GGXRD-R2/Bedman/Combos: Difference between revisions

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<center>{{Character Label|GGXRD-R2|Bedman|42px}}</center>
<center>{{Character Label|GGXRD-R2|Bedman|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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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]]
}}
}}
== Character Specific Notation ==
==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.
}}
 
==={{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=MI}} (delayed {{clr|P|j.P}} > {{clr|P|2P}} pick-up, {{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}} > 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:


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Bedman|42px}}</center>
<center>{{Character Label|GGXRD-R2|Bedman|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 01:36, 29 March 2024

 Bedman


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Hover/Air-Hang = j.8 - Your only available air movement.
Parry Dash/pDash = 66 - Forward Dash
Task A/TA = 236P - Task A
air Task A/TA = j.236P - Task A
Task A'/TA' = 236K - Task A'
air Task A'/TA' = j.236K - Task A'
Task B/TB = 236S - Task B
air Task B/TB = j.236S - Task B
Task C/TC = 236H - Task C
air Task C/TC = j.236H - Task C
DVA = 214P - Déjà Vu
air DVA = j.214P - Déjà Vu A
DVA' = 214K - Déjà Vu A
air DVA' = j.214K - Déjà Vu B
DVB = 214S - Déjà Vu B
air DVB = j.214S - Déjà Vu B
DVC = 214H - Déjà Vu C
air DVC = j.214H - Déjà Vu C
Helios = 6246H - Sinusoidal Helios
Burst Helios = 6246D - Sinusoidal Helios
Hemi Jack = 6246S - Hemi Jack
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Ground c.S

Beginner c.S > Task C ComboWhere it all starts...
Very Easy


c.S > 5H2 > 1H > 236H
Simple, good damage into a Task C knockdown. c.S is your money-maker in all scenarios because it has 100% proration, and combos into 5H2. Landing 5H2 is one of the most critical parts of Bedman's ground combo game, since it combos into 1H.

Beginner c.S > Task B ComboYou will end a lot of combos into this special, get used to seeing it
Very Easy


c.S > 5H1 > 2D > 236S
Routing into this when you don't have the option to end with Task C is good, since you still get an advantageous knockdown with a Seal. Slightly delaying your DVB allows for a safe, easy meaty afterwards.

Ground 2K

Beginner c.S > Task B ComboThe empty jump low; a tale as old as time
Very Easy


2K > c.S > 5H1 > 236S
THIS RIGHT HERE is the combo you will do the most playing Bedman. 2K is a 6f low that gatlings into either c.S or 2D, ending your combo into Task B 95% of the time.

Beginner 2K > 2D ComboFor when you're too far away for Task B
Easy


2K > 2D > 236K
When you can't end your 2D combos into Task B, cancel your 2D into Task A' to continue your pressure. If you hit 2D from close up, you may need to delay your cancel into Task A'.

Hoverdash Conversions

Basic Hoverdash ComboBasic, but very staple combo from a Hoverdash
Very Easy


Hover > 6 > j.K > j.S > land 2K > 2D > 236S
Converting an advancing air normal into grounded Task B is something you will do a lot. Simple, and effective. If 2D hits at a distance, Task B might hit them OTG depending on the character. Learn the appropriate distance through experience, and if you think that Task B won't hit them properly, cancel the 2D into Task A' instead.

5H1 Hoverdash EnderAlternative Task B ender from 5H1
Very Easy


Hover > 6 > j.K > j.S > land (2K >) c.S > 5H1 > 236S
Alternative ender into grounded Task B. Comboing from 5H1 makes the Task B guaranteed to combo regardless of circumstance.

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 Task A. Task B is Bedman's go-to ender for these situations.

Air-to-Air Task BIt's something
Very Easy


... > j.P/j.S > 236S
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.

5D6

Don't use 5D8, always go for 5D6.

Double Seal OkiWaiter, one TA' Seal please
Easy


5D > 6 > c.S > f.S > 1H > !TK! j.2369K > c.S > 5H2 > 1H > 236H
Bedman's starting 5D6 is surprisingly effective, netting a Task A' Seal as well as a Task C Seal. This combination is Seals is powerful, even the simpler options for oki are powerful. Doing 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 DVB Seal instead, you can end with ... > 1H > 8 > j.P > j.236S. If you have trouble making c.S > f.S > 1H wallslump, you can also do c.S > 5H2, which is easier at the cost of damage.

Corner CarryCorner carries from 80% fullscreen
Easy


5D > 6 > c.S > f.S > c.S > f.S > j.2369S
Premium corner carry. Air DVB Seal gives notably better pressure in the corner. If you're too far away from the corner, you can also end with grounded Task B for basic DVB oki.

Corner Throw

Beginner ComboOne cannot understate how important throws are to your gameplan.
Very Easy


Throw > f.S > 5H1 > 236H
Universal. Bedman's throws give him access to Task C enders in the corner; his strongest position.

Staple Combo"The choice is yours."
Easy


Throw > f.S > 9 > j.K > 3 > j.S > 5H1 > 236H
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.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Extended 5H2 BnBs

Superjump j.XXX > Air Task CWhen you get it, you'll be one happy bedhead.
Medium


c.S > 5H2 > 1H > 29 > j.P > j.K > j.S > j.236H > 9 > j.K > 6 > j.K > j.S > 236H
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 5H, which vacuums them into 1H. Only c.S, 2S, j.S, and j.H (when landing early) combo into 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 j.S also doesn't come often. You can also end the combo with 2H > 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 DVC Seal. When you spot the chance to go for this combo, *go for it.*

j.P > j.K > j.S  SO,  AX,  SL,  SI,  LE,  JO
j.P > j.P > j.S  MI,  IN,  RA,  JC,  JA (micro delay j.S),  DI,  BA
j.S > j.P > j.S  SO,  SL,  JO,  LE,  RA,  AN

Late Task C > Pick-UpOh you thought the other one was as good as it was going to get?
Hard


c.S > 5H2 > 1H > 29 > j.K > 3 > j.S > 236H > c.S > 9 > j.K > 6 > j.K > j.S > 236H
A better, upgraded version of the air 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 Task C route you have the choice of cutting the combo shirt by comboing the c.S after Task C directly into another Task C.

j.K > 3 > j.S  SO,  KY,  ZA,  CH,  FA(j.S > 3 > j.S, no c.S > 9 > j.K extension),  VE,  SI,  LE,  RA
29 Hover > 3 > j.P  MI (delayed j.P > 2P pick-up,  EL(no superjump, do c.S > 236H or c.S > 9 > j.K > 6 > j.K > j.S > 236H > 2P > c.S > j.P > j.236S
29 Hover > 6 > c.s  JO (pick-up with c.S 9 > j.P > 6 > j.P > j.S > 236H

j.D RRC

Basic j.D StarterDon't feel bad, its the cheapest thing you've got.
Medium


j.D > 83 > j.H0 > c.S > 5H2 > 1H > ...
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 c.S altogether; See the fixed combo for the solution.

Alternative Normalized Gravity Starter40+% from a plus on block instant overhead? satisfactory
Medium


j.D > 83 > j.H0 > 5H2 > 1H > ...
The reason why this is preferred is because this mimics the amount of hits as your c.S BnB starters. Therefor, doing j.D> 5H2 allows you to do every single BnB you would normally be able to do from c.S.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

DVC 50/50

Bedman's DVC call when done close to the opponent gives him access to an incredibly potent 50/50 between jump forward instant j.D, and walk back (to avoid throw) 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.

2S is easier to net average damage from because the conversion is simple; walk up and do anormal like 6P or c.S while DVC is hitting them on the way down. 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: 9j.4D, 83j.K-P, c.S-236H

Character DVC > 2K/2S (2K is easier, 2S does more damage) DVC > j.D Notes
 SO 2S-5H2>9j.K-6-j.K, c.S-236H, c.S>9j.K-6-j.K-j.S,236H 9j.5D, j.K-4-j.K-j.P, 29j.P-P-S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: Watch out for j.K crossing up, do it backwards by default.
 KY 2S-5H2>9j.K-6-j.K, c.S-236H, c.S>9j.K-6-j.K-j.S,236H close 9j.[4]D, 3j.K, c.S>29j.K-3-j.S, 236H, 2P-f.S-236H j.5D: You can also end the combo with 2P-f.S>9j.P-(3-j.P-)j.236S.
 MA c.S-5H2-1H>29j.P-P-S-j.236H, 9j.K-6-j.K-j.S, 236H 9j.5D, 82j.K-j.P, 29j.K-3-j.S, 236H, c.S>9j.K-6-j.K-j.S, 236H j.5D: Shared Lady route.
 MI 2S, walk>c.S, 9j.K-3-j.S, 236H, c.S>9j.K-6-j.K-j.S, 236H 9j.5D, 82j.K-j.P, 29j.K-3-j.S, 236H, c.S>9j.K-6-j.K-j.S, 236H j.5D: Shared Lady route.
 ZA 2S-5H2>9j.K-6-j.K, c.S-236H, c.S-236H 9j.5D, j.K-6-j.K-j.P, c.S-236H, c.S-236H j.5D: Can side-swap with hitting j.5D deeper in.
 PO 2S, walk>6P-c.S, 9j.K-6-j.S, c.S-236H, 2P-c.S-236H 9j.5D, 82j.K, c.S, 9j.S-6-j.S, c.S-236H, c.S-5H2-236H j.5D: You can also end the j.5D combo with 2P-c.S, 9j.P-(83j.P-)j.236S.
 CH 2S-5H2>9j.K-6-j.K, c.S-236H, c.S>9j.K-6-j.K-j.S, 236H 9j.5D, 82j.K-P, 9j.K-3-j.S, 236H, 2P-c.S-236H Probably not optimized. j.5D: Can also end with j.236S.
 FA 2S, walk>6P-c.S>29.j.P-j.K-j.S-j.236H, delay 9j.K-6-j.K-j.S, 236H close 9j.4D, j.K, c.S>29j.P-K-S-j.236H, 6H-6HH1-236H j.5D: If Faust holds 1, he does get hit IOH, but not otherwise.
 AX 2S-5H2>9j.K-6-j.K, c.S-236H, c.S>9j.K-6-j.K-j.S, 236H close 9j.4D, 83j.K, c.S>29j.K-3-j.S, 236H, 2P-f.S-236H Similar to Chipp & Venom; probably not optimal due to Axl's funky collision.
 VE 2S-5H2>9j.K-6-j.K, c.S-236H, c.S>9j.K-6-j.K-j.S, 236H close 9j.4D, 83j.K, c.S>29j.K-3-j.S, 236H, 2P-f.S-236H Venom while grounded can instantly tech out after being hit by DVC, so use 2D instead of 2S.
 SL 2D, walk>6P-c.S>29j.K-3-j.S, 236H 9j.5D, j.K-6-j.S-P, 29j.P-P-S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: Can cross up, works either way, be careful.
 IN 2S, walk>c.S>29j.K-3-j.S, 236H 9j.4D, 83j.K-P, c.S-236H 2S: Not optimal. j.5D, j.K-84j.S, c.S/6P-236H sideswitches with good oki.
 BE 2S, walk>6P-c.S>29j.K-3-j.S, 236H 9j.4D, 83j.K, c.S>9j.K-6-j.S, c.S-236H Can cross up too for a side-swap.
 RA 2S, walk>c.S>9j.S-3-j.S, 236H, c.S-236H 9j.5D, 82j.K-P, 29j.K-3-j.S, 236H, c.S>9j.K-6-j.K-j.S, 236H 2S: shared with Jack-O' and Jam. j.5D: Shared Lady route.
 SI 2S, walk>6P-c.S>29.j.S-P-S-j.236H, 9j.K-6-j.K-j.S, 236H 9j.5D, 82j.K-P, 29j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D Unique, combination of Lady route and PKS.
 EL 2S, walk>c.S, 9j.K-3-j.S, 236H, c.S>9j.P-6-j.P-j.S, 236H 9j.5D, 82j.K-P, 29j.K-3-j.S, 236H, c.S-236H Room for optimization.
 LE 2S, walk>c.S>9j.S-6-j.S, c.S-236H, c.S>9j.K-6-j.K-j.S, 236H 9j.5D, j.K-6-j.S, c.S>29.j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: Sol routes work too, but I recommend the j.K-6-j.S here.
 JO 2D, walk>c.S>9j.S-6-j.S, c.S-236H, c.S>9j.P-6-j.P-j.S, 236H 9j.4D, j.K-6-j.K-j.S, 29.j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: [Easily side swaps.]
 JC 2S, walk>c.S>9j.S-3-j.S, 236H, c.S-236H close 9j.4D, 83j.K-P, c.S-236H, c.S>9j.K-6-j.K-j.S, 236H 2S: shared with Jam and Ramlethal. j.5D: NEEDS c.S-236H IN THE CORNER!
 JA 2S, walk>6P-c.S>29.j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H 9j.5D, 82j.K-P, 29j.K-3-j.S, 236H, c.S>9j.K-6-j.K-j.S, 236H 2S: shared with Jack-O and Ramlethal. j.5D: Shared Lady route.
 KU 2D, walk, 9j.K-3-j.S, 9j.K-6-j.S, c.S-236H, 2P-c.S-236H* 9j.5D, j.K-6-j.K-j.S, c.S>29j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: Easily side-swaps. 2S: You can also end with a j.236S route.
 RA 2S-5H2>9j.K-6-j.K*, c.S-236H, c-S-236H 9j.5D, 82j.K, c.S>29j.P-j.K-j.S-236H, 9j.K-6-j.K-j.S, 236H 2S: Can use j.Ss instead of j.Ks for the first two hits after 5H2.
 DI 2S, walk>6P-c.S>29j.P-P-S-j.236H, 9j.K-6-j.K-j.S, 236H close 9j.5D, 82j.K-P, 29j.P-j.K- BIG DELAY S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: delay j.S A LOT.
 BA 2S, walk>c.S>9j.S-3-j.S, 236H, c.S-236H 9j.5D, 82j.K-P, 29j.K-3-j.S, 236H, c.S-236H j.5D: Can also end in c.S-236H directly after the pickup for less Burst build & corner consistancy.
 AN 2S, walk>6P-c.S>29j.K-3-j.S, 236H SUPER close 8j.5D, j.K-6-j.S-P, 29j.P-j.K-j.S-j.236H, 9j.K-6-j.K-j.S, 236H j.5D: Default to j.4D 83j.K-P, c.S-236H if you don't think you're close enough for close 8j.5D.

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.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • If a character name is written in bold near a combo in the "Works on" section, then that specific combo does the most damage to that character.

1H starter

# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 c.S > 5H(2) > 1H > Task C Midscreen 153 Everybody [1] Very Easy
1 c.S > 5H(2) > 1H > SJC j.P > j.K > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 186 No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven, Baiken

Delay SJC slightly: Ky, Zato, Chipp, Venom, Answer

Delay SJC and j.S: Bedman

[2] Easy

j.P>j.P>j.S will also work on any of those that don't need the delay besides Johnny and Raven.

2 c.S > 5H(2) > 1H > SJC j.S > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 194 No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven, Answer

Delay SJC slightly: Zato, Chipp

[2] Easy
3a c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, c.S > JC j.K > 6j.K > j.S, Task C Midscreen 205 Sol, Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven [3] Medium

Corner carry ender.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.

3b c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, (2P>) c.S > Task C Midscreen 200 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven [3] Medium

Stable ender.

The 2P is necessary for Johnny.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage (207), but you will need to hit Ky with c.S lower.

4 c.S > 5H(2) > 1H > SJC j.P > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 183 Millia, I-No, Jack-o, Dizzy

slightly delay j.S: Jam

[2] Easy

Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.

j.P>j.K>j.S does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.

5a c.S > 5H(2) > 1H > JC 83 j.P, Task C, c.S > JC j.P > 6j.P > j.S > Task C Midscreen 188 Elphelt [4] Medium No delays are required for Elphelt, however keep in mind that you need to normal jump cancel the 1H, not superjump cancel.
5b c.S > 5H(2) > 1H > SJC 3 j.P, Task C, 2P > c.S > Task C Midscreen 188 May [4] Hard This combo is notoriously difficult on May. It's recommended to just do 1H > Task C on her if you really value the hard knockdown over anything else.
6 c.S > 5H(2) > 1H > JC j.S > 3j.S, Task C, 2P > c.S > Task C Midscreen 185 Potemkin [2] Easy

Corner Throw

# Combo Position Damage Tension Gain Works on: Difficulty Notes
1a Throw > f.S > 9j.K > 3j.S > Task C Corner 112 Everybody [1] Very Easy
1b Throw > f.S > 9j.K > 3j.S > 5H(1) > Task C Corner 118 Everybody

Delay 5H slightly: Millia, Axl, I-No, Ramlethal, Sin, Jack-O, Jam, Dizzy, Baiken

[1] Very Easy
2a Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > Task C Corner 126 Sol, May, Millia, Zato, Axl, Slayer, Ramlethal, Elphelt

Delay first 3j.S: Jack-O, Baiken

j.S Loop (Short)

This combo will also work on those characters for which the longer variations work.

2b Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 134 Chipp, Sin, Raven

Delay first 3j.S: Answer

j.S Loop (Medium)

This combo will also work on those characters for which the longer variation works.

2c Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 141 Potemkin, Venom, Bedman, Leo, Johnny, Haehyun

Change first 3j.S to 2j.S: Faust

j.S Loop (Long)
3a Throw > 5K > 9j.K > 6j.P > j.S > Task C > 2P > c.S > 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 > 5K > 9j.K > 6j.P > j.S > 6P > Task C > 2P > c.S > 9j.P > Air Task B Corner 124 Potemkin, Leo C > B Seal Combo
4 Throw > f.S > 9j.K > 3j.S > 2H > Task C > 2P > c.S > 9j.P > Air Task B Corner 136 Faust C > B Seal Combo
5a Throw > f.S > 9j.K > 6j.S > delay j.P > 6P > Task C > 2P > c.S > 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 > f.S > 9j.K > 6j.S > delay j.P > 6P > Task C > c.S > 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 > f.S > 9j.K > 2j.P > Task B > 2P > c.S > Task C Corner Slayer, Venom B > C Seal Combo

Combo Theory

5H combos into 2H on standing.
f.S/2S combo into 2H on crouching.

Video Examples

1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)

Navigation

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