GGST/Bridget

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< GGST
Revision as of 20:19, 8 August 2022 by DarthPhallus (talk | contribs) (→‎Overview: Tier 0 guts does not indicate the character has no guts, but rather is in the lowest tier of guts scaling.)



Overview
Overview

Bridget...

 Bridget  Bridget is classified as a Balance type.

Pros
Cons
  • 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: Aside from 6P, almost none of Bridget's buttons have disjoints, and those that do are barely so, 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's yo-yo
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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

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 8 2 14 -6
Total: 23

Gatling Options: 5P, 2P, 6P, 6H

5K

c.S

f.S

S

S after f.S or 2S

5H

H

H after 5H or 2H

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 20 3 26 -15 -
62 High 28 3 26 -10 -
Total: 48
Total: 56

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

2K

2S

2H

2D

6P

6K

6H


j.P

j.K

j.S

j.H

j.D

Special Moves

Stop and Dash

236S/H (Air OK) or 214S/H (Air OK)

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)

Overdrives

Loop the Loop

632146S

Return of the Killing Machine

632146H (Air OK)

Navigation

 Bridget



To edit frame data, edit values in GGST/Bridget/Data.