Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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]GuardAllStartup10Recovery9Advantage-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 ShootGuardAllStartup3Recovery29Advantage-35 will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
2K / 5K > 2D > 214S
Simple combos off Bridget's lightest buttons that allow for dangerous oki with Rolling MovementGuardAllStartup20~38Recovery0Advantage+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
Core combos balance potency with consistency. They:
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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 > 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 > 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 > 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 LoopGuardMidStartup9+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
CH 5H > 236K~4 dl 6 > 2K > 2D > 214S / 214H
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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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 MachineGuardAllStartup9+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 LoopGuardMidStartup9+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 BabyGuardGround 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 HeartGuardAllStartup10Recovery9Advantage-20~+4, Bridget gains access to two follow-ups; BrakeGuardAllStartup7Recovery19Advantage-6 and ShootGuardAllStartup3Recovery29Advantage-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 MovementGuardAllStartup20~38Recovery0Advantage+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 HeartGuardAllStartup10Recovery9Advantage-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 additional 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 - ShootGuardAllStartup3Recovery29Advantage-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 ShootGuardAllStartup3Recovery29Advantage-35 to always connect for maximum damage. Returning yo-yos can offer extensions to combos, either by damaging the opponent or Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne).
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 |
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5PP/2PP > 6K > 236K~6~K
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Anywhere | 70 | All | [1] Very Easy | Jab confirm for damage and corner carry. | 41,462 (PS) |
1.21 | |
5PPPP/2PPPP
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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 |
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2K / 5K > 2D > 214S or 214H (> 214K)
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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]
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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 |
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c.S (2) > 2S (2) > 2H > dl 236K ~ K
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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
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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
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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]
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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]
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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)
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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
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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 |
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5H ~ H > 236K [6]
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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
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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
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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
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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
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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]
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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
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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
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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]
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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
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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]
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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 |
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CH 2D > 236H, 66 2S > 2H > 214K > j.S (2) > j.H > c.S (2) > 6H WS > 5[D]
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Midscreen | 182 | All | [3] Medium | Streamable | 1.21 | ||
2D > 236H > 5K > 6H > 214K > j.S (2) > 2K > 6H WS > 5[D]
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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]
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Corner | 185 | All | [3] Medium | Streamable | 1.21 | ||
5[D]~8 > j.S (2) > j.H jc > j.S (2) > j.HH
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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
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Anywhere | 184 | All* | [2] Easy | Gfycat | 1.21 | ||
5[D]~8 > j.H jc (9) > j.H > j.K > j.H > delay j.HH
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Anywhere | 188 | All* | [3] Medium | 75,681 (PC) |
1.21 |
Special Move Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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CH 236K, 2K / c.S > 2D > 214S
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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
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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]
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Corner | 182 | All | [3] Medium | 1.21 |
Throw Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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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)
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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
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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
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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
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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]
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Corner | 159 | All | [3] Medium | 80,027 (PC) |
1.21 |
Jump-in Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
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1.21 |
- 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
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Misc •
Archived Information
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- Attack Level
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