Bridget...
- 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.
- No Guts: Bridget will take higher damage than others with full scaling at all points of the match, meaning they can afford very few mistakes.
- Vulnerable to Whiffs/Counterpoke: Aside from 6P, None of Bridget's buttons have disjoint, 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 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, 6H
5K
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
Gatling Options: 6P, f.S, 2S, 5H, 2H, 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, 6H
2K
Bridget's 5f jab.
Low Profiles.
Gatling Options: 6P, 6H, 5D, 2D
2S
Gatling Options: S, 5H, 2H
2H
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 done in the air Bridget can grab an airborne opponent but if the button is held and she reaches the ground then she will grab an opponent on the ground. However the button can only be done to extend the grab for a certain amount of time.
Overdrives
Loop the Loop
632146S
Return of the Killing Machine
632146H (Air OK)
- 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