicks in.
- Vulnerable to Whiffs/Counterpoke: Bridget lacks much disjoints to many of their attacks, making her very vulnerable to counter-pokes and whiff punishment. Outside of 2S range, Bridget's pokes can all be 6P'd, and reckless whiffs can be IAD'd for a full combo.
- Some Setup Required: Without CH or Stop and Dash set-up, Bridget's access to decent damage, mobility and pressure is fairly limited.
Bridget | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2K (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623P (9F) 632146H (?F) |
Normal Moves
5P
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
Gatling Options: f.S, 2S, 5H, 2H, 6P, 6K, 6H, 5D, 2D
f.S
Gatling Options: S, 5H, 2H
S
S after f.S or 2S
S follow-up after f.S or 2S. If delayed properly the follow-up can be a frametrap.
5H
H
H after 5H or 2H
H follow-up after 5H or 2H
5D
- Uncharged Dust Attack
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
- Charged Dust Attack
- Launches opponent on hit if combo'd into.
- Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
- Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
- During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
- Homing Jump combos greatly increase Tension Balance.
Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.
2P
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
Bridget's 5f jab.
Low Profiles.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
Gatling Options: S, 5H, 2H
2H
A dummy high anti-air but lack of much disjoint means you can very likely be counter-poked for mistiming this. On hit, floats the opponent long enough that you can cancel into 214X or simply recover and still have enough time to land 5K or even c.S into airborne followups if the opponent was high enough.
2D
There is a throwable gap from 5K and 2K
6P
6K
Has a 3 frame gap from 5P and 2P.
Has a 1 frame gap frame 5K and 2K.
6H
j.P
Gatling Options: j.P
j.K
Gatling Options: j.D
j.S
Bridget's best jump in for mixups due to it having two hits and low hitting hitbox Gatling Options: j.H, j.D
j.H
Gatling Options: j.D
j.D
Special Moves
Stop and Dash
236S/H (Air OK) or 214S/H (Air OK)
- 236 Stop and Dash
- 214 Stop and Dash
Rolling Movement
214K (Air OK)
Starship
623P
Kick Start My Heart
236K
Brake
P during Kick Start My Heart
Shoot
K during Kick Start My Heart
Roger Dive
j.236K
Rock the Baby
63214P (Air OK)
- When used grounded, will grab grounded opponents and wiff vs airborne opponents. Holding P does not adjust timing or properties.
- Grabs airborne opponent when done in the air, wiffs grounded opponents. Can hold [P] in mid-air to descent with the bear further.
- Airborne version will become grounded grab if P is held til the bear touches ground. Will force a whiff animation entirely if P is done too high up in the air.
- Can combo from Stop and Dash setup.
A scary command grab that can easily supplement pressure coming in from Rolling Movement or Stop and Dash. 214 variants to Stop and Dash will connect if Rock the Baby is performed immediately after, making this a viable grab mix in cases where 214X can be setup on the opponent's wakeup.
The lengthy startup + recovery and forced counter-hit mean that you absolutely do not want to be called out using this, so don't get predictable with it.
Overdrives
Loop the Loop
632146S
If the attack is Roman Cancelled before the flurry of strikes finishes, Roger still drops from the sky for the followup attack.
Return of the Killing Machine
632146H (Air OK)
Useful for ranges where Loop the Loop and Drift RC will not connect after a poke/combo, or to pull some + frames. Otherwise, possibly better uses for your meter considering the incredibly poor damage.
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall