FANDOM


Bridget
[[
Rsz 1ggxxac cs br
|200px]]
'
Vital statistics
Appearance GGXXAC
Weapon Yo-Yos & Teddy Bear
Gender Male
Race Human
Organization Bounty Hunter
Origins Britain
Tier Accent Core 22/23


OverviewEdit

"What sets Bridget apart from the rest of the cast is, without a question, a set of some of the highest-priority normal pokes in the game. While this does not make Bridget a keepaway character exclusively by any means, it is a solid gameplan in most of the matchups to bide your time at the edge of Bridget's range -- meaning, typically, far outside the opponent's range -- and wait for mistakes." - 722

Bridget's positives include high mobility, high priority, and good runaway. His negatives include weak abare, being forced to choose between knockdown and damage, and low defense.


Movelist Edit

Input Attack Quick Notes
Normals
5P 6F/2F/9F Startup, Active, Recovery frames; -1 on block; prorates 90%
2P 7F/4F/3F Startup, Active, Recovery frames; +3 on block; prorates 80%
6P 11F/6F/14F Startup, Active, Recovery frames; -6 on block; 1-2, 13-14 upper body, 3-12 above the knees invincibility; Prorates 90%
3P 8F/12F/7F Startup, Active, Recovery frames; -5 on block; 1-21 feet invincibility; Staggers on ground CH (max: 39F); Untechable on air hit for 20F; Bridget is crouching during this move
5K 6F/5F/11F Startup, Active, Recovery frames; -2 on block
2K 5F/3F/6F Startup, Active, Recovery frames; +1 on block; 1-9 low stance; Prorates 70
6K 23F/6F/15F Startup, Active, Recovery frames; -4 on block; 9-19 feet invincibility; 23-24 low stance; Prorates 70%; FRC timing: 24-25
fS 7F/6F/18F Startup, Active, Recovery frames; -10 on block; 3-4 feet invincibility; Fully extended on frame 11
cS 7F/2(10)2F/12F Startup, Active, Recovery frames; +3 on block (can hit twice)
2S 10F/12F/12F Startup, Active, Recovery frames; -10 on block; 1-3, 30-33 low stance; 14-21 feet invincibility; Causes float and vacuum effect on CH (untechable for 28F)
6S 10F/6F/29F Startup, Active, Recovery frames; -18 on block; Wall bounces on CH (untechable for 48F); Fully extended on frame 13
5D 28F/6F/24F Startup, Active, Recovery frames; -16 on block; Can be cancelled into Yoyo moves
2D 7F/4F/20F Startup, Active, Recovery frames; -7 on block; 7-16 feet invincibility; FRC timing: 9-10; Can be cancelled into any non-yoyo specials
j.P 6F/4F/6F Startup, Active, Recovery frames
j.K 6F/8F/12F Startup, Active, Recovery frames
j.S 10F/6F/19F Startup, Active, Recovery frames
j.2S 10F/6F/25F Startup, Active, Recovery frames; Staggers on ground CH (max: 39F)
j.D 15F/3x6F/16F Startup, Active, Recovery frames; Floats on hit (untechable for 22F); 15-20, 24-29 causes vacuum effect on block or hit; Hit stop 6; Additional 4F of recovery after landing; Can hit up to a maximum of 3 times; Can be cancelled into any non-yoyo specials
Specials
direction + H Yoyo Haichi Accepts direction input until frame 6; Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 21F (15F), 6: 27F (17F), 9: 23F (11F), 8: 26F (13F), 7 or 4: 22F (13F)
(air) Direction + H (air) Yoyo Haichi Accepts direction input until frame 6; Total length of the move in frames (Yoyo will be set even if Bridget gets hit past the frame listed in brackets) for the various directions are as follows: Neutral set: 19F (11F), 6 and 7: 22F (11F), 9: 20F(11F), 8: 21F(11F), 1: 29F(15F), all other directions: 25F (11F)
(while downed) H (downed) Yoyo Haichi Extends down time by 15F
(After Yoyo Haichi) H (hold to delay) Yoyo Hikimodoshi Hold down the button to delay the move (can delay startup for a max of 152F); Force Breaks and Rolling Idou can be used during this delay; Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released; If hit on frames 1-4, the yoyo will not return; If Bridget gets hit, the yoyo disappears
(After Yoyo Haichi) H (hold to delay) (air) Yoyo Hikimodoshi Hold down the button to delay the move (can delay startup for a max of 154F); Force Breaks and Rolling Idou can be used during this delay; Yoyo becomes active 8F after the button is released, can cancel into any yoyo techniques starting on the frame after the button is released; If hit on frames 1-6, the yoyo will not return; If Bridget gets hit, the yoyo disappears
(After Yoyo Haichi) 236H Roger Rush Staggers on ground on hit (max: 49F); FRC timing: 16-17; Can hit up to a maximum of 3 times; Roger disappears immediately if Bridget is hit; Active time is as follows: 2(10) { 2(12) } x2 + { 2(10) }x2 + 2(12)2; Roger can be hit from frame 20 on
(After Yoyo Haichi) 214H Jagged Roger Cause vacuum effect on hit or block; Hit stop 6; FRC timing: 22-23; Can hit up to a maximum of 3 times; Past frame 22, Jagged Roger will activate, even if Bridget is hit
(After Yoyo Haichi) (air) 214H (air) Jagged Roger Cause vacuum effect on hit or block; Hit stop 6; Can hit up to a maximum of 3 times; Past frame 13, Jagged Roger will activate, even if Bridget is hit
(After Yoyo Haichi) 623H Roger Hug On hit, causes Yoyo to stick to opponent for 600F
(After Yoyo Haichi) 214K Rolling Idou From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping
(After Yoyo Haichi) (air) 214K (air) Rolling Idou From frame 2 on, can cancel into any action other than blocking, air dashing and double jumping
(After Yoyo Haichi) 421H Roger Get (low) Forced prorate: 85%; FRC timing: 20-21; Roger can be hitw from frame 19 on
(After Yoyo Haichi) 421H Roger Get (high) Forced prorate: 85%; FRC timing: 20-21; 1st hit staggers on ground hit (max: 58F); 2nd hit causes knockdown on ground hit; The distance Roger slides during the 2nd hit depends on high he was when the move was activated; Roger can be hit from frame 18 on
(After Yoyo Haichi) (air) 421H (air) Roger Get (low) Forced prorate: 85%; FRC timing: 20-21; Roger can be hit from frame 19 on
(After Yoyo Haichi) (air) 421H (air) Roger Get (high) Forced prorate: 85%; FRC timing: 20-21; 1st hit staggers on ground hit (max: 58F); 2nd hit causes knockdown on ground hit; The distance Roger slides during the 2nd hit depends on high he was when the move was activated; Roger can be hit from frame 18 on
236K Kick Start My Heart 3-4 feet invincibility; From frames 12-44, can cancel into Teishi or Hassha; Speed can be controled with 4/6 during motion
(After KSMH) P Teishi Causes knockdown on ground hit
(After KSMH) K Hassha Airborne from frame 2 on; Floats on hit (untechable for 24F)
623P Starship 1-12 invincible; 13-26 invincible to throws; Floats on hit; Causes knockdown on ground hit; Hit stop 6; FRC timing: 19-20; Can hit up to a maximum of 4 times
(air) 623P (air) Starship 1-13 invincible to throws; Floats on hit; Causes knockdown on ground hit; Hit stop 6; Can hit up to a maximum of 3 times
Force Breaks
(After Yoyo Haichi) 236D Roger Rush Staggers on ground hit (max: 49F); FRC timing: 16-17; Can hit up to 4 times; Roger disappears immediately if Bridget is hit; Active frames are as follows: { 2(10) 2 (12) 2(18) } x 2 + 2 (10) 2 (12) 2; Roger can be hit from frame 20 on
(After Yoyo Haichi) 214D Jagged Roger Hit stop 6; FRC timing: 22-23; Can hit up to 5 times; Past frame 22, Jagged Roger will activate, even if Bridget is hit
(After Yoyo Haichi) (air) 214D (air) Jagged Roger Hit stop 6; Can hit up to a maximum of 5 times; Past frame 13, Jagged Roger will activate, even if Bridget is hit
Overdrives
632146S Loop the Loop 5-7 invincible to strikes; 7th hit staggers on ground hit (max: 75F); 8th hit causes knockdown; Hits 2-7 have hit stop 6; FRC timing: 42-45; Can hit up to a maximum of 8 times; Active frames are as follows: 3(6)3(3)30(12)20; The 8th hit must be blocked as follows: HF
4123641236S Maintenance-chuu no Higeki 1-4 invincible; 6-13 airborne; Opponent's inputs are frozen after the super flash until the 1st active frame; Floats on hit (untechable for 30F); Explosion is guaranteed to go off once the command has been input
(after Yoyo Haichi) 632146H Ore to Kill Machine 1-14 invincible; 15-21 invincible to strikes; Causes knockdown on hit; Once the command has been input, Angry Flaming Roger on a Bicycle is guaranteed to appear; Roger can pass through projectiles
Instant Kill
P+K+S+H Instant Kill Activation 60 frames
236236H Shoot the Moon 1-7 invincible to strikes
Input Attack Quick Notes

Basic Strategy Edit

Bridget has many more options when the yo-yo has been set and especially when the opponent is caught between Bridget and the yo-yo. The most obvious time this situation presents itself is on the opponent's wakeup; throw the yo-yo behind them and you're golden. Learning how to make it happen when the opponent hesitates makes Bridget's simple basic poking a serious threat and can cause people who are not familiar with the matchup to really fall apart.

Optimal strings are dependent on the matchup. What you need to keep in mind is any time you set the yo-yo out, you are handing the opponent a big fat chunk of frame advantage. If they are expecting it, there is usually something they can do to turn the momentum around; some characters always have an answer at hand from all ranges and others simply need to be pushed to the optimal distance.

Rolling Idou FDC effectively allows Bridget to quadruple-jump when the yo-yo is out. If you are not actively poking at the opponent, you can try wasting time with this. The input is 214(K)~S. Careful to be precise with your inputs; if you accidentally tap 7, you will use up your double jump/airdash option and probably not even notice it.


Far 5S

Bridget's equivalent to Axl's standing punch. One of the most aggravating pokes in the game. Can cancel into yo-yo set, 2S or 236K (and a few less important cancels). When you're first starting Bridget, make this your go-to poke.

2P

This, however, is the true god-poke. Loses to more moves than far 5S on a one to one basis and has less range, but is exactly as fast to execute, very safe on whiff and at a ridiculous +3 frame advantage on guard. Also has the same three important cancels -- yo-yo set, 2S, 236K -- as well as 2P, 2K and 2D. After the opponent has blocked this move they cannot interrupt 5K, far 5S or 2D.

2S

Very low priority -- by Bridget's standards at least -- but has excellent flowcharts on block as it can be cancelled into a whiffed 2K, 236K, a yo-yo set or a jump and it can follow after a far 5S or 2P. Careful not to use on its own too often.

2D

No kidding. Some players expect Bridget to base his game around far 5S flowcharts and are willing to take a few risks to get close. One character-length inside its maximum range, 2D is exactly as fast as far 5S and 2P. While disadvantageous on block, it can be cancelled into 236K if you are desperate -- but, more importantly, has enough pushback that most characters cannot make use of your disadvantage. If this hits, go hog wild. Look at 2D as your way to keep people honest.

j.P

Use immediately as you ascend for a jump. This will beat many problematic moves in unexpected situations -- examples are Testament's 6H at its maximum range when Bridget is jumping forward, Slayer's 6H from most ranges when Bridget is high jumping backwards or straight up, etc. Very important in annoying roll FDC runaway.

j.S

Extremely long horizontal range. Can be used to cover an air backdash quite safely, as even if it gets counterhit (which is rare) you will typically be too far away for the opponent to capitalize.

I would advise newer players to stay away from overusing 6S at random and to refrain from ever using 6P in blocked strings.


Combos Edit

2K 2P 2P 2P 2D

Don't laugh. This combo will knock down at a decent distance for oki and serves as a long, grueling burst bait. You need to land this just once to get a chance at something much more damaging. The 2D can be hit by bursts, but not on reaction to the hit.

2K 5S(c)(1) 6P 5S(c)(1) 236K, P

More damaging ground combo that knocks down, but is more of a commitment on block and especially on FD and is very burst-unsafe. Good follow-up to a yo-yo return or Roger Rush that connects on standing opponents.

2K 5S(c)(1) 6P 5S(c)(2) 236K, P

Connects only on crouching opponents.

The following combos are typically for maximizing damage at the end of a string, and are less common as level 3 moves into yo-yo return require much stricter yo-yo placement than #R:

With the yo-yo behind a standing opponent, 5S(f), yo-yo return, IAD j.P j.P j.P j.2S, land 5P 2D

There are several variations of the airdash string -- against most of the taller characters, I prefer IAD j.K j.S j.P j.K.

With the yo-yo behind a crouching opponent, 5S(f), 236K (whiff) P

Useful for cornering the opponent.

Deep j.D, 6S, jump forward j.S j.2S double jump j.S j.2S

2D, FRC, 5K, 6S, jump forward j.S j.2S double jump j.S j.2S

2D, 236K, RC, 6S, jump forward j.S j.2S double jump j.S j.2S

Against airdash, 6P 6S jump forward j.S j.2S double jump j.S j.2S

Against other jumping attacks, 6P (CH), wait, 6S, jump forward j.S j.2S double jump j.S j.2S

623P, FRC, 6S, jump forward j.S j.2S double jump j.S j.2S

623P, FRC, jump forward j.P j.2S double jump j.S j.2S

Blocked blue burst, Running 5K, 6S, jump forward j.S j.2S double jump j.S j.2S


Advanced Analysis Edit

Mixups and Okizeme j.D will get you killed if you don't know how to use it.

The ideal way is 214K, then j.D as soon as possible. Have fun accidentally bursting! This makes the move much more difficult to block, but more importantly it's completely safe on block. You can use this to waste time while you're waiting for the 4set to catch up to you, or as a throw bait, or as an overhead.

Under normal circumstances, 5D is almost prohibitively unsafe. It's a whopping -19 on block, and many players are able to consistently block it on reaction. With the yo-yo behind the opponent, the story is a little different. 5D can be buffered into 214K, and the post-dust homing jump can be executed with any of the three upward directions. There is an option-select trick you can do off of this by buffering the 5D into 2147K. If the dust was blocked, you will cancel into the roll; otherwise, you will do the homing jump as normal, without using a roll.


Delayed Yo-Yo Return

Very simple 50/50 mixup. With the yo-yo behind the opponent, press and hold H. You now have two easy options:

6K, release H, dash, 5S(c)(1) 6P 5S(c)(2) 236K, P

2D, release H, optional short dash, 6S, jump forward j.S j.2S double jump j.S j.2S

The followup combo listed for the 6K variant is the most damaging tensionless combo. Any ground combo will work; you can choose to simply use burst-bait strings.

Roger Rush high/low mixup

Oh, how the mighty have fallen.

The most useful mixup off of this is in the corner:

236H, running jump, low airdash j.K j.P j.2S land 5P 2D

236H, running jump, land, 2K ground combo or 2D FRC combo

While some of the old midscreen mixups involving this move are technically still possible, they are so subpar that I really don't feel like covering them here. There are almost always superior options. Roger Rush is a good option on okizeme off of 236K, P, but mostly for the blockstun and guard gauge manipulation.

2D Okizeme

On the opponent's wakeup, you generally have enough time to set the yo-yo back, dash in and do a gatling combo long enough that the yo-yo finishes sliding behind the opponent.

The easiest option is 2K and then both hits of close 5S, like this:

2K 2P 5P 2P 2D, dash, 4set, dash, 2K, 5S(c)(2)

By the time the close 5S has completed, the yo-yo should be at its destination. From there you can follow with a blocked string, a roll, whatever.

Your dirty little secret here: This is actually rarely a truly perfect meaty. The opponent will often have just enough time to backdash easily or one-frame jump. The best workaround is to try to work out a few strings that punish them if they want to get antsy and use those to set up the more optimal okizeme. A basic example:

2K 2P 5P 2P 2D, dash, forward set, 2S, yo-yo return

In somewhat deep, this will snag most attempted backdashes out of the air and set up a running j.S j.2S double jump j.S j.2S. If your reflexes are very fast you can attempt to hold the hardslash button if they guard the 2S but release if you catch their backdash.

Bridget dash splitting 101

Dash Splitting is named for the concept of “splitting” a dash’s input (forward forward) with a break of (back + FD) between the forward’s and still having the ability to dash.

1player side: 2146+[K],4+[S],6 DS = 2146+[K],4+[S],6

To perform an IAD combo w/ Bridget, there is 3 frames start-up to every jump. If you were to pause the game, these 3 frames are the exact same as the start-up for crouching as well.

What I am saying is f.S~6S~IAD~j.P takes 3 frames to leave the ground and thus doesn’t leave the opponent in enough hit stun to connect the j.P w/ beat.

When you initiate a rolling idou (214+K) .From frame 2 on, you can cancel into any action other than blocking, air dashing and double jumping. This means at frames 2 you can FD, woot. Which I am sure everyone knows. That’s why you get your 3rd and 4th jump w/ Bridget, it just carries over the initial vertical vector from the roll when you FD. By FD’ing at frame 2 you leave the “rolling state” and then are left just aerial. Because you are simply aerial you can then double jump, dash, and block.

Note: We can then Air Dash at the same height as the IAD, we just simply left the ground faster.

What I am saying is f.s~6S~2146+[K],4+[S], 6~j.P takes away the 3 frames of jump start-up to leave the ground and thus leaves the opponent in enough hit stun from your 6S to connect a j.P w/ beat.

Note: This combo only works on tall characters.

The only one I can recreate in training is my example above 6S~DS~j.P

These work as well 1) c.S(1)~DS~j.P~j.S~j.2S~c.S(1) loop 2) f.s~DS~j.P

To practice lest just do a dash split from the ground. Only input this 6[K]~4[S]~( ]K[ + ]S[ ) ~ 6

6K buffer K ~ 4S buffer S ~ release both simultaneously ~ 6

Bridget should FD then activate her FULL RUN w/ no start up, pretty cool a.

Once you get this down you are 80% there. The mental block is pretty easy to get over once your here b/c once you can do this all that's left is a half circle back and a j.P

The grouping we've found to work best is this

63214~N~Dash Split~N~ j.P

empty half circle back as a pre buffer, during your c.S The practiced Dash Split(full run from FD) J.p later in the air dash

Unblockables and set-ups

From KSMH~P to corner knockdown

1) j.D technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful), j.D(Unblockable) on their wake-up.

2) 6+ K technique: (54 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5K (on their wake-up) ~6K(Unblockable), air throw the tech.

3) 5D technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (No Frc), 5D on their wake-up.

4)j.2S technique: (145 damage) Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get, (Frc is not necessary but helpful), 8 wait, falling j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

Comments on j.2S : A)The trick is to let the first hit of RogerGet hit them on their wake-up.

B)This set-up doubles for an incredible DP and Super bait.

C)FRC, j.P whiff fall j.2S works very well. All the activity makes the opponent guard more often than not FRCing etc.

5)air throw technique: (59 damage) Gatlin into 6S~9+j.S~j.2S~9+j.S~j.2S~HSS_7~roll~air throw, land, RogerGet~66~9+j.D

Comment on air-throw technique: A) I always do this as it is the most useful way to return your yo-yo when it's way the hell up top the screen.

B)I usually air-throw the tech again because you can't combo off this set-up.

6) MAMKM technique: (145 damage) (Credit goes to Nekoran's "Happy Ending ") MAMKM connects, (as soon as it ends) 8~j.HSS_7~RogerGet, neutral, falling j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

Comments on the MAMKM technique: A)This works mid-screen as well.

B)I love this idea for a follow-up to MAMKM. The damage is so not worth it to do a B&B on hit to give up that knockdown. PS If I have hit MAMKM early enough I am known to sneak in a 6K, the earlier you do it the more decent the damage becomes.

C)I apologize for being unclear with this set-up but the timing is very subjective to when they were hit with MAMKM.

7) KSMH~K technique: (137 damage) Gatlin into c.S(2)~KSMH~K~RC~j.HSS_7~RogerGet, j.P~j.K(Unblockable),land 2S~6S~9+j.S~j.2S~9+j.S~j.2S~HS__


Related-Mix-up: 1)6+k technique (142 damage): Gatlin into c.S(2)~KSMH~P, HSS_7, Roger Get~FRC, 6K (overhead on their wake-up), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__


From KSMH~P to mid-screen knockdown

1) j.D technique: (59 damage) Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~ IAD, j.D(Unblockable) on their wake-up.

2) 6K technique: (20 damage) Gatlin into c.S(2)~KSMH~P, HSS_9, Roger Get ~Frc ~buffer run, 6K(Unblockable)

3) 6S technique: (154 damage) (Credit goes to 722) CH 6S~9,j.HSS_6,RogerGet,AD~j.S(Unblockable),land,2S~ 6S~9+j.P~j.2S~9+j.S~j.2S~HS__

Comments on 6S technique: A) The HSS_6 is almost at the apex of your jump.

B) The trick is to let the first hit of RogerGet hit them on their wake-up.

4)6S technque pt.2 (145 damage) CH 6S~9~j.HSS_9~RogerGet~FRC~bufferAD~j.2S(Unblockabl e),land,5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

5) j.2S technique (145 damage) Gatlin into c.S(2)~KSMH~P, HSS~7~Roger Get~IAD, j.2S(Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

6) KSMH~K technique: (140 damage) (Credit goes to Nekoran's "Happy Ending ") Gatlin into c.S(1)~JIKSMH~K~RC, j.HSS~7, RogerGet, AD, j.D, land 6S~9+j.S~j.2S~9+j.S~j.2S~HS__

Comments on the KSMH~K technique: A) JIKSMH~K is a jump installed KSMH~K performed by 2369+K.

B) This set-up is alot easier to follow up with B&B if you do not AD back over them, but AD later on the same side you end up on. I prefer the dash back cross-up j.D though =]

C) After some experimenting I've found that this is a solid Unblockable. I initally stated it wasn't worth the tension spent but after further examination, I am now hitting this after a midscreen RogerRush(3)~66~c.S(1)~6P~c.S(1)~JIKSMH~K. And after midscreen RogerRush, 6K 50/50. This is a nice guaranteed set-up and tenison spent after this combo. Especially as the damage isn't worth giving up knockdown for a 2D~FRC~B&B after the second c.S(1). This is a perfect mid-screen ender if you have tension available.This set-up is two free knockdowns on A.B.A. and the second knockdown is plenty of times to IK her. I'd recommend only doing the knockdown and not B&B A.B.A. but just going for the second knockdown to IK.

7) DAA technique (137 Damage) (Credit goes to Ruu's "Sunrise") DAA, 8~j.HSS_8~RogerGet, falling j.S (Unblockable), land 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

7) Tragedy technique A c.S(2)~Tragedy~9~j.HSS_9~RogerGet~FRC~AD j.2S(Unblockable), 5K~6S~9+j.S~j.2S~9+j.S~j.2S~HS__

8) Tragedy technique B c.S(2)~Tragedy~9~j.HSS_6~RogerGet~AD j.2S(Unblockable), 5P~6S~9+j.S~j.2S~9+j.S~j.2S~HS__


From 2D

1)2D~FRC~HSS_9,RogerGet, running j.K (UB), 5K~6S~jc~j.S~j.2S~dj~j.S~j.2S~(HSS_#/Starship)

2) FAR 2D~FRC~HSS_9,RogerGet,IAD~j.D, land, j.p~j.2S~(jc)j.S~j.2S~(HSS_#/Starship)


note: You must input Roger Get as soon as physically possible after the HSS_# You can Gatlin into c.S(2) or a c.S(1) if you do c.S(1)~6P~c.S(1)~KSMH~P. The push back is very important for the corner combos.

Accent Core "Come back" Glitch

"Toss yoyo. Press HS to hold it and let Bridget finish his little curtsey animation. Release HS for at least 1 and at most 3 frames, and press it again. I say at most 3 because it feels like a kara-cancel if you do it right - it might be actually 1 frame. (It's easier to do this if you let go with one finger and press it again with a different finger, and the post says something like that.) If you do this, it will return a small bit and hold again - this resets the hold time. You can repeat the release/press as many times as you want until it comes all the way back or (more likely) you screw up your timing.

To cancel the return into a Roger move, you do the motion for the move and end with release/press...so like 623+release H/press H. You CAN'T cancel the return at any arbitrary point, you can only do it this way. What ends up happening is the yoyo returns to Bridget as he does the startup for the special, then he turns it into Roger on the way back. For the life of me I couldn't get it with the super. I also can't imagine getting this in any sort of useful way in a match, but I suppose people did the 1-frame Rensen FRC well enough...

It seems like a bug given the flames around the Roger moves. I think what you do is report to the yoyo to come back (release) but then press the button again while Bridget still thinks the yoyo is held. He does the Hold animation again each time you do it." - Mike Z

You normally cannot combo into a teddy bear special, but if you buffer the yo-yo beforehand and glitch it mid-combo, you can keep the beat and have the teddy bear connect. Canceling callback into Force Break teddy bears is much, much easier due to the wider frame window in which you can input the command.

If you glitch the callback without turning it into a teddy bear, the yo-yo will remain wherever it stopped. It will not hit an opponent during the glitch unless you are actively hitting them. This sets up one of Bridget's tensionless infinites; run-up cS(1), glitch yo-yo, run up cS(1), glitch yo-yo and so forth. There are other ways of doing the infinite as well.

[1]

The above combo video (performed with a programmable joystick) contains multiple examples of Bridget's glitches. At 0:16-0:17, Bridget glitches into his 214D Force Break. At 0:34 is an example of Dash Splitting. At 1:23-1:24 is Bridget glitching into his 236D Force Break. From 1:29 until the end of the video shows another 236D Force Break glitch and the cS(1)-Glitch-cS(1) infinite as well as other variations of it.

See alsoEdit

External linksEdit

  • External link