User:Yaoi ketamine/Bridget Okizeme: Difference between revisions

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{{GGST/CharacterLinks}}




=={{clr|D|2D}} Yo-yoki==
<tabber>
Overhead ={{TheoryBox
| Title      = {{clr|D|j.D}} Safejump
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Roll Safejump
| Video      = GGST_Bridget_Midscreen_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ {{clr|D|j.D}}
| content    =
* Safejumps.
* Whiffs against backdashes, though you'll still be safe.
* Subceptible to Faultless Defense.
Your default overhead option.
Generally regarded as the best option out of yo-yoki, being a safejump, having the best reward on hit, catching fuzzy guards, and being great on block—flowing seamlessly into your second 214K mix.




==Kickstart My Heart ({{clr|K|236K}}) Okizeme==


}}
|-|
Low Meaty =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|K|2K}} Meaty
| Title      = {{MMC|game=GGST|chara=Bridget|input=236K|label=Kickstart My Heart}} After {{clr|S|{{MMC|game=GGST|chara=Bridget|input=S|label=S}}}} or {{clr|H|{{MMC|game=GGST|chara=Bridget|input=H|label=H}}}} Follow-Up
| Oneliner  =  
| Oneliner  = Turn your pokes into pressure
| Difficulty = {{clr|S|Medium}}
| Difficulty = Easy
| Anchor    =  
| Video      =  
| Recipe    = {{clr|D|2D}} > {{clr|S|214S}}, {{clr|K|214K}} ~ (whiff) j.X, {{clr|K|2K}}
| content    =
 
}}
 
 
==Midscreen Setups==
{{TheoryBox
| Title      = {{clr|S|S}} and {{clr|H|H}} Follow-Ups
| Oneliner  = Corner carry and auto-timed and spaced meaty.
| Difficulty = {{clr|K|Easy}}
| Anchor    =  
| Anchor    =  
| Video      = GGST_Bridget_SH_Followup_Meaty_cS.mp4
| Video      = GGST_Bridget_SH_Followup_Meaty_cS.mp4
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    =  
| Recipe    =  
| content    =
| content    =  
<code>{{clr|S|2S}} or {{clr|S|f.S}} ~ {{clr|S|S}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code> or
{{MCB|{{clr|S|f.S}} / {{clr|S|2S}} ~ {{clr|S|S}} > ({{keyword|whiff}}) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}} or {{MCB|({{clr|S|f.S}} / {{clr|S|2S}}) > {{clr|H|5H}} ~ {{clr|H|H}} > (whiff) {{clr|K|236K}} ~ [6], {{clr|S|c.S}}}}
<code>{{clr|H|5H}} ~ {{clr|H|H}} > {{clr|K|236K}} [6] ({{clr|K|K}})</code>
* Allows Bridget to zoom fullscreen to start her pressure with a {{keyword|meaty}} attack after launching the opponent.
 
* Leaves her +7~+9 after {{clr|K|236K}} depending on {{tt|combo starter and scaling|<p>+7: {{MCB|{{clr|S|2S}} > {{clr|H|5H}} ~ {{clr|H|H}}}}</p><p>+8: {{MCB|{{clr|S|f.S}} > {{clr|H|5H}} ~ {{clr|H|H}}}} and {{MCB|{{clr|S|2S}} ~ {{clr|S|S}}}}</p><p>+9: {{MCB|{{clr|S|f.S}} ~ {{clr|S|S}}}} and {{MCB|{{clr|H|5H}} ~ {{clr|H|H}}}}</p>}}.
* Leaves Bridget at maximum +10 if done from {{clr|H|5HH}}.
** Advantage decreases based on starter and length of combo, but {{clr|S|c.S}} should always beat throw.
 
If {{clr|S|2S}}, {{clr|S|f.S}}, or {{clr|H|5H}} is followed up with its respective button ({{clr|S|S}} or {{clr|H|H}}), it will launch the opponent full screen, and wall bounce if near the corner.
 
Midscreen hits from these normals when followed up with {{MMC|game=GGST|chara=Bridget|input=236K|label=Kick Start My Heart}} [6], will automatically time and space Bridget for {{keyword|meaty}} {{clr|S|c.S}}.
 
Near the corner and from counter hit, Kick Start My Heart [6] and {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}} will connect allowing for additional damage, and leaving you at significant advantage but no longer auto-timing.
 
Note: {{clr|K|236K}}[6] does not always leave Bridget close enough for a meaty {{clr|S|c.S}}, and {{clr|S|2S}} might be preferable instead.
}}
 
===2D Ender===
Bridget's strongest oki comes from a grounded hit of {{clr|D|2D}}. With time to both set a yo-yo and get on top of her opponent, Bridget can run devestating mix and pressure off this hard knockdown.
====Roll Oki====
The famous, Rolling Movement is Bridget's most common and most reliable choice of yo-yoki.
 
 
===Throws===
<tabber>
Regular Throw=
{{TheoryBox
| Title      = {{clr|D|4}}/{{clr|D|6D}} into Yo-Yoki
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    = Regular_throw-1
| Video      = GGST_Bridget_Midscreen_Throw_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > 66 > {{clr|S|214S}} (set) > {{clr|S|c.S}}
| content    =
*Not safe to reversals
Leads to terrific pressure, where Bridget can use Rolling Movement multiple times to try and open her opponent up before the yo-yo returns. The microdash can be tricky, but if done right {{clr|S|c.S}} is meaty and will only lose outright to invincible reversals.
 
If Bridget's opponent is respecting her meaty {{clr|S|c.S}}, she can add layers by going straight into roll for better pressure, or throwing them instead of doing a meaty.
}}
|-|
Regular Throw Easy =
{{TheoryBox
| Title      = {{clr|D|4}}/{{clr|D|6D}} into Meaty
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      =
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > {{clr|S|214S}} > dl.{{clr|S|2S}}
| content    =
Easier alternative off of regular throw, practical as a backup if you mess up the microdash. Requires a slight delay after the throw in order to get both hits of {{clr|S|2S}}. Pressure is weaker than off {{clr|S|c.S}} but the returning yo-yo can open up room for Bridget to roll in and continue pressure, while it also returns at the perfect time for Kick Start My Heart to connect midscreen after {{clr|S|2S}} > {{clr|H|5HH}} on hit.
}}
|-|
Regular Throw Safejump=
{{TheoryBox
| Title      = {{clr|D|4}}/{{clr|D|6D}} into Safejump
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Midscreen_Throw_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > {{clr|K|hj.K}} (whiff) > {{clr|S|j.S}}
| content    =
Safejump setup from midscreen throw. Use when safety is preferred over stronger offense.
}}
|-|
Rock the Baby =
{{TheoryBox
| Title      = Rock the Baby Safejump
| Oneliner  = In case you somehow hit it raw
| Difficulty = {{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Midscreen_63214P_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|P|63214P}} > 66 > IAD > {{clr|S|j.S}}
| content    =
 
Rock the Baby puts the opponent extremely far from Bridget, giving it a lot of corner carry at the cost of any yo-yoki at all. Instead, the most she gets is a manually timed safejump. An easier option is a full speed Kick Start My Heart. It's less safe, but much easier to do and leaves Bridget perfectly spaced for a meaty {{clr|S|c.S}}. If close to the corner, it may also hit OTG for some extra damage while still leaving Bridget at a significant advantage.
}}
</tabber>
 
===Reset Oki===
<tabber>
IAD Setup =
{{TheoryBox
| Title      = {{clr|H|2H}} Airborne Hit into Yo-Yoki
| Oneliner  = End your combo early for better oki
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Midscreen_Reset_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|H|2H}} > {{clr|S|214S}} > IAD {{clr|S|j.S}}
| content    =
Usually, all Bridget gets from airborne combos is a simple meaty {{clr|S|c.S}} and a whole lot of corner carry. However, if she ends prematurely by setting up {{clr|S|214S}} and doing IAD {{clr|S|j.S}}, she gets both a safejump and some yo-yo oki.
 
This setup is easy and gives significantly better oki than her other airborne combo enders. However, it has a few notable weaknesses, mainly that yo-yo is usually positioned extremely close to the back of Bridget's opponent and the return hit is prone to whiffing after one or two hits of pushback, especially if they FD. Another is that the timing for the safejump can vary wildly due to gravity scaling and the height at which {{clr|H|2H}} connects. Still, these weaknesses can be played around and the pressure from the setup is still very strong.
}}
|-|
Roll setup =
{{TheoryBox
| Title      = {{clr|H|2H}} Airborne Hit into Yo-Yoki
| Oneliner  = End your combo early for better oki
| Difficulty = {{clr|K|Easy}}
| Anchor    = Roll_setup-2
| Video      = GGST_Bridget_Midscreen_Reset_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|H|2H}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|S|j.S}}
| content    =
Essentially the same setup, but uses Roll instead. While it is slightly harder to time than the IAD setup, roll safejump giving only one hit of {{clr|S|j.S}} allows for stronger offense, as the reduced pushback will mean Bridget's opponent will be less likely to pass by the yo-yo position before it returns. Additionally, the momentum from roll will also help to mitigate the effects of Faultless Defense.
}}
</tabber>
 
==Corner Setups==
===Setups by combo ender===
<tabber>
Grounded 2D =
{{TheoryBox
| Title      = Corner {{clr|D|2D}}
| Oneliner  = Buttons into yo-yoki and autotimed safejump
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Corner_2D_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|D|2D}} > {{clr|S|214S}}, IAD {{clr|S|j.S}}
| content    =
 
A corner-only oki setup with very simple timing. Not quite autotimed from two-hit combos that end in {{clr|D|2D}} but very easy to time. Gives the same oki as midscreen airborne {{clr|H|2H}} ender but with no risk of Bridget's opponent being pushed out of the range of {{clr|S|214S}}'s return hit.
 
}}
|-|
Brake =
{{TheoryBox
| Title      = Brake Ender into Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Brake
| Video      = GGST_Bridget_Corner_Brake_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|236K}}~{{clr|P|P}} > {{clr|S|236S}}
| content    =
 
* Completely safe to any reversal and wakeup button if timed correctly, but Bridget has to block {{clr|P|6P}}s.
* Can catch backdash as well depending on timing
A very safe okizeme setup that's easy to time. If Bridget's opponent gets hit by the yo-yo, she has enough advantage to link almost any normal she wants to, and on block she can dash up and get a {{clr|S|c.S}} completely gaplessly.
}}
 
|-|
 
5K airborne =
{{TheoryBox
| Title      = Airborne {{clr|K|5K}} Reset
| Oneliner  = End your combo early for better oki, in the corner
| Difficulty = {{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Corner_Reset_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > {{clr|K|5K}} > {{clr|S|214S}}, {{clr|K|214K}}~{{clr|K|K}}
| content    =
 
* Manually timed depending on gravity scaling and the height which {{clr|K|5K}} connects
Similar in use to the midscreen {{clr|H|2H}} reset, but gives Bridget significantly more time to utilise Rolling Movement in pressure. Due to {{clr|H|2H}}'s enormous wall damage, this also wallsplats much later if attempted.
}}


|-|
'''This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.'''
Super Wallbreak =
{{TheoryBox
| Title      = Safejump after Overdrive Wallbreak
| Oneliner  =
| Difficulty = {{clr|K|Easy}}/{{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Wallbreak_Safejump.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    =  {{clr|S|632146S}}/{{clr|H|H}} > Wallbreak > IAD {{clr|S|j.S}} OR IAD FDC {{clr|K|j.K}}
| content    =


Post-wallbreak safejump, continues Bridget's pressure after wallbreak. IAD {{clr|S|j.S}} is autotimed but can lose to niche options like Giovanna {{clr|S|623S}}, while IAD FDC {{clr|K|j.K}} will beat it but is more difficult to execute.
A great way for Bridget to convert her long range buttons ({{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}) into an advantage over her opponent. After routing into either her {{clr|H|H}} or {{clr|S|S}} follow-up, she can set up an  automatically spaced and timed meaty {{clr|S|c.S}} with a max-speed {{clr|K|236K}}.
 
}}
 
</tabber>
 
===Throws===
<tabber>
Regular throw =
{{TheoryBox
| Title      = Yo-yoki + Autotimed Meaty {{clr|S|c.S}}
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    = Regular_throw-4
| Video      = GGST_Bridget_Corner_Throw_Oki_2.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|214S}} > {{clr|S|c.S}}
| content    =
*Not safe to reversals
Corner version of the midscreen throw oki. Completely autotimed, but against heavyweights (PO, LE, NA, GO) Bridget won't be in range for {{clr|S|c.S}} after OTG {{clr|H|2H}}. A frame perfect microdash lets her use it and be safe against throws, but it's safer to use {{clr|K|5K}} or {{clr|K|2K}} instead.
}}


|-|
Note that in some edge cases Bridget will end up too far away to {{clr|S|c.S}} the opponent after {{clr|K|236K}}, in which case she might opt for meaty {{clr|K|5K}} or {{clr|S|2S}}, or {{keyword|microdashing|term=microdash}} before {{clr|S|c.S}}—though running the risk of it not being meaty and getting punished for it.
Regular throw alternate =
{{TheoryBox
| Title      = Manually Timed Meaty Yo-Yo
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    = Regular_throw_alternate
| Video      = GGST_Bridget_Corner_Throw_Oki_1.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|D|4}}/{{clr|D|6D}} > OTG {{clr|H|2H}} > {{clr|S|236S}}
| content    =


Essentially the same as her Brake oki, but manually timed. Works from other hard knockdowns so long as Bridget can OTG and is more flexible than the 214S setup as she doesn't need to have her face pressed against the corner to perform it.
}}


|-|
Rock the Baby =
{{TheoryBox
| Title      = Safejump + Yo-Yoki!
| Oneliner  =
| Difficulty = {{clr|S|Medium}}
| Anchor    =
| Video      = GGST_Bridget_Corner_63214P_Oki.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = {{clr|P|63214P}} > {{clr|S|214S}} > {{clr|K|214K}}~{{clr|S|j.K}}
| content    =


The platonic ideal of Bridget oki once again, a safejump and yo-yo setup in one. It's unlikely Bridget will hit Rock the Baby raw, though.
}}
}}
</tabber>
==Wallslump==
===What is wall slump?===
[[File:GGST_Bridget_Wallslump_F-Shiki_Example.webm|poster=File:GGST Bridget Thumbnail.png|thumb|right|350px|Even slumping from a move with an animation as long as Kick Start My Heart's allows Bridget to set up devastating (manually timed) mixups.]]
If sufficient wall damage is built during a combo that does not launch, the opponent will be put in a unique wallslump state that can't be teched out of, granting it significantly more frame advantage than the standard wall stick. Bridget can take advantage of this unique state to box her opponent in the corner and continue running mixups on them.


Due to the abundant frame advantage from wallslumps (much higher than from {{clr|D|2D}}, her second most advantageous knockdown), Bridget can essentially run any mixup she wants so long as she correctly predicts when the wall will crack.
===How do I set up a wall slump?===
Bridget can use any of the following moves in a combo to set up a wall slump:
* Any normal EXCEPT {{clr|P|6P}}, {{clr|H|6H}}, {{clr|S|S}} Follow-Up, {{clr|H|H}} Follow-Up, or {{clr|D|j.D}}
* Any version of Stop and Dash
* Any version of Rolling Movement
Although this may seem like a lot of room to work with, from most starters Bridget will need to rely on the return hitbox of Stop and Dash in order to build up enough wall damage to for a slump. She might even want to forgo the idea entirely if she lands a hit while wall health is high, instead doing [[{{PAGENAME}}#5K_airborne-3|reset oki]] and going for another mixup to build up more wall damage.
===What if I buffered a move before reacting to the wall slump?===
Bridget can cancel into {{clr|S|214S}} from any grounded normal to do this mixup, overriding any action that might have been buffered from said normal beforehand. She can also cancel the second hit of multi-hit normals such as {{clr|S|c.S}} or {{clr|S|2S}} in case they wall slump on the first hit.
<tabber>
High =
{{TheoryBox
{{TheoryBox
| Title      = Wallslump with a Normal > 214S > High
| Title      = Ending Combos With {{MMC|game=GGST|chara=Bridget|input=236K K|label=Shoot}}
| Oneliner  =
| Oneliner  = Keep the pressure up
| Difficulty = {{clr|S|Medium}}
| Difficulty = Easy
| Anchor    =  
| Anchor    =  
| Video      = GGST_Bridget_Wallslump_Oki_High.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > Wallslump > {{clr|S|214S}} > (66)9 > dl.{{clr|K|j.214K}} > dl.44 > {{clr|P|j.P}} > {{clr|S|214S}} (hit) > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}}
| content    =
Can be tricky to time airdash back {{clr|P|j.P}} to be as late as possible and is not autotimed. However, loops the situation on itself and the high/low is very ambiguous.
}}
|-|
Low =
{{TheoryBox
| Title      = Wallslump with a Normal > 214S > Low
| Oneliner  =
| Difficulty = {{clr|K|Easy}}
| Anchor    =
| Video      = GGST_Bridget_Wallslump_Oki_Low.webm
| Thumbnail  = GGST_Bridget_Thumbnail.png
| Recipe    = XX > Wallslump > {{clr|S|214S}} > (66)9 > dl.{{clr|K|j.214K}} (whiff) > {{clr|K|2K}} > {{clr|S|214S}} (hit) > {{clr|K|6K}} > {{clr|S|214S}}
| content    =
Lower executional requirement but also lower reward than the high option.
}}
</tabber>
===Why should I do wall slump at all?===
Wallslump setups allow Bridget to loop corner oki and keep advantage until her opponent guesses right. She can do this until she gets 50 tension to get post-wallbreak okizeme with one of her Overdrives, or just keep doing it until her opponent escapes or dies. Frankly, it's not all that important to learn, and the setups sacrifice a lot of damage in favour of the looping mixup, but in the rare matchups where Bridget loses neutral hard, it might be worth considering.
==Air Roll Oki (TK Roll)==
<!--Someone who knows this tech please do a review because some of this stuff looks super weird but I don't know what I'm looking at to fix it-->
Air Roll (often called {{Keyword|TK}} Roll) is an advanced oki option for Bridget that unlocks a few more mix options. Due to its difficult execution and the present strength of her other options, Air Roll is not considered a necessary technique to learn or recommended for new players.
Air Roll is performed by jumping before a roll on oki to perform it from a short distance off the ground. Done correctly, this causes the {{clr|S|j.S}} safejump to land both hits, which opens up new possibilities.
{{TheoryBox
| Title      = Air Roll Layer One
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =  
| Video      =  
| Recipe    =  
| Thumbnail  =  
| content    =
| Recipe    = ... > {{clr|K|236K}} ~ {{clr|K|K}}, 66 > {{clr|S|c.S}}
'''Empty Roll into Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
| content    =
<br>'''Confirm:''' {{MCB|{{clr|K|6K}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
 
'''Empty Roll into Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|K|j.K}} / {{clr|D|j.D}} (whiff) > dl.{{clr|D|6/4D}}}}


'''Air Roll Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) >}}
* Will sometimes sideswitch if 6 is being held just before {{clr|K|K}} is input.
<br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > {{clr|K|5K}} > dc > {{clr|S|c.S}} > {{clr|D|2D}}}}
** Leaves Bridget further away from the opponent, resulting in much weaker oki.
}}
{{TheoryBox
| Title      = Air Roll Layer Two
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =
| Recipe    =
| content    =
 
'''Overhead Tick Throw:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|D|6/4D}}}}
 
'''Overhead > Low:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(1) > {{clr|D|j.D}} (whiff) > {{clr|K|2K}} >}}
<br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
 
'''Double Overhead:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) >}}
<br>'''Low Confirm:''' {{MCB|{{clr|K|2K}} > {{clr|K|214K}} > {{clr|K|j.K}} > {{clr|K|5K}} > {{clr|D|2D}}}}
<br>'''F=Shiki Confirm:''' {{MCB|9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
}}
{{TheoryBox
| Title      = Air Roll The Actual Mix
| Oneliner  =
| Difficulty = {{clr|4|Hard}}
| Anchor    = Air Roll
| Video      =
| Recipe    =
| content    =
'''High (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) 9jc > {{clr|K|j.K}} / {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|K|2K}} > {{clr|D|2D}}}} (Can side swap)
<!--is this not just the same route as the one at the end of the last section?-->
<br>Use {{clr|P|j.P}} instead of {{clr|K|j.K}} against short characters like Giovanna.


'''Low (36F):''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) > {{clr|K|2K}} >}}
Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty {{clr|S|c.S}}.
<br>'''Confirm:''' {{MCB|{{clr|K|214K}} > {{clr|S|c.S}}(2) > {{clr|D|2D}}}}
<!--and why is this one different from the low option above? Something is weird.-->


'''Backdash OS:''' {{MCB|{{clr|S|214S}} > Jump {{clr|K|j.214K}} > {{clr|S|j.S}}(2) (whiff) > {{clr|S|c.S}}(2) >}}
<br>'''Confirm:''' {{MCB|{{clr|S|j.S}}(2) > j.66 > {{clr|S|j.S}}(2) > {{clr|H|j.H}} > {{clr|S|c.S}}(1) > {{clr|D|5D}} > WS > {{clr|D|5[D]}} }} (Works from midscreen)
}}
}}
===Air Roll FAQ===
<div style="float:right;>{{#ev:youtube|S8DFt2pUUXs}} {{clear}}</div>
'''Do I TK ({{Keyword|Tiger Knee}}) the roll?'''
Performing Air Roll with a 2147 is possible, but must be performed as either {{clr|K|[2]147K}} or {{clr|K|21[4]7K}} to not get a high jump. Additionally, the setup won't work if done too close to the ground, which is often the result in a TK input.
Because of this, Air Roll is usually not performed with a traditional TK input but rather 7 / 8 / 9 {{clr|K|j.214K}}.
'''Why use this over regular roll?'''
Immediate grounded roll cancelled into {{clr|S|j.S}} only gives {{clr|S|j.S}}(1) which isn't enough to enforce the fuzzy and all the fun things that come with it.
'''Should I use 7, 8 or 9 Jump for Air 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 farther from your opponent based on what you intend to do. 8 Jump is a safe option if you aren't sure.
'''Can I stay on the same side after an F-Shiki confirm if I do it from a point-blank knockdown?'''
Yep! Use 8jc {{clr|K|j.K}} / {{clr|P|j.P}} instead of 9jc {{clr|K|j.K}} / {{clr|P|j.P}} to same-side on closer HKDs.




'''Why can't I double jump cancel the {{clr|S|j.S}}?'''


If this happens, it means you're getting a high 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 or 4 before completing the input in order to avoid the high jump.


==Navigation==
===Brake Okizeme===
{{GGST/Navigation|British = 1}}

Latest revision as of 13:38, 1 May 2024



Kickstart My Heart (236K) Okizeme

Kickstart My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 After SGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 or HGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13 Follow-UpTurn your pokes into pressure
Easy

f.S / 2S ~ S > (whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack.) 236K ~ [6], c.S or (f.S / 2S) > 5H ~ H > (whiff) 236K ~ [6], c.S

  • Allows Bridget to zoom fullscreen to start her pressure with a 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. attack after launching the opponent.
  • Leaves her +7~+9 after 236K depending on combo starter and scaling

    +7: 2S > 5H ~ H

    +8: f.S > 5H ~ H and 2S ~ S

    +9: f.S ~ S and 5H ~ H

    .

This is only needed for stray normal hits midscreen—Bridget has better options for both damage and oki in the corner or with a counter-hit starter.

A great way for Bridget to convert her long range buttons (f.S, 2S, and 5H) into an advantage over her opponent. After routing into either her H or S follow-up, she can set up an automatically spaced and timed meaty c.S with a max-speed 236K.

Note that in some edge cases Bridget will end up too far away to c.S the opponent after 236K, in which case she might opt for meaty 5K or 2S, or microdashing The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. before c.S—though running the risk of it not being meaty and getting punished for it.


Ending Combos With ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35Keep the pressure up
Easy


... > 236K ~ K, 66 > c.S

  • Will sometimes sideswitch if 6 is being held just before K is input.
    • Leaves Bridget further away from the opponent, resulting in much weaker oki.

Bridget's most common combo ender midscreen, which leaves her advantageous enought to dash up and hit the opponent with a meaty c.S.



Brake Okizeme