[quote=“722, post:2186, topic:29266”]
Really quickly here are the normals:
5P: Standing jab, decent anti-air that gives you no combo on hit (linking j.P is possible, but it’s tough to turn this into a full air combo followup and the damage you get is pretty bad even in a best-case scenario) but you can go for an airthrow or try to cancel into yo-yo set, whiffs against many crouching characters, best canceled into something on block because the block stats aren’t great, low damage obviously. Range is pretty good. In some matchups it’s really useful, like it will swat Sol’s far 5S from half the screen away if I recall. Cancels into other jabs on whiff, so don’t use it to bait bursts.
2P: Safe meaty against reversals, frame advantage on block, gatling into almost every other move Bridget has (off the top of my head, no gatling into 3P… I don’t think any move does), good priority, you may find yourself using it more than far 5S since there are several moves that evade far 5S for big damage and generally they’ll lose to this. Apparently incredibly annoying, but I wouldn’t know since I don’t play against Bridget much. Sort of bad as a counterpoke, as it’s really slow.
6P: Standard 6P anti-air, but since Bridget is so short in the first place it’s one of the better ones. Can be gatlinged into 6S for air combos, but also links into 6S on counterhit. Since most jump-ins have long counterhit states, it might be better to do 6P as a standalone anti-air then link the 6S so if they freak out and burst when it hits them you may be able to block the burst on reaction. Additionally, if they’re jumping in at some completely retarded angle like directly above your head, a gatling into 6S will whiff, but links will work.
Outside of anti-air, has deceptively short range, so it’s not great in blockstrings even though the guard gauge build on it is pretty decent. Generally, moves that lose to 6P will also lose to something else that’s much less of a risk to throw out. Can be delay canceled into after the first hit of close S to throw off the timing of opponents attempting to slashback the second hit.
3P: Bridget slides forward ass-first. Low invincibility, sort of like Slayer’s 2H, and on counterhit causes stagger state. The stagger is really short, so the only ways to get completely guaranteed combos are to cancel into KSMH with no delay or wait afterward and link 2D. You can cancel into yo-yo set assuming the opponent will get counterhit and follow up with a jab into something else after the yo-yo set is done, it’s really easy to shake out of but that assumes their reflexes will be fast enough. Even if they shake out of something like 2P->far 5S, you can just react and cancel into something safe instead of finishing the combo. Decent stats on block by itself and actually beats tons of non-low moves too.
j.P: Primary air-to-air attack. No cancels on whiff, so you can autopilot something like j.P->j.P or j.P->j.K out and it’ll only come out if the first j.P hits. The damage you get from hit confirming this into an air combo is not much, but it’s enough.
5K: Long recovery time so not a great move to use as a poke by itself, but pretty useful in pressure strings as a followup to any move that gives you frame advantage (generally 2P or yo-yo recall). 5S would be an ideal gatling followup to this move, but unfortunately it causes you to slide forward and you get the range where close 5S comes out but whiffs pretty frequently. The best followup is 2S, because you have options to continue pressure afterwards, but from extreme ranges I think that doesn’t combo. I don’t know, it’s been a while.
2K: Standard low kick. Bad range by Bridget’s standards, but usable. Heavy damage scaling on hit, so comboing into something that requires tension or doesn’t knock down afterwards is not advised. Combos into close 5S or 2P on hit, and whichever one you want to go for really depends on whether you want to push the opponent back out on block (in which case 5S is worth going for, the damage and guard gauge build is better and most importantly you can combo into 236K on hit) or keep pressure on them (in which case 2P gives you frame advantage and allows you to run your standard blockstun gap flowcharts).
One exception to the “don’t use tension” rule is if you’re setting up a Roger Get unblockable, since the break in the combo resets the damage scaling.
6K: Overhead kick. Even though it’s slow, your option to gatling into it from common moves you’ll be doing during pressure (2K, 2P, 5K) means you have several opportunities to sneak this in against an opponent who isn’t looking for it.
Can be FRCed which sets up the following combo:
6K FRC, dash, 2K->5S©(2), 236K, delay until the pushback from 236K is negated, P
While the damage isn’t very good, 236K-P is an extremely dangerous knockdown and can turn the tide of the match. If your wakeups are extremely strong or your opponent isn’t great at blocking, 6K can be a big problem for them.
j.K: Well, it’s okay. Beats a decent amount of reactionary 6P jump-ins and can be delay canceled into j.P, allowing for a jump-in combo from a deceptive starting height. Huge recovery by itself.
5S©: Two-hit close move that combos into a grip of shit, including 236K->P. Gatlings into far 5S, 2S, 6P, 2D, 5D. Jump cancelable. Special cancelable. Closest thing Bridget has to a guard-gauge crank move. Hard to actually find opportunities to use this move, but it’s very useful in combos and moderately useful in pressure strings when it works.
5S(f): Super-fast halfscreen poke. Shuts down most characters’ ground games almost completely. Recovery time is long, so be careful of opponents jumping at the same time you do it… but not that careful. Not quite on Axl 5P levels of mashability, but close. It’s faster to cancel this move into a yo-yo set than to let it recover by itself. Can be punished by Jam’s dash super even if you do so, which is hella weak.
Most 6Ps beat this move, although sometimes it’s really a who-cares moment because not a lot of 6Ps give a guaranteed combo from that far away and they will be throwing it out on a guess. Same story with the low jabs that beat it (off the top of my head, Ky and Sol, but it could be a lot more). Sometimes this can be a risky poke (Grand Viper beats it and then you take approximately seven million damage), but the tactics that beat it will generally be extremely risky in and of themselves (Grand Viper…). In other words, moves that beat this either deal miniscule damage and force the opponent to commit to whiffs at random when they think you’ll do it or are as punishable as they are rewarding.
2S: Not that great as a standalone poke, but since it can be canceled with a whiffed 2K and jump canceled it leaves you more options as a blockstring ender than 5S. On counterhit, causes an extremely short floating state, allowing you to combo afterwards (for example 2S, whiff 2K, 6S, air combo). Other uses are self-explanatory.
6S: High-damage far-range poke that wall bounces on counterhit, allowing for inconsistent, difficult combos (6S, neutral yo-yo set, dash, 5S, 6S, air combo) or pressure afterwards. Since it’s jump cancelable and combos off of, ooh, 98% of Bridget’s normals, will generally be the last hit you do on the ground before going into air combos. Glacial whiff, but it’s generally not punishable on reaction by most of the cast so there isn’t a need to be incredibly conservative with it. You’re most likely to land this to beat the startup of a jump or certain space control moves (Eddie summon/drill, Testament traps). Can be crouched, so it’s not as spammable as I want it to be.
j.S: For a jumping move this has about a lightyear of range. Loses to 6Ps in a jump-in scenario, but is uncontestable by most of the cast as coverage for a defensive jump. If you’re playing someone who’s really looking for an opportunity to charge in, tactics like yo-yo set, jump back P, falling j.S are pretty strong. Long recovery time, so only useful in this fashion or when you have a delayed yo-yo return to kill the recovery – which means it’s actually pretty useful.
j.2S: Staggers on counterhit, yet counterhits nothing. A paradox. Low-priority jump-in combined with Bridget’s slow jump arc translates to not that great. Generally restricted to situational use, like IAD j.2S in between the attacks of Axl’s super or over non-FRCed Gunflame. Also has tons of recovery time.
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In case it was missed.