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| {{#lst:{{BASEPAGENAME}}/Data|Links}}|active=combos}} | | <center>{{Character Label|GGXRD-R2|Bedman|size=42px}}</center> |
| | | {{GGXRD-R2/CharacterLinks}} |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
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| {{Combo Notation | | {{Combo Notation |
| | game=GGXRD-R2 | | | game=GGXRD-R2 |
| | | additional= |
| | :'''Hover/Air-Hang''' = j.8 - Your only available [[GGXRD-R2/Bedman#Air_Movement|air movement]]. |
| | :'''Parry Dash/pDash''' = 66 - [[GGXRD-R2/Bedman#Ground_Movement|Forward Dash]] |
| | :'''Task A/TA''' = {{clr|1|236P}} - [[GGXRD-R2/Bedman#Task_A|Task A]] |
| | :'''air Task A/TA''' = {{clr|1|j.236P}} - [[GGXRD-R2/Bedman#Task_A|Task A]] |
| | :'''Task A'/TA'''' = {{clr|K|236K}} - [[GGXRD-R2/Bedman#Task_A|Task A']] |
| | :'''air Task A'/TA'''' = {{clr|K|j.236K}} - [[GGXRD-R2/Bedman#Task_A|Task A']] |
| | :'''Task B/TB''' = {{clr|S|236S}} - [[GGXRD-R2/Bedman#Task_B|Task B]] |
| | :'''air Task B/TB''' = {{clr|S|j.236S}} - [[GGXRD-R2/Bedman#Task_B|Task B]] |
| | :'''Task C/TC''' = {{clr|H|236H}} - [[GGXRD-R2/Bedman#Task_C|Task C]] |
| | :'''air Task C/TC''' = {{clr|H|j.236H}} - [[GGXRD-R2/Bedman#Task_C|Task C]] |
| | :'''DVA''' = {{clr|P|214P}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu]] |
| | :'''air DVA''' = {{clr|P|j.214P}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu A]] |
| | :'''DVA'''' = {{clr|K|214K}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu A]] |
| | :'''air DVA'''' = {{clr|K|j.214K}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu B]] |
| | :'''DVB''' = {{clr|S|214S}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu B]] |
| | :'''air DVB''' = {{clr|S|j.214S}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu B]] |
| | :'''DVC''' = {{clr|H|214H}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu C]] |
| | :'''air DVC''' = {{clr|H|j.214H}} - [[GGXRD-R2/Bedman#Bedman#Déjà_Vu|Déjà Vu C]] |
| | :'''Helios''' = {{clr|H|6246H}} - [[GGXRD-R2/Bedman#Bedman#Sinusoidal_Helios|Sinusoidal Helios]] |
| | :'''Burst Helios''' = {{clr|D|6246D}} - [[GGXRD-R2/Bedman#Bedman#Sinusoidal_Helios|Sinusoidal Helios]] |
| | :'''Hemi Jack''' = {{clr|S|6246S}} - [[GGXRD-R2/Bedman#Bedman#Hemi_Jack|Hemi Jack]] |
| | }} |
| | ==Beginner Combos== |
| | {{BeginnerComboDef}} |
| | ===Ground {{clr|S|c.S}}=== |
| | <tabber> |
| | Beginner c.S Combo= |
| | {{TheoryBox |
| | | Title = Beginner {{clr|S|c.S}} > {{clr|H|Task C}} Combo |
| | | Oneliner = Where it all starts... |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnercSTC |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|5H2}} > {{clr|H|1H}} > {{clr|H|236H}} |
| | | content = |
| | Simple, good damage into a {{clr|H|Task C}} knockdown. {{clr|S|c.S}} is your money-maker in all scenarios because it has 100% proration, and combos into {{clr|H|5H2}}. Landing {{clr|H|5H2}} is one of the most critical parts of Bedman's ground combo game, since it combos into {{clr|H|1H}}. |
| | }} |
| | |-| |
| | Beginner c.S > Task B Combo= |
| | {{TheoryBox |
| | | Title = Beginner {{clr|S|c.S}} > {{clr|S|Task B}} Combo |
| | | Oneliner = You will end a lot of combos into this special, get used to seeing it |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnercSTC |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|5H1}} > {{clr|D|2D}} > {{clr|S|236S}} |
| | | content = |
| | Routing into this when you don't have the option to end with {{clr|H|Task C}} is good, since you still get an advantageous knockdown with a Seal. Slightly delaying your {{clr|S|DVB}} allows for a safe, easy meaty afterwards. |
| | }} |
| | </tabber> |
| | |
| | ===Ground {{clr|K|2K}}=== |
| | <tabber> |
| | Beginner 2K > Task B Combo= |
| | {{TheoryBox |
| | | Title = Beginner {{clr|S|c.S}} > {{clr|S|Task B}} Combo |
| | | Oneliner = The empty jump low; a tale as old as time |
| | | Difficulty = Very Easy |
| | | Anchor = Beginner2KTB |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|K|2K}} > {{clr|S|c.S}} > {{clr|H|5H1}} > {{clr|S|236S}} |
| | | content = |
| | THIS RIGHT HERE is the combo you will do the most playing Bedman. {{clr|K|2K}} is a 6f low that gatlings into either {{clr|S|c.S}} or {{clr|D|2D}}, ending your combo into {{clr|S|Task B}} 95% of the time. |
| | }} |
| | |-| |
| | Faraway 2D Variation= |
| | {{TheoryBox |
| | | Title = Beginner {{clr|K|2K}} > {{clr|D|2D}} Combo |
| | | Oneliner = For when you're too far away for Task B |
| | | Difficulty = Easy |
| | | Anchor = Beginner2K2DTA' |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|236K}} |
| | | content = |
| | When you can't end your {{clr|D|2D}} combos into {{clr|S|Task B}}, cancel your {{clr|D|2D}} into {{clr|K|Task A'}} to continue your pressure. If you hit {{clr|D|2D}} from close up, you may need to delay your cancel into {{clr|K|Task A'}}. |
| | }} |
| | </tabber> |
| | |
| | ===Hoverdash Conversions=== |
| | <tabber> |
| | Basic Hoverdash Ender= |
| | {{TheoryBox |
| | | Title = Basic Hoverdash Combo |
| | | Oneliner = Basic, but very staple combo from a Hoverdash |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerHoverdash2DTB |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Hover > 6 > {{clr|K|j.K}} > {{clr|S|j.S}} > land {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}} |
| | | content = |
| | Converting an advancing air normal into grounded {{clr|S|Task B}} is something you will do a lot. Simple, and effective. If {{clr|D|2D}} hits at a distance, {{clr|S|Task B}} might hit them OTG depending on the character. Learn the appropriate distance through experience, and if you think that {{clr|S|Task B}} won't hit them properly, cancel the {{clr|D|2D}} into {{clr|K|Task A'}} instead. |
| | }} |
| | |-| |
| | 5H1 Ender= |
| | {{TheoryBox |
| | | Title = 5H1 Hoverdash Ender |
| | | Oneliner = Alternative {{clr|S|Task B}} ender from {{clr|H|5H1}} |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerHoverdash5H1TB |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Hover > 6 > {{clr|K|j.K}} > {{clr|S|j.S}} > land ({{clr|K|2K}} >) {{clr|S|c.S}} > {{clr|H|5H1}} > {{clr|S|236S}} |
| | | content = |
| | Alternative ender into grounded {{clr|S|Task B}}. Comboing from {{clr|H|5H1}} makes the {{clr|S|Task B}} guaranteed to combo regardless of circumstance. |
| | }} |
| | </tabber> |
| | |
| | ===Air-to-Airs=== |
| | Bedman's air-to-air buttons are good, but the reward he gets from them is often little without external sources like counterhits or a returning {{clr|P|Task A}}. {{clr|S|Task B}} is Bedman's go-to ender for these situations. |
| | {{TheoryBox |
| | | Title = Air-to-Air Task B |
| | | Oneliner = It's something |
| | | Difficulty = Very Easy |
| | | Anchor = BeginnerAirToAirTB |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = ... > {{clr|P|j.P}}/{{clr|S|j.S}} > {{clr|S|236S}} |
| | | content = |
| | There are mutliple things to consider when you Air-to-Air someone; are you able to get a knockdown with Task B? If so, doing Task B as low to the ground as possible and going for basic oki is often the best thing Bedman can do. Alternatively, you can fit 1-2 extra air normals into the combo with Hover for a little more damage and corner escape. |
| }} | | }} |
| == Character Specific Notation == | | |
| | ==={{clr|D|5D}}6=== |
| | Don't use {{clr|D|5D}}8, always go for {{clr|D|5D}}6. |
| | <tabber> |
| | Basic Corner= |
| | {{TheoryBox |
| | | Title = Double Seal Oki |
| | | Oneliner = Waiter, one TA' Seal please |
| | | Difficulty = Easy |
| | | Anchor = 5D6CornerBasic |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|5|5D}} > 6 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|1H}} > {{clr|K|!TK! j.2369K}} > {{clr|S|c.S}} > {{clr|H|5H2}} > {{clr|H|1H}} > {{clr|H|236H}} |
| | | content = |
| | Bedman's starting {{clr|5|5D}}6 is surprisingly effective, netting a {{clr|K|Task A'}} Seal as well as a {{clr|H|Task C}} Seal. This combination is Seals is powerful, even the simpler options for oki are powerful. Doing {{clr|K|Task A'}} without TKing makes you sideswap; keep in mind that differently leveled normals have different hitstop, so practice your TKs. If you want a {{clr|S|DVB}} Seal instead, you can end with ... > {{clr|H|1H}} > 8 > {{clr|P|j.P}} > {{clr|S|j.236S}}. If you have trouble making {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|1H}} wallslump, you can also do {{clr|S|c.S}} > {{clr|H|5H2}}, which is easier at the cost of damage. |
| | }} |
| | |-| |
| | Midscreen= |
| | {{TheoryBox |
| | | Title = Corner Carry |
| | | Oneliner = Corner carries from 80% fullscreen |
| | | Difficulty = Easy |
| | | Anchor = 5D6MidscreenCornerCarry |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|5|5D}} > 6 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|S|j.2369S}} |
| | | content = |
| | Premium corner carry. Air {{clr|S|DVB}} Seal gives notably better pressure in the corner. If you're too far away from the corner, you can also end with grounded {{clr|S|Task B}} for basic {{clr|S|DVB}} oki. |
| | }} |
| | </tabber> |
| | |
| | ===Corner Throw=== |
| | <tabber> |
| | Basic Corner Throw= |
| | {{TheoryBox |
| | | Title = Beginner Combo |
| | | Oneliner = One cannot understate how important throws are to your gameplan. |
| | | Difficulty = Very Easy |
| | | Anchor = throwfSBasic |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Throw > {{clr|S|f.S}} > {{clr|H|5H1}} > {{clr|H|236H}} |
| | | content = |
| | Universal. Bedman's throws give him access to Task C enders in the corner; his strongest position. |
| | }} |
| | |-| |
| | f.S Jump Cancel= |
| | {{TheoryBox |
| | | Title = Staple Combo |
| | | Oneliner = "The choice is yours." |
| | | Difficulty = Easy |
| | | Anchor = throwfSBasic2 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = Throw > {{clr|S|f.S}} > 9 > {{clr|K|j.K}} > 3 > {{clr|S|j.S}} > {{clr|H|5H1}} > {{clr|H|236H}} |
| | | content = |
| | Still universal, higher damage, different ending positioning. There are a ton of different ways you can customize your corner combo to your own liking, and it all depends on the character you're fighting or what you want to do after the knockdown. |
| | }} |
| | </tabber> |
| | |
| | ==Core Combos== |
| | {{CoreComboDef}} |
| | ===Extended {{clr|H|5H2}} BnBs=== |
| | <tabber> |
| | Air Task C= |
| | {{TheoryBox |
| | | Title = Superjump j.XXX > Air Task C |
| | | Oneliner = When you get it, you'll be one happy bedhead. |
| | | Difficulty = Medium |
| | | Anchor = cSBBnBAirTaskC |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|5H2}} > {{clr|H|1H}} > 29 > {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|j.236H}} > 9 > {{clr|K|j.K}} > 6 > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|236H}} |
| | | content = |
| | High damage, great corner carry, meterless combo that needs adjustments across the cast. This is the definitive Bedman BnB, though the entries to start it are quite rare, requiring Bedman to hit the 2nd hit of {{clr|H|5H}}, which vacuums them into {{clr|H|1H}}. Only {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|S|j.S}}, and {{clr|H|j.H}} (when landing early) combo into {{clr|H|5H2}} on a grounded opponent. 2S cannot be used as a viable empty jump high/low option due to its 12f startup, and raw landing {{clr|S|j.S}} also doesn't come often. You can also end the combo with {{clr|H|2H}} > {{clr|H|Task C}} to give the opponent less Burst; this is the prefered way to end the combo in the corner, since you still get a perfect {{clr|H|DVC}} Seal. When you spot the chance to go for this combo, *go for it.* |
| | {{(!}} class="wikitable" |
| | {{!}} {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|S|j.S}} {{!}}{{!}} {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Axl|label=AX}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Leo|label=LE}}, {{CLabel|GGXRD-R2|Johnny|label=JO}} |
| | {{!}}- |
| | {{!}} {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|S|j.S}} {{!}}{{!}} {{CLabel|GGXRD-R2|Millia|label=MI}}, {{CLabel|GGXRD-R2|I-No|label=IN}}, {{CLabel|GGXRD-R2|Ramlethal|label=RA}}, {{CLabel|GGXRD-R2|Jack-O'|label=JC}}, {{CLabel|GGXRD-R2|Jam|label=JA}} (micro delay {{clr|S|j.S}}), {{CLabel|GGXRD-R2|Dizzy|label=DI}}, {{CLabel|GGXRD-R2|Baiken|label=BA}} |
| | {{!}}- |
| | {{!}} {{clr|S|j.S}} > {{clr|P|j.P}} > {{clr|S|j.S}} {{!}}{{!}} {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Slayer|label=SL}}, {{CLabel|GGXRD-R2|Johnny|label=JO}}, {{CLabel|GGXRD-R2|Leo|label=LE}}, {{CLabel|GGXRD-R2|Raven|label=RA}}, {{CLabel|GGXRD-R2|Answer|label=AN}} |
| | {{!}}- |
| | {{!)}} |
| | }} |
| | |-| |
| | Ground Task C= |
| | {{TheoryBox |
| | | Title = Late Task C > Pick-Up |
| | | Oneliner = Oh you thought the other one was as good as it was going to get? |
| | | Difficulty = Hard |
| | | Anchor = cSBBnBGroundTaskC |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|S|c.S}} > {{clr|H|5H2}} > {{clr|H|1H}} > 29 > {{clr|K|j.K}} > 3 > {{clr|S|j.S}} > {{clr|H|236H}} > {{clr|S|c.S}} > 9 > {{clr|K|j.K}} > 6 > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|236H}} |
| | | content = |
| | A better, upgraded version of the air {{clr|H|Task C}} BnB. This works on less characters, only the middleweights and Leo. This combo does more damage, corner carry, and Tension gain, and just like the air {{clr|H|Task C}} route you have the choice of cutting the combo shirt by comboing the {{clr|S|c.S}} after {{clr|H|Task C}} directly into another {{clr|H|Task C}}. |
| | {{(!}} class="wikitable" |
| | {{!}} {{clr|K|j.K}} > 3 > {{clr|S|j.S}} {{!}}{{!}} {{CLabel|GGXRD-R2|Sol|label=SO}}, {{CLabel|GGXRD-R2|Ky|label=KY}}, {{CLabel|GGXRD-R2|Zato-1|label=ZA}}, {{CLabel|GGXRD-R2|Chipp|label=CH}}, {{CLabel|GGXRD-R2|Faust|label=FA}}({{clr|S|j.S}} > 3 > {{clr|S|j.S}}, no {{clr|S|c.S}} > 9 > {{clr|K|j.K}} extension), {{CLabel|GGXRD-R2|Venom|label=VE}}, {{CLabel|GGXRD-R2|Sin|label=SI}}, {{CLabel|GGXRD-R2|Leo|label=LE}}, {{CLabel|GGXRD-R2|Raven|label=RA}} |
| | {{!}}- |
| | {{!}} 29 Hover > 3 > {{clr|P|j.P}} {{!}}{{!}} {{CLabel|GGXRD-R2|May|label=MA}} (delayed {{clr|P|j.P}} > {{clr|P|2P}} pick-up, very hard and not recommended) {{CLabel|GGXRD-R2|Elphelt|label=EL}}(no superjump, do {{clr|S|c.S}} > {{clr|H|236H}} or {{clr|S|c.S}} > 9 > {{clr|K|j.K}} > {{clr|S|j.S}} > 3 > {{clr|S|j.S}} > {{clr|H|236H}} or {{clr|S|c.S}} > 9 > {{clr|K|j.K}} > 6 > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|236H}} > {{clr|P|2P}} > {{clr|S|c.S}} > {{clr|P|j.P}} > {{clr|S|j.236S}}) |
| | {{!}}- |
| | {{!}} 29 Hover > 6 > {{clr|S|c.S}} {{!}}{{!}} {{CLabel|GGXRD-R2|Johnny|label=JO}} (pick-up with {{clr|S|c.S}} 9 > {{clr|P|j.P}} > 6 > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|H|236H}} |
| | {{!}}- |
| | {{!)}} |
| | }} |
| | </tabber> |
| | |
| | ==={{clr|D|j.D}} RRC=== |
| | <tabber> |
| | c.S/2S > 5H2= |
| | {{TheoryBox |
| | | Title = Basic j.D Starter |
| | | Oneliner = Don't feel bad, its the cheapest thing you've got. |
| | | Difficulty = Medium |
| | | Anchor = jDRRCcSBasic |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|5|j.D}} > 83 > {{clr|H|j.H0}} > {{clr|S|c.S}} > {{clr|H|5H2}} > {{clr|H|1H}} > ... |
| | | content = |
| | {{clr|D|j.D}} is an instant overhead that leads straight into your c.S BnBs if you have 50% Tension. Keep in mind that because it adds an extra hit to your combo, some BnBs will unexpectedly drop; To fix this, omit the {{clr|S|c.S}} altogether; See the fixed combo for the solution. |
| | }} |
| | |-| |
| | Fix: j.D 5H2= |
| | {{TheoryBox |
| | | Title = Alternative Normalized Gravity Starter |
| | | Oneliner = 40+% from a plus on block instant overhead? satisfactory |
| | | Difficulty = Medium |
| | | Anchor = jDRRC5H2 |
| | | Video = |
| | | Size = 256x192 |
| | | Recipe = {{clr|5|j.D}} > 83 > {{clr|H|j.H0}} > {{clr|H|5H2}} > {{clr|H|1H}} > ... |
| | | content = |
| | The reason why this is preferred is because this mimics the amount of hits as your {{clr|S|c.S}} BnB starters. Therefor, doing {{clr|D|j.D}}> {{clr|H|5H2}} allows you to do every single BnB you would normally be able to do from {{clr|S|c.S}}. |
| | }} |
| | </tabber> |
| | |
| | ==Specialized Combos== |
| | {{SpecializedComboDef}} |
| | ==={{clr|H|DVC}} 50/50=== |
| | Bedman's {{clr|H|DVC}} call when done close to the opponent gives him access to an incredibly potent 50/50 between jump forward instant {{clr|D|j.D}}, and walk back (to avoid throw) {{clr|S|2S}}. Optimal conversions are EXTREMELY character specific; around 85% of the cast requires aroute that is unique to just them. However, this is the single most damaging meterless mix-up in Bedman's kit, especially midscreen. |
| | |
| | {{clr|S|2S}} is easier to net average damage from because the conversion is simple; walk up and do anormal like {{clr|P|6P}} or {{clr|S|c.S}} while {{clr|H|DVC}} is hitting them on the way down. {{clr|D|j.D}} on the other hand is a lot more finnicky, requiring either deep knowledge about routes to get great damage or forcing you to keep it simple. However, even going for the universal route is great because it still does good damage and resets the situation; allowing for loopable 50/50s. |
| | |
| | Universal: 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}-{{clr|P|P}}, {{clr|S|c.S}}-{{clr|H|236H}} |
| | |
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Character !! {{clr|H|DVC}} > {{clr|K|2K}}/{{clr|S|2S}} (2K is easier, 2S does more damage) !! {{clr|H|DVC}} > {{clr|D|j.D}} !! Notes |
| | |- |
| | ! {{CLabel|GGXRD-R2|Sol|label=SO}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}},{{clr|H|236H}} || 9{{clr|D|j.5D}}, {{clr|K|j.K}}-4-{{clr|K|j.K}}-{{clr|P|j.P}}, 29j.{{clr|P|P}}-{{clr|P|P}}-{{clr|S|S}}-{{clr|H|j.236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Watch out for {{clr|K|j.K}} crossing up, do it backwards by default. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Ky|label=KY}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}},{{clr|H|236H}} || close 9{{clr|D|j.[4]D}}, 3{{clr|K|j.K}}, {{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|P|2P}}-{{clr|S|f.S}}-{{clr|H|236H}} || {{clr|D|j.5D}}: You can also end the combo with {{clr|P|2P}}-{{clr|S|f.S}}>9{{clr|P|j.P}}-(3-{{clr|P|j.P}}-){{clr|S|j.236S}}. |
| | |- |
| | ! {{CLabel|GGXRD-R2|May|label=MA}} |
| | | {{clr|S|c.S}}-{{clr|H|5H2}}-{{clr|H|1H}}>29{{clr|P|j.P}}-{{clr|P|P}}-{{clr|S|S}}-{{clr|H|j.236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|j.P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Shared Lady route. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Millia|label=MI}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}, 9{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|j.P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Shared Lady route. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Zato-1|label=ZA}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || 9{{clr|D|j.5D}}, {{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|P|j.P}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || {{clr|D|j.5D}}: Can side-swap with hitting {{clr|D|j.5D}} deeper in. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Potemkin|label=PO}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}, 9{{clr|K|j.K}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}}, 2P-{{clr|S|c.S}}-{{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}, {{clr|S|c.S}}, 9{{clr|S|j.S}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|5H2}}-{{clr|H|236H}} || {{clr|D|j.5D}}: You can also end the {{clr|D|j.5D}} combo with 2P-{{clr|S|c.S}}, 9{{clr|P|j.P}}-(83{{clr|P|j.P}}-)j.236S. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Chipp|label=CH}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 9{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, 2P-{{clr|S|c.S}}-{{clr|H|236H}} || Probably not optimized. {{clr|D|j.5D}}: Can also end with j.236S. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Faust|label=FA}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29.{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-{{clr|H|j.236H}}, delay 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || close 9{{clr|D|j.4D}}, {{clr|K|j.K}}, {{clr|S|c.S}}>29j.{{clr|P|P}}-{{clr|K|K}}-{{clr|S|S}}-{{clr|H|j.236H}}, {{clr|H|6H}}-{{clr|H|6HH1}}-{{clr|H|236H}} || {{clr|D|j.5D}}: If Faust holds 1, he does get hit IOH, but not otherwise. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Axl|label=AX}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || close 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}, {{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|P|2P}}-{{clr|P|f.S}}-{{clr|H|236H}} || Similar to Chipp & Venom; probably not optimal due to Axl's funky collision. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Venom|label=VE}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || close 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}, {{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|P|2P}}-{{clr|P|f.S}}-{{clr|H|236H}} || Venom while grounded can instantly tech out after being hit by DVC, so use {{clr|D|2D}} instead of {{clr|S|2S}}. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Slayer|label=SL}} |
| | | {{clr|D|2D}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, {{clr|K|j.K}}-6-{{clr|S|j.S}}-{{clr|P|P}}, 29{{clr|P|j.P}}-{{clr|P|P}}-S-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Can cross up, works either way, be careful. |
| | |- |
| | ! {{CLabel|GGXRD-R2|I-No|label=IN}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}-{{clr|P|P}}, {{clr|S|c.S}}-{{clr|H|236H}} || {{clr|S|2S}}: Not optimal. {{clr|D|j.5D}}, {{clr|K|j.K}}-84{{clr|S|j.S}}, {{clr|S|c.S}}/{{clr|P|6P}}-{{clr|H|236H}} sideswitches with good oki. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Bedman|label=BE}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}} || Can cross up too for a side-swap. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Ramlethal|label=RA}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}>9{{clr|S|j.S}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|S|2S}}: shared with Jack-O' and Jam. {{clr|D|j.5D}}: Shared Lady route. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Sin|label=SI}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29.{{clr|S|j.S}}-{{clr|P|P}}-S-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}} Unique, combination of Lady route and PKS. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Elphelt|label=EL}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}, 9{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|P|j.P}}-6-{{clr|P|j.P}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || Room for optimization. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Leo|label=LE}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}>9{{clr|S|j.S}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, {{clr|K|j.K}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}>29.{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Sol routes work too, but I recommend the {{clr|K|j.K}}-6-{{clr|S|j.S}} here. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Johnny|label=JO}} |
| | | {{clr|D|2D}}, walk>{{clr|S|c.S}}>9{{clr|S|j.S}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|P|j.P}}-6-{{clr|P|j.P}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.4D}}, {{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, 29.{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: [[https://youtu.be/wWgingN-xbc| Easily side swaps.]] |
| | |- |
| | ! {{CLabel|GGXRD-R2|Jack-O'|label=JC}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}>9{{clr|S|j.S}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || close 9{{clr|D|j.4D}}, 83{{clr|K|j.K}}-{{clr|P|P}}, {{clr|S|c.S}}-{{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|S|2S}}: shared with Jam and Ramlethal. {{clr|D|j.5D}}: NEEDS {{clr|S|c.S}}-{{clr|H|236H}} IN THE CORNER! |
| | |- |
| | ! {{CLabel|GGXRD-R2|Jam|label=JA}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29.{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|S|2S}}: shared with Jack-O and Ramlethal. {{clr|D|j.5D}}: Shared Lady route. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Kum Haehyun|label=KU}} |
| | | {{clr|D|2D}}, walk, 9{{clr|K|j.K}}-3-{{clr|S|j.S}}, 9{{clr|K|j.K}}-6-{{clr|S|j.S}}, {{clr|S|c.S}}-{{clr|H|236H}}, 2P-{{clr|S|c.S}}-{{clr|H|236H}}* || 9{{clr|D|j.5D}}, {{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|S|c.S}}>29{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Easily side-swaps. {{clr|S|2S}}: You can also end with a {{clr|S|j.236S}} route. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Raven|label=RA}} |
| | | {{clr|S|2S}}-{{clr|H|5H2}}>9{{clr|K|j.K}}-6-{{clr|K|j.K}}*, {{clr|S|c.S}}-{{clr|H|236H}}, c-S-{{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}, {{clr|S|c.S}}>29{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|S|2S}}: Can use {{clr|S|j.S}}s instead of {{clr|K|j.K}}s for the first two hits after {{clr|H|5H2}}. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Dizzy|label=DI}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29{{clr|P|j.P}}-{{clr|P|P}}-S-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || close 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|P|j.P}}-{{clr|K|j.K}}- BIG DELAY S-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: delay {{clr|S|j.S}} A LOT. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Baiken|label=BA}} |
| | | {{clr|S|2S}}, walk>{{clr|S|c.S}}>9{{clr|S|j.S}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || 9{{clr|D|j.5D}}, 82{{clr|K|j.K}}-{{clr|P|P}}, 29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}}, {{clr|S|c.S}}-{{clr|H|236H}} || {{clr|D|j.5D}}: Can also end in {{clr|S|c.S}}-{{clr|H|236H}} directly after the pickup for less Burst build & corner consistancy. |
| | |- |
| | ! {{CLabel|GGXRD-R2|Answer|label=AN}} |
| | | {{clr|S|2S}}, walk>{{clr|P|6P}}-{{clr|S|c.S}}>29{{clr|K|j.K}}-3-{{clr|S|j.S}}, {{clr|H|236H}} || SUPER close 8{{clr|D|j.5D}}, {{clr|K|j.K}}-6-{{clr|S|j.S}}-{{clr|P|P}}, 29{{clr|P|j.P}}-{{clr|K|j.K}}-{{clr|S|j.S}}-j.{{clr|H|236H}}, 9{{clr|K|j.K}}-6-{{clr|K|j.K}}-{{clr|S|j.S}}, {{clr|H|236H}} || {{clr|D|j.5D}}: Default to {{clr|D|j.4D}} 83{{clr|K|j.K}}-{{clr|P|P}}, {{clr|S|c.S}}-{{clr|H|236H}} if you don't think you're close enough for close 8{{clr|D|j.5D}}. |
| | |} |
| | |
| ==Combo List== | | ==Combo List== |
| *All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used. | | *All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used. |
Line 70: |
Line 418: |
| |- | | |- |
| |- | | |- |
| | 5 | | | 5a |
| | {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC 3 delay {{clr|1|j.P}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 188 || || '''May''', '''Elphelt''' | | | {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > JC 83 {{clr|1|j.P}}, Task C, {{clr|3|c.S}} > JC {{clr|1|j.P}} > {{clr|1|6j.P}} > {{clr|3|j.S}} > Task C || Midscreen || 188 || || '''Elphelt''' |
| || [4] {{clr|4|Hard}} || This combo is notoriously difficult. It's recommended to just do {{clr|4|1H}} > Task C | | || [4] {{clr|3|Medium}} || No delays are required for Elphelt, however keep in mind that you need to normal jump cancel the 1H, not superjump cancel. |
| | |- |
| | |- |
| | | 5b |
| | | {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC 3 {{clr|1|j.P}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 188 || || '''May''' |
| | || [4] {{clr|4|Hard}} || This combo is notoriously difficult on May. It's recommended to just do {{clr|4|1H}} > Task C on her if you really value the hard knockdown over anything else. |
| |- | | |- |
| |- | | |- |
Line 116: |
Line 469: |
| Change first {{clr|3|3j.S}} to {{clr|3|2j.S}}: Faust | | Change first {{clr|3|3j.S}} to {{clr|3|2j.S}}: Faust |
| || || {{clr|3|j.S}} Loop (Long) | | || || {{clr|3|j.S}} Loop (Long) |
| | |- |
| | | 3a |
| | | Throw > {{clr|2|5K}} > {{clr|2|9j.K}} > {{clr|1|6j.P}} > {{clr|3|j.S}} > Task C > {{clr|1|2P}} > {{clr|3|c.S}} > {{clr|1|9j.P}} > Air Task B || Corner || 118 || || May, Millia, Ramlethal, Elphelt, Jack-O', Baiken, Jam |
| | || || C > B Seal Combo, for light characters except I-No and Dizzy |
| | |- |
| | | 3b |
| | | Throw > {{clr|2|5K}} > {{clr|2|9j.K}} > {{clr|1|6j.P}} > {{clr|3|j.S}} > {{clr|1|6P}} > Task C > {{clr|1|2P}} > {{clr|3|c.S}} > {{clr|1|9j.P}} > Air Task B || Corner || 124 || || Potemkin, Leo |
| | || || C > B Seal Combo |
| | |- |
| | | 4 |
| | | Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > {{clr|4|2H}} > Task C > {{clr|1|2P}} > {{clr|3|c.S}} > {{clr|1|9j.P}} > Air Task B || Corner || 136 || || Faust |
| | || || C > B Seal Combo |
| | |- |
| | | 5a |
| | | Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|6j.S}} > delay {{clr|1|j.P}} > {{clr|1|6P}} > Task C > {{clr|1|2P}} > {{clr|3|c.S}} > {{clr|1|9j.P}} > Air Task B || Corner || 133 || || Sol, Zato, Chipp, Axl, Venom, Sin, Johnny, Raven |
| | || || C > B Seal Combo, the longer the first j.P is delayed, the more lenient the 2P will be later in the combo. No delay is necessary for Venom. |
| | |- |
| | | 5b |
| | | Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|6j.S}} > delay {{clr|1|j.P}} > {{clr|1|6P}} > Task C > {{clr|3|c.S}} > {{clr|1|9j.P}} > Air Task B || Corner || 133 || || Ky |
| | || || C > B Seal Combo, 2P is omitted from the combo above so that j.P doesn't whiff |
| | |- |
| | | 6 |
| | | Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|1|2j.P}} > Task B > {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Corner || || || Slayer, Venom |
| | || || B > C Seal Combo |
| |- | | |- |
| |} | | |} |
Line 127: |
Line 504: |
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| ==Navigation== | | ==Navigation== |
| {{#lst:GGXRD-R2/Bedman/Data|Links}} | | <center>{{Character Label|GGXRD-R2|Bedman|size=42px}}</center> |
| {{Navbar-GGXRD-R2}} | | {{GGXRD-R2/CharacterLinks}} |
| | {{GGXRD-R2/Navigation}} |