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:{| class="wikitable" border="1" | :{| class="wikitable" border="1" | ||
|- | |- | ||
| 7 {{7}} | | 7 {{Ni|7}} | ||
| 8 {{8}} | | 8 {{Ni|8}} | ||
| 9 {{9}} | | 9 {{Ni|9}} | ||
|- | |- | ||
| 4 {{4}} | | 4 {{Ni|4}} | ||
| 5 {{5}} | | 5 {{Ni|5}} | ||
| 6 {{6}} | | 6 {{Ni|6}} | ||
|- | |- | ||
| 1 {{1}} | | 1 {{Ni|1}} | ||
| 2 {{2}} | | 2 {{Ni|2}} | ||
| 3 {{3}} | | 3 {{Ni|3}} | ||
|} | |} | ||
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D | : Numbers represent direction on a keyboard numpad. For example {{Ni|2}}{{Ni|3}}{{Ni|6}}D becomes 236D | ||
: '''>''' = cancel into the next attack | : '''>''' = cancel into the next attack | ||
: ''',''' = link the next attack after preceding move's recovery | : ''',''' = link the next attack after preceding move's recovery | ||
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}} | }} | ||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
Latest revision as of 01:45, 18 July 2020
Combo Notation Guide | |||||||||
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Hit Confirms
2P > 2P > 2K > 2D
2K > 2S > 2D
2K > 5H (1 hit) > 236S
CH f.S > 2H > 9 j.S > 236S
Standing: 886 j.K > j.S > (2K > c.S) / (c.S > f.S) > 5H(1) > 2H > 236H / 9 j.S > j.236S (ender depends on spacing)
Crouching: 886 j.K > j.S > c.s > f.S > 2S > 2H > 236H / 9 j.S > j.236S (ender depends on spacing)
6H combo
6H > 236S
6H > 236P > RC > c.S > 5H(2) > 1H > 236H
6H > 236S > RC > c.S > sj9.K > j3.S > 236H (> 2P > c.S > 236H possible on some characters)
6H > 236P > RC > 5H(2) > 1H > sj.KH(1) > 236H > 6P > 236H
6H > 236P > RC > sj.886j.K > j.S > c.S > f.S > (returning task a hits) > sj./j.886 j.K > j.S > c.S/f.S > 5H(1) > 2D/1H > j.9 j.S > j.236S
j.D Combo
j.D > RC > 83 j.H (whiff) > 2K > 5H(2) > 1H > 236H
214H > YRC > j.D > j.S > c.S > 236H
Dust Combo
5D > j.D > j.D > j.S > Airdash (9) > j.S > 236S
Midscreen 5D > 6236H > 2P > c.S > 236H
Corner 5D > 6 c.S > f.S > 236K > c.S > 5H(2) > 1H > 236H (236K won't hit some characters, for those just let 5H recover and continue with c.S)
Corner 5D > 6 6P > c.S > 5H(2) > 236K > c.S > 5H(2) > 1H > 236H (same as above)
Corner 5D > 2886 j.H > (land) 886 j.H > c.S > f.S > 2S > 2H > j.S > j.236S
Punish Combo
c.S > 5H(2) > 1H > 236H
c.S > 5H(2) > 1H > sj.PPS > j.236H > 2H > 236H (sol, sla, axl, fau, sin, leo, mil, i-no, ram)
c.S > 5H(2) > 1H > sj.SPS > j.236H > 2H > 236H (sol, sla, axl, fau, sin, leo)
c.S > 5H(2) > 1H > sj.SPS > j.236H > j.K > 6j.K > j.S > 236H (> 2P > c.S > j.p > j.236S)
c.S > 5H(2) > 1H > sj.K > 3 j.S > 236H > c.S > 236H (zat, ven , chi, ky, sol, leo, fau, sin)
c.S > 5H(2) > 1H > 9 j.S > 3 j.S > 236H > 2P > c.S > 236H (pot)
Corner Throw
Throw > 5K > 5H (1 hit) > 236H
Throw > 5S > 5H (1 hit) > 236H
Throw > 5S > 9 j.K > j.S > 3 j.S > 236H
Throw > 5S > 9 j.K > 3 j.S (land) > j9.S > j3.S > 236H
Throw > 5K > 9 j.K > 3 j.S > 5H(1) > 236H (all characters, but must hit 5K when body is low in air on some)
Throw > 5S > 9 j.k > 2/3 j.P > j.236S > 2P > c.S (> 5H(1)) > 236H (works on some characters, 2 j.P sol ky sla chi, 3 j.P ven axl may elp mil)
Anti-air
6P > c.S > 236H
6P > c.S > sj./j.9 j.P > j.S > 8/9 j.P > j.S > j.236S
6P > c.S > sj.9 j.K > j.D
CH 6P > 6H > 236H
After 236H knockdown / with Task C djv seal set
6H > 214H > RC > f.S > 236K > c.S > 5H(1) > 236H
6H > 214H > RC > f.S > 236P > c.S > 5H(1) > 214H > c.S > 236H
Corner: 214H > RC > 2D > 236K > c.S > 5H(1) > 236H
Miscellaneous character specific combos
Bedman has a number of combos that vary heavily due to your opponent's characters' hitboxes and weight class.
See this spreadsheet for extended combos for each character.
https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit?usp=sharing