GGST/Bridget/Okizeme

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 Bridget



Read First

Follow Up Okizeme

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 Counter Hit Kick Start My 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.

Anywhere Yo-Yoki

Safejumps

2D

214S > 214K > j.K

After landing a normal grounded hit 2D, you can use 214S to set a yo-yo then immediately 214K. Right as Bridget gets on top of the opponent, use j.K and hold back. If done properly, this is a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening..

214H > 214K > j.S

After landing 2D, you can also substitute 214H for the yo-yo set and j.S for jump button for a more difficult, but ultimately more rewarding Counter Hit.

Throw(4/6D)

Superjump(2~9) > (delay) j.S

After landing a throw, superjump forward (2~9) as early as possible, input j.S just as you are overtop your opponent

2D Fuzzy Overhead

After landing a normal grounded hit 2D, you can use 214S to set a yo-yo then immediately 214K. After the opponent blocks it, you can use j.K > jump cancel > j.P for a fuzzy overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.. You can follow up with j.S(1) > j.H > 2S > S.

See [1] for a demonstration of the overhead option.

Note this does work on Giovanna but the link is much harder due to how short she is.

For the low option after the first j.K, land into 2K > 2D > 236K~K.

Midsceen Yo-Yoki

Basic Loopable 2D Oki

Overhead:

2D > 214S > 214K > j.H > c.S > 2D

Low:

2D>214S > 214K > 2K > 5K > 2D

Harder to Fuzzy Loopable 2D Oki

Overhead:

2D > 214S > 214K (cancel) > j.S > 5H > 214K > j.K > 2K > 2D

Low:

2D >214S > 214K (cancel) > j.S (whiff) > 2K > 6K > 214K > j.K > 2K > 2D

Corner Yo-Yoki

Wall Slump

After sticking the opponent to the wall in a grounded state you can use 214S > 214K (cancel) > X to set up a loopable mixup. Reminder that airborne opponents stuck to the wall are NOT in wall slump, so any normal or special that launches the opponent will NOT allow this setup to work.

Overhead:

Wall slump > 214S > 214K (cancel) > j.H > 2S(2) > Wall slump

Low:

Wall slump > 214S > 214K (cancel) > j.K (whiff) > 2K > 6K > Wall slump

OTG Oki

After throwing the opponent, use 2S to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." midscreen and c.S in the corner.

TK Roll

TK Roll Layer One
Hard


Empty Roll into Low :214S > Jump j.214K > j.K / j.D (whiff) > 2K > Confirm :6K > 214K > 5K > 2D

Empty Roll into (dl) Throw :214S > Jump j.214K > j.K / j.D (whiff) > (dl) Throw

TK Roll Overhead 214S > Jump j.214K > j.S (1) > Confirm :j.S (2) > 5K dc > c.S > 2D

TK Roll Layer Two
Hard


Overhead Tick Throw : 214S > Jump j.214K > j.S (1) > j.D (whiff) > Throw

Overhead > Low : 214S > Jump j.214K > j.S (1) > j.D (whiff) > 2K > Confirm :214K > j.K > 5K > 2D

Overhead (2) : 214S > Jump j.214K > j.S (2) > Low Fuzzy Confirm:2K > 214K > j.K > 5K > 2D High Fuzzy Confirm:9jc > j.K / j.P > j.K > 2K > 2D

TK Roll The Actual Mix
Hard


High (36F) : 214S > Jump j.214K > j.S (2) 9jc > j.K / j.P > j.K > 2K > 2D Use j.P instead of j.K against short characters like Giovanna.

Low (36F) : 214S > Jump j.214K > j.S (2) > 2K > Confirm : 214K > c.S (2) > 2D

Backdash OS : 214S > Jump j.214K > j.S (2) (whiff) > c.S (2) > Confirm : j.S (2) > j.66 j.S (2) > j.H > c.S (1) > 5D > 5[D] (Midscreen)

TK Roll FAQ

TK (Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.) Roll?

Kinda, Performing roll with the traditional 2147 is possible, but must be performed as either [2]147K or 21[4]7K to not super jump.

Because of this TK Roll is usually not performed with the traditional TK Input, but rather 7 / 8 / 9 j.214K


Why use TK over regular roll?

Immediate grounded roll cancelled into j.S only gives j.S (1) which isn't enough to enforce the fuzzy and all the fun things that come with it.

If you're thinking about initial roll hit into j.S / j.K and then the fuzzy, it straight up loses to wakeup 6P as well as reversals.


Should I use 7, 8 or 9 Jump for (TK) Roll?

You can jump with either 7 / 8 / 9. Which direction you jump in impacts your spacing, and can make certain options of mix stronger.

Consider if you wish to be closer, or further from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.


Does the same-side version only work from spaced knockdowns? Can you do it point blank too?

Yep! Use 8jc j.K / j.P instead of 9jc j.K / j.P to same-side on closer HKDs.


Why can't I double jump cancel the j.S?

If this happens, it means you're getting a super jump instead of a regular jump. This generally happens when you try to perform a traditional tiger knee input. As mentioned above, performing the input this way will require you to hold 2 before completing the input in order to avoid the super jump.

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