GGST/Bridget/Combos

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< GGST‎ | Bridget
Revision as of 00:42, 4 November 2022 by Maria.artemis (talk | contribs) (→‎Bridget/Combo#Long Pokes Follow Up: Minor clean up, grammar fixes, and edited information.)
 Bridget



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

S and H Follow-UpsCorner carry and auto-timed and spaced meaty.
Easy

2S or f.S ~ S > 236K [6] (K) or 5H ~ H > 236K [6] (K)

If 2S, f.S, or 5H is followed up with its respective button, S or H it will launch the opponent full screen, and wall bounce if near corner.

Midscreen hits from these normals when followed up with Kick Start My Heart [6]GGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, will automatically time and space Bridget for meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S. If you chose to go for another option keep in mind Bridget is +10 after Kick Start My Heart [6].


Near the corner and from counterhits Kick Start Your Heart [6] and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.


Sweep ConfirmSimple setplay
Easy


2K / 5K > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Can alternatively go into Kick Start My Heart for more damage but this is generally ill-advised unless it will close out the round.




Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

c.S Midscreen ComboStandard BnB
Easy


c.S > 2S > 2H > dl.236K~K

  • f.S may be used instead of 2S for marginally higher damage, but may be less consistent (this is true for most applicable situations)
  • Full-speed cancelling into Kick Start My Heart will cause it to whiff, a slight delay and/or speed adjustment is necessary for it to connect (unless the opponent wasn't launched, which may happen if there was a delay after the opening c.S).
  • Near the corner, you can instead use 5HH after 2S thanks to the wallbounce.


c.S Midscreen Combo into OkiAttacking the opponent as soon as they rise from a knockdownBnB into Oki
Easy


c.S > 2S > 5HH > 236K [6] > c.S
If you do the 236K [6] correctly, you will perfectly time c.S to beat out most wakeup options. Don't do c.S if the opponent is likely to do an invincible reversal, but go ham otherwise. If the opponent doesn't block c.S, you can do a corner combo with c.S as a starter. If your opponent tends to block on wake-up, you can switch it up by throwing them once their 5 frames of wake-up throw invulnerability end. Be mindful that your opponent can throw you or attack before you can throw them.


c.S Midscreen Counterhit Combo
Medium


c.S > 5[D] > 5K > dc > 5K > c.S > 2S > 2H > dl.236K~K

  • Requires only the first hit of the opening c.S to work on heavyweights.
  • Some freedom can be taken after the second c.S depending on proximity to the corner and accumulated wall damage, but be wary high gravity scaling may cause things to drop.

Combo Recipe ID (PC): 78,315


c.S Corner ComboStable, consistent, and high damage
Medium

c.S > 6H > j.236H > 6H > 214K > c.S > 5D > 5[D]

  • Normal hit routes may also be opened from 5K, 2K, or directly from 6H.
  • On counterhit, delay the first 6H.
  • Wall splat can also be done with 6H, which offers marginally less damage from 5D but in some routes may be easier or even necessary.
  • On heavies, replace the second 6H with 2H, or attempt the more difficult alternative routes:

Normal hit: 2H > 236H > 6H > 214K > j.H > c.S > 6H > 5[D]
Counterhit: 6H > j.236S > 6H > 214K > j.H > c.S > 6H > 5[D]

Break the wall using Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 for Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and a tiny bit more damage.

Combo Recipe IDs (PC):
Midweight route: 78,312
Heavy route: 78,323
Heavy CH route: 78,322


Counterhit 5H into Yo-Yoki
Medium

CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into OverdrivesCancel Kick Start Your HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 at any time with any Overdrive.
Hard


236K ([6]) [(6)32146X+S] or [(6)32146X+H]

  • Depending on the timing of the Overdrive, the first 6 input in 632146 may not need to be inputted again. In some cases, this 6 can be stored from the 236K, or if needed a [6] to approach the opponent faster.
  • X must be either P or K, but has no functional difference aside from comfort.
  • Unlike most games, the button inputs for the kara do not need to be in any particular order because of Strive's leniant storage.

This technique can be used to continue your strings with the plus frames of Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16 while also approaching the opponent, opening up new pressure options like threatening a throw.

It can also allow you to quickly approach the a Wall Splatted opponent and end with Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 regardless of distance from the opponent. This ensures that you will always be using the most damaging combo-ender Overdrive no matter the combo route.

Learning to Kara

Performing a Kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. can seem daunting at first, especially so for Overdrives, as you have to deal with more motion inputs. However, learning this technique can be broken down into simple parts;

Firstly, to understand what's going on let's try Cancelling Bridget's 6P normal into 236K special.

This can be done very easily with a combined input - 236P+K. Notice that even though we're cancelling one button into another, we can actually press them both at the same time. Guilty Gear Strive's input storage is very lenient, and it actually caters for any order of the buttons when kara canelling. For this example in order to visibly see what's going on try to press P before K. To know if you've done it, you'll see that Bridget puts her yoyo hand infront of her for 1 frame before she starts moving. If you wish to test yourself, you can then try this in a small string. Try 5K > 236P+K and look at bridget's lower leg in her 5K for that 1 frame of yoyo.

Now, Let's try cancelling into an Overdrive. Let's try it with a special move 63214P into your preferred super; [632146S] or [632146H].

While we are cancelling from a special move, the technique is no different than when we used 6P. Ever since patch 1.18, all special moves gained the kara cancel property, so all that has changed is which buttons to press, and we have a few more motion inputs. All-in-all, our combined input will be 632146P+X. Rock the BabyGGST Bridget 63214P.pngGuardGround ThrowStartup27Recovery28AdvantageN/A's first frame has Bridget crouching down while holding Roger the Teddy Bear, so for a visual conformation switch Bridget to a colour where Roger is more pronounced (#1, #10...), and look at Bridget's waist for that color.

You may notice that this motion looks similar to the actual Technique above, and you'd be right! If you can do this kara cancel, you're ready for the full thing! While in Kick Start Your HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 and ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35. These follow-ups are also special moves, so they can be kara cancelled! So what are you waiting for? Go up to the top of the section and try that combo out!

Combo Theory

Bridget has a rather freeform combo structure, with many moves being relatively interchangeable and an abundancy of small variations in routing available based the scenario at hand and personal preference. Getting the most out of her revolves around having good situational awareness of things like yoyos at play, screen positioning, and the opponent's state. Having a general understanding of weights and gravity (and the various systems affecting it) is also important, as Bridget's heavy use of juggles in her routes means these variables very often come into play in determining what is possible.

With that in mind, the key to dealing damage with Bridget is 5[D], 2H, and 6H. Aiming to route into (and, importantly, out of) these moves as much as possible is crucial to effective depletion of your opponent's lifebar. Another notable technique is 5K dash cancels. DCing an aerial 5K hit unlocks confirms into much more reward than would otherwise be possible, and greatly improves Bridget's potential at that range. Finally, a very important factor to be familiar with that will take some more time to get the hang of is use of set yoyos and Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne). Roll is a very powerful combo extender and being aware of when it's available as well as when best to use it is what seperates an experienced beginner from an intermediate.

Ultimately, much of Bridget's combo game comes down to developing intuition and understanding of the subtle nuances of how you hit your opponent and adjusting accordingly to get the best outcome. The best resource for this is experience, so get out there!

Long Pokes Follow-ups

A significant example of Bridget's flexible combo structure is her options out of her long-range pokes, f.S, 2S, and 5H. These moves all serve a similar function in neutral, with their own slight niches to fill, and their options on a long have a similar flavor of variety.

The general structure of Bridget's conversions off her pokes usually involves launching the opponent into a soft knockdown before chasing them with Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 for okizeme and corner-carry. However, the exact way in which this is done can vary, and the ending can change as well!

The S moves share the same relevant gatlings: f.SS and 5H. These both deal the same damage and can be special-cancelled, but differ in that f.SS launches and 5H can be further followed up with 5HH, which also launches and deals more damage. This doesn't mean that f.SS is useless, however, as it is able to reach and combo at some ranges where its counterpart cannot, and has the added benefit of being a frame trap on block.

When going into 5H, further options are more limited, but still important to consider. 5HH is the most obvious answer, but in some cases, such as a particularly close hit or a counterhit on a previous move (such as f.S), it is possible to go directly into Kick Start My Heart - ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 for more damage. This will sacrifice some oki, however, so it is a matter of determining what reward is preferred at the moment.

Finally, as is always the case with Bridget, awareness of screen positioning and Yo-Yos at play is very important. f.SS and 5HH will both cause a wall-bounce in the corner, allowing Shoot to always connect for maximum damage. A returning Yo-Yo might mess up your combo, but it does also unlock extra options. For example, it is impossible to do 2K into anything useful other than 2D, but if you combine that in a correctly timed returning Yo-Yo, you can do 2K > 6K > (returning Yo-Yo) > c.S.

From this simple overview it should be evident that a great deal of nuance can exist to what may initially seem to be a simple set of strings. This applies to just about everything Bridget can do, and is a big part of what gives the character her depth. If you're only learning, however, don't worry about memorizing when to use each particular variation. Find what works for you and experiment, eventually you will get a feel for how to do things. Practice makes perfect!

Full Combo List

P Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5PP/2PP > 6K > 236K~6~K Anywhere 70 All [1] Very Easy Jab confirm for damage and corner carry. 41,462
(PS)
1.21
5PPPP/2PPPP Anywhere 49/44 All [1] Very Easy Can combo 4 times at point blank range. 41,463
(PS)
1.21

K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K / 5K > 2D > 214S or 214H (> 214K) Anywhere 36/47 All [1] Very Easy Basic 2K/5K confirm into yoyo setplay. 41,466
(PS)
1.21
2K / 5K > 6H > j.236S/H > 2H > 214K > c.S (2) > 5D > 5[D] Corner 189 All [2] Easy Similar to c.S routes, replace 2H with 6H against non-heavy weights for more damage. Streamable 66,231
(PC)
1.21

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S (2) > 2S (2) > 2H > dl 236K ~ K Anywhere 105 All [2] Easy [6] ~ 4 During 236K will lead to more consistent Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. 64,491
(PC)
1.21
CH c.S (2) jc j.S (2) j66 j.S (2) > c.S (2) > 2H > dl 236K [6] K Anywhere 144 Light, Medium [3] Medium Can instead use 214S to after 2H to setup Yo-Yoki. Does not work on heavyweights Streamable 64,493
(PC)
1.21
CH c.S > 5[D] > 5K dc > 5K, c.S > 5H~H > 236K~K WS > 5D Midscreen 213 All [3] Medium Shoot fails to wallsplat at farther than roundstart distance. 66,768
(PC)
1.21
c.S (2) > 6H > j.236S > 2H > 214K > c.S (2) > 5D WS > 5[D] Corner 210 All [2] Easy Streamable 64,494
(PC)
1.21
c.S (2) > 6H > j.236H > 6H > 214K > c.S (2) > 5D WS > 5[D] Corner 216 Light, Medium [2] Easy Optimized combo for Non-Heavy Weight Characters. Streamable 64,496
(PC)
1.21
f.S > 5H~H > (236K~6~K) Anywhere (Midscreen) 85 (112) All [2] Easy Slightly higher damage but less reach than S follow-up. 1.21
CH f.S > 5H > 236K~6~K Anywhere All [2] Easy Requires no precision with KSMH. 64,497
(PC)
1.21

H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H ~ H > 236K [6] Anywhere 73 All [1] Very Easy Useful for getting oki off of a stray hit in neutral 66,958
(PC)
1.21
CH 5H > 236K~[4] dl [6] > 2K > 2D > 214S / 214H Anywhere 97 All [3] Medium Requires hitting 5H far enough away that you can time and space to hit with the end of 236K. Streamable 64,499
(PC)
1.21
CH 5H > 236K~[4] dl [6] > c.S > 2S (2) > 2H > dl 236K~6~K Midscreen 149 All [4] Hard Requires hitting with the last 3 frames of 236K after 5H. The way 236K momentum works results in a total timing window of 4-5 frames. Streamable 66,769
(PC)
1.21
CH 2H > 214H > 66 5K dc > c.S (2) > dl c.S (2) > 2H > 214S Anywhere 134 All [3] Medium Sets up up Yo-Yo Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. Streamable 1.21
CH 2H > 214S > 66 2S > 2H > 214K > c.S (2) > 5H~H > 236K ~ K, 5D Midscreen 188 All [3] Medium Not enough time to fully charge 5[D]. Streamable 66,967
(PC)
1.21
CH 2H > whiff 236S/H > 6H > 214K > c.S (2) > 6H > 214K > j.H, 5[D] Corner 214 All [3] Medium Easier to time off a DP punish than combos with a 6H starter. Streamable 68,165
(PC)
1.21
CH 2H > 214H > 2H > 214K > c.S (2) > dl f.S > 5H~H > (66) 5H Corner 195 All [3] Medium Back to Corner Side Switch. Depending on the opponent's height after 2nd 2H, you may need to adjust your timing and position after roll to complete the combo. Streamable 68,168
(PC)
1.21
CH 6H, 66 c.S > jc > j.S (2) > adc > j.S (2) > j.H > 66 c.S > 2H > 214S Anywhere 154 All [3] Medium Skip using j.H against Light-Weights. Sets up Yo-Yo Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. but not at the best distance if not somewhat near the corner. 214K > j.S can beat wake-up 6P but not TK Roll. Streamable 1.21
CH 6H, 66 c.S > jc > j.S (2) > adc > j.S (2) > j.H > 66 c.S > 6H > j.236S, 66 5[D] Midscreen 209 All [3] Medium Skip using j.H against Light-Weights. Works from around opponent's round start distance. Streamable 1.21
CH 6H, 66 c.S > jc > j.S (2) > adc > j.S (2) > j.H > 66 c.S > 5H~H > 236K~K, 5D Midscreen 206 All [3] Medium Skip using j.H against Light-Weights. Works from further out than the above combo. Streamable 1.21
CH 6H > j.214H > 6H > 214K > c.S (2) > 6H > j.236H, 66 5[D] Corner 221 All [3] Medium Highest meterless damage. 2nd 6H and c.S's timing may vary between weight classes and opponent's heigth. Replace j.236H with j.236S and 66 5[D] with j.H against lightweights for a more consistent, but less damaging route. Streamable 67,436
(PC)
1.21

Dust Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > 236H, 66 2S > 2H > 214K > j.S (2) > j.H > c.S (2) > 6H WS > 5[D] Midscreen 182 All [3] Medium Streamable 1.21
2D > 236H > 5K > 6H > 214K > j.S (2) > 2K > 6H WS > 5[D] Corner 183 All [3] Medium Replace 2K with c.S (2) for more damage against non-heavy weights. Youtube 41,722
(PS)
1.21
CH 2D > 236H, 2H > 214K > c.S (2) > 6H > 214K > j.K WS > 5[D] Corner 185 All [3] Medium Streamable 1.21
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH Anywhere 176 All* [1] Very Easy 1.21
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > j.S(2)S Anywhere 184 All* [2] Easy Gfycat 1.21
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH Anywhere 188 All* [3] Medium 75,681
(PC)
1.21

Special Move Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, 2K / c.S > 2D > 214S Anywhere 65 - 79 All [3] Medium Must hit near the end of Kick Start My Heart, in order to link into 2K / c.S. 1.21
CH 236K, c.S (2) > 2S (2) > 2H > dl 236K ~ K Anywhere 123 All [4] Hard Must hit near the end of KSMH, in order to link into c.S. Greater corner carry but worse Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. 1.21
CH 236K ~ P, c.S (2) > 6H > j236S > 2H > 214K > 5[D] Corner 182 All [3] Medium 1.21

Throw Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S (2) Corner 76 All [2] Easy Can Dash Cancel after c.S or set a Yo-Yo. 41,496
(PS)
1.21
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D > 214S/H Anywhere 78 All [2] Easy Sets a returning yo-yo, and leaves you slightly plus 1.21
6D > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 236K 6 K Anywhere 83 All [2] Easy Highest damage meterless but leaves you minus enough to be punishable. Only use to finish off opponents at the end of a round. 1.21
6D > 66RRC > (microwalk/dash) > 5[D] > 5K > dc > c.S > 2S > 2H > 236K~K Midscreen 120 All* [3] Medium/[4] Hard On midweights, requires a reasonably precise microwalk or microdash between the Roman Cancel and 5[D] to work, but doing this on other weight classes will cause the combo to drop. 88,552
(PC)
1.21
6D > RRC > 5[D] > 5K > dc > c.S > 6H WS > 5[D] Corner 159 All [3] Medium 80,027
(PC)
1.21

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
1.21

Navigation

 Bridget