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Poultrygeist

[Xrd] Bedman combo thread

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The other characters have one, why can't we?

 

So let's start with...

 

 

:BED: **MONTH 1-2 BEDMAN COMBO LIST**  :BED:

 

Collapsed: Combo List:

Meterless

2K > f.s > 5H (1) > Task B (236S) (replace 2K with 5K or c.S and it still works)

2K > 2S > 5H (1) > Task B (236S) (replace 2K with 5K or c.S and it still works)

2K > f.S > 5H (1) > 2D > Task A (236P)

2K > c.S > 2S > HS > 2HS > Task A (236P)

2K  >  5H (2) > 1H > Task C (236H) (replace 2K with 5K or c.S and it still works)

5P/6P> 5S> Task C (236H) (from 6P, this works, just you get an aerial Task C) 

5D~8 > JD>JD>JS > float 9 direction > JP > JS> Task B aerial (236S) (it's technically possible to 9JPJD, but they tech before Task B????[will find out more at some point])

Throw > 3H > Task A or A Prime (236P or 236K) 

Throw > f.S > JP or JK > JS > land > c.S > Task C (236H) (Corner only, doesnt work on light characters. especially Millia)

Throw > 2P > f.S > JP > JS > float 9 direction > JPJS > Task B Aerial (236S) (the hitconfirm for this combo is f.S, just saying. Doesnt work on Venom or Zato) 
Throw > 5K > (JS > float 3 direction > JS)x2 > Task C(236H)  
Throw> 5K> (JK) > JS > float 3 direction > JS> land > 5H > Task C(236H)  (omit the JK for lightweight charas)

 

Meter Required

[RC/YRC combos]

 

2K > f.S > 5H (1) > Task B (236S) > RC > 6H > Task C (236H)

2K > 2S > 5H (1) > Task B (236S) > RC > 6H > Task C (236H) (replace 2K with 5K or c.S and it still works)

2K > 5H (2) > 1H > delay Task C (236H) > RC > 6H > Task C (236H) (replace 2K with 5K or c.S and it still works)

2K > 5H (2) > RC > 5D~8 > JD>JD>JS > 9> JP > JS> Task B aerial (236S) (replace 2K with 5K or c.S and it still works)

Throw > RC > delay JS > land > immediately JP > JS > float > J6S > c.S > Task C (236H)

Throw > RC > 5K >  (JS > float 3 direction > JS)x2 > Task C

Throw>  RC > 5K> (JK) > JS > float 3 direction > JS> land > 5H > Task C(236H) 

Throw > RC > 5K > (JS > float 3 direction > JS)x2 > JS > float 6 direction > JP > JS > land > c.S > Task C (236H) (gives 35% tension!!!)

[Helios Related] (thats the clock super)

 

6H > Helios > air combo (it's craft your own here, pretty much anything works off it aerial....)

2K > 5H (2) > Helios > air combo (replace 2K with 5K or c.S and it still works)

c.S > Helios > air combo (only works when c.S hits an aerial opponent)

 

Counter Hit Combos

 

5D > c.S > walk under > 5S > 5H (2) > Task C (236H)

5D > 5H > Task A Prime (236K) > c.S > 5H (2) > 1H > Task C (236H)

 

Air CH Combos (Midscreen)

 

JS > float 6JS > Task B Aerial (236S) (basic air-to-air JS CH combo. its perfectly possible to just JS CH > 236S if float isnt desireable)

JP > JS > float 9JP >JH > Task B Aerial (236S) (if the opponent is close to the ground Task A Aerial (236P) works better for neutral after combo)

JP > JS > float 9JP > JD (you can apparently Aerial Task C after JD to catch air tech????)

JP > JS > float 9JP > Task C Aerial (236H) (does not work on venom or lightweights.)
c.S air hit > 5H (2) > sjc > JP > JK > JS > 9JP > JD

c.S air hit > 5H (2) > sjc > JP > JK > JS > 9JP > JH > Task B Aerial (236S)

 

Air CH Combos (Corner)

 

~JP > JS > float 6JS > land > c.S > Task C (236H) (whilst not specified, this comes off any thing that starts with a CH and launches and requires a super jump cancel to land the JP. example c.S air hit counter in corner. used to punish jump out button pressers apparently works on baited reversals. also possible from a close range 6P air hit CH > 5H (2) > sjc) 

 

 

 

 

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I linked this cool Bedman video in the video thread: https://www.youtube.com/watch?v=S-vloniLPFg

 

It's sort of a half oki, half combo video.  I went ahead and transcribed what I thought I was seeing in each section of the video, but please let me know if I got anything wrong:

 

Sec.1 (Sol): (...Task C ender), 214HS YRC 2D XX 236P, 2K 2D XX 214HS, 6HS XX 214P, jumpfloat~6 j.KPP, land... 
- (high option): IOH j.D hits, (214P hits), falling j.S, 5HS(2) 1HS...
- (low option): 2K hits 2D (214P hits) XX 214HS, walk forward 236P, 5K jc j.P XX j.236S, (236P hits) land 236HS 
 
Sec.2A (Millia): corner throw, 5K jc j.S float~[3] j.S, c.S XX 236HS step back...
- (low option) nj.236P YRC land 2K 2S 5HS(1) 2D XX 214HS (j.236P hits), nj.float236K, c.S XX 236HS 
- (high option) nj.236P YRC float~[6] j.HS(6), land 2K 2D XX 214HS (j.236P hits), nj.float236K, c.S XX 236HS
 
Sec.2B (Millia): (Tasks nj.A', C set from Sec.2A)...
- (left side) 214K, 2S (air 214K hits), 2K...
- (right side, in corner) 214K, IOH j.D (air 214K hits), 2K...
- (right side, in corner) 214K, delay 2S, (air 214K hits), 2K 5HS(2) 1HS XX 236HS
 
Sec.3 (Axl): BS Reject, step forward c.S XX 236HS(3), c.S jc. j.S float~[3] j.S, land 236HS(3), c.S jc j.K float~[6] j.PPS, land 236HS(2) RRC, land 5HS(2) XX 236HS 
 
Sec.4 (Axl): corner throw, f.S jc (j.S float~[3] j.S land)x2, j.S float~[6] j.KS land 236HS...
- step back nj.236P YRC float~[6] j.HS(6), 2P 2K 5D (j.236P hits, 5D hits), step forward 5P XX IK activate, IK
 
Sec.5 (Chipp): corner throw, 5K f.S jc j.S float~[3] j.S, land 236HS into nj.236P YRC...
... (blocked) 2K 2S 5HS(1) 2D (j.236P hits) XX 214HS, nj.236K, c.S XX 214HS YRC 6HS XX 214K...
- (high option) IOH j.D (air 214K hits) c.S 5HS(2) XX Clock, 5K jc j.P XX j.236S
- (low option) 2S (air 214K hits) c.S 5HS(2) XX Clock, c.S jc j.S float~[3] j.S, land j.S float~[9] j.KS XX j.236S

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Any care to transcribe the Replay combo video?  Also any general takeaways, like maybe little more simplified corner / mid screen oki setups?

https://www.youtube....h?v=xmCo2eZdUAo

 

This one was not easy to transcribe, especially with the two sections where he plays two sides of the mixup at the same time, but I gave it my best shot.  Just like I said before, if I messed up anything in the transcription, please let me know and I'll fix it:

 

Sec.1 (Potemkin, 0:12): corner throw, 5K jc (j.S float[3] j.S land)x2, j.S float[6] j.KS land, c.S XX 236HS...
- ... 214HS YRC 2D XX 236P, c.S jc j.S float[3] j.S, 214HS (236P hits again), step forward whiff 236P, 2P c.S 5HS(2) XX 214HS (236P hits), Hemi Jack
- (Hemi Jack out, Pot blocking) 214P, 2P 2K 2D XX 236S, (Hemi Jack hits), whiff j.236S, 214S, c.S jc (j.S float[3] j.S land)x2, 236HS(3) RRC c.S jc j.K float~[6] j.PS land, c.S j.PS float[9] j.PS XX j.236S  
 
Sec.2A (Ram, 0:44): corner throw, f.S jc (j.S float[3] j.S land)x2, 236HS...
- (blocked) nj.236P YRC float[3] land, (low option hits) 2K 2S 5HS(1) 2D XX 214HS (236P hits), small step back 236K, c.S XX 236HS...
- (blocked) 214k, forward jump j.236HP (214K teleports), (hits) 2K 5HS(2) 1HS XX 214HS, IK activate into IK
 
Sec.2B (Ram, 1:05): ...corner 236HS...
- (blocked) nj.236P YRC float[3] (high option hits) j.S land 2K c.S 5HS(1) 2D XX 214HS (236P hits), small step back 236K, c.S XX 236HS...
- 214K, IOH j.D (214K hits), c.S 5HS(2) XX Clock, c.S jc j.S float[3] j.s land, 236HS
 
Sec.3 (Pot again, 1:27): corner throw, 5K jc (j.S float[3] j.S land)x2, j.S float[3] j.K land, j.PS float[6] j.PS land, 236HS...
 
Sec.4 (Still Pot, 1:37): [both windows] c.S 5HS(1) XX 236S... (blocked 214S) walk in 5HS(2)...
[top left window, high option hits] IOH j.D RRC float[3] j.S land, 5HS(2) 1HS XX 214S, j.S float[3] j.S land, 5HS(1) XX 236HS
[bottom right window, low option hits] 2D XX 214S RRC c.S jc float[3] j.S land, (j.S float[3] j.S land)x2, 5HS(1) XX 236HS
 
Sec.5A (Sol, 1:50): corner throw, 5K jc j.S float[3] j.S land, 5HS(1) XX 236HS...
- (blocked) step forward nj.236P YRC (high option hits) float[3] j.S land, 5HS(2) 1HS 214HS (236P hits), step forward whiff 236P, c.S jc j.PS float[9] j.K XX j.214HS (236P hits)...
- (blocked) 214P, jump float[6] j.KPP land, (low option hits) 2K 2D XX 214HS (214P hits), j.S float[3] j.S land, 236HS
 
Sec.5B (Sol, 2:07): ...corner 236HS...
- (blocked) step forward nj.236P YRC float[3] land, (low option hits) 2K 5HS(2) 2D XX 214HS (236P hits), step forward whiff 236P, c.S jc j.PS float[9] j.K XX j.236HS (236P hits)...
- (blocked) step back 214P, jump float[6] j.KPP land, (high option hits) IOH j.D (214P hits), falling j.S land, c.S 1HS XX 236HS
 
Sec.6 (Zato midscreen, 2:23): c.S 5HS(2) 1HS XX 236HS(3)...
- (blocked) 214HS, f.S jc TKj.236K, c.S XX 214K RRC (hits) walk forward forward throw (lands on 214K), c.S jc j.S float[3] j.S land, 236HS...
- (silly blocked sequence) 236K crosses over, 6HS crosses back over, 214K YRC step forward 6HS crosses over (214K blocked, teleports back over), (hits) 2K 5HS(2) 1HS XX 236HS
 
Sec.7 (Sol, 2:45): [both screens] corner throw, 5K jc j.S float[3] j.S land, j.S float[6] j.S land, c.S XX 236HS...
- (hits) 214HS, IOH j.D float[2?] XX whiffed j.236P, (blocked) falling j.P land...  
[top left window, delayed low option hits] walk in 2K 2D XX 214HS (236P hits), Hemi Jack...
[bottom right window, immediate low option hits] 2K 5HS(1) 2D XX 214HS (236P hits), Hemi Jack...
- [one screen, Hemi Jack out] (blocked) 214HS, 2S XX 236K, 2K 2D XX 236S (Hemi Jack hits), walk forward c.S 5HS(2) 1HS XX 236HS(2) RRC land 6HS... [sol dead]  
 
Sec.8 (Venom, 3:09): ... corner 236HS...
- (blocked) nj.236P YRC (hits) float[3] j.S land, 5HS(2) 1HS XX 214HS (236P hits), step forward whiff 236P, c.S XX 236HS(3) (236P hits), c.S XX 236HS...
- (blocked) 214P, jump float[6] j.KPP land, 2K 2D XX 214HS (214P hits), 6HS XX Clock [Venom dead] 
 
Sec.9 (goofy stuff on Sol, 3:30): Gold Burst, Hemi Jack, Sol runs into Clock, 6P c.S XX 236HS (Hemi Jack hits), taunt 
 
Sec.10: Dancing animes and Bedman talking/sleeping
 
Edit: Found and fixed a typo in Sec.4.

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Fucking around with IK combos before I pass out.

 

Counterhit 6HS RC IK activation ToP works.  I mean...it's something lol.  I guess it's not that hard to land 6HS counterhit depending on your opponent.

 

1HS RC IK activation ToP in the corner also works but what are the odds of you hitting raw 1HS.

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you can combo into it. c.5S, 5H(2) 1H RC activate TOP, that's how I did the mission mode mission..

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Elphelt's weird and on a lot of characters 5HS won't hit twice if you don't start with c.5S, which is necessary.

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lol, I wouldn't lie to you. It's not really easy to hit with a random c.5S to be fair, but it's a lot easier than hitting with 1H raw

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Corner, 50 tension

xx>HS(1)>RRC>5D>f.S/6HS>236K>c.S>5HS>1HS>236C

Pretty much as long as you can hit with 5HS and have 50 tension, you can set up 2 DV seals in the corner. Depending on distance, use 6HS or f.S to keep em cornered

Edit: even c.S can RRC into 5D, so I guess as long as you're close enough, it can work

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I have a hard time doing his instant overhead combo ...watch after 00:53.

http://www.youtube.com/watch?feature=player_detailpage&v=zCFiIfv2RE4#t=53

1- First problem is to do the JS before landing which doesn't happen most of the time..
2- Second is landing the cl.HS After successful  JS ..

My input is : 9D.. RC"And pressing 8 in the same time" 2+JS.cl.HS
Using 3+JS instead of 2+JS will make bedman behind the opp..

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(Only tried on Sin) Anywhere on screen, 201 damage, 50 meter: 6HS starter though :(

 

6HS >236P > RC > immediately walk forward > c5S at opponent's last reeling hit frames > 5HS(2) > 1HS > 236HS

 

Task A should return between HS(2) and 1HS for full red digit combo. Opponent is auto teched quickly out of the last hit of Task C, so block/backdash. If c5S isn't done super close and at the last frames of reeling opponent, 5HS(2) won't hit; if it does they'll be able to tech around Task C due to Task A hitting in a weird way during the combo, but they will take about 188 damage. You can also just omit cl5S and do a close 5HS(2) for slightly less damage. 

 

Quick bit of info against Faust. If he's constantly teleporting, wait til the carpet is down and press 6HS. You'll (more often than not) dodge the teleport door/dive and 6HS will sometimes hit Faust for a free combo.

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I have a hard time doing his instant overhead combo ...watch after 00:53.

http://www.youtube.com/watch?feature=player_detailpage&v=zCFiIfv2RE4#t=53

1- First problem is to do the JS before landing which doesn't happen most of the time..

2- Second is landing the cl.HS After successful  JS ..

My input is : 9D.. RC"And pressing 8 in the same time" 2+JS.cl.HS

Using 3+JS instead of 2+JS will make bedman behind the opp..

 

I have trouble with this one too but you just gotta practice the timing on it really.  If you're going over their head I think that means you are just doing the RC very late and the j.S isn't coming out.  I'm trying it now and as long as the j.S comes out you shouldn't cross over them. 

 

should be like

9 j.D RC 83 j.S land H(2) 1H 236H

 

The timing on the 5H is easier if they are crouching.  You might be doing the j.S and 5H too fast.  Try doing the combo slowly so you can get the moves out then try doing it faster so that it actually combos.  Hope this helps.  

 

 

Looks like you CAN do it as you described.  You might even be able to do it off a throw into that route.

 

Well in the corner you can just RC the throw straight into it

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After transcribing those two Bedman combo/mixup/oki videos, I started trying to work on a somewhat simplified version of some of the corner stuff otogen uses, namely ending with a Task C in the corner and then going into j.23P YRC float[3] into either a high or a low.  I wanted to make the setup as foolproof as I could timing-wise, but it tends to work better on some characters than others.  First, though, I tested some basic corner throw combos and came up with a few variations that should all still be pretty doable when playing online.  If you already have the fancier corner throw combos down with multiple j.S float[3] j.S loops down then skip this:

 

corner throw, 5K jc j.KS float[6] j.S land, c.S XX 236HS [117 on Sol]

Works on: Sol, Sin, Slayer, Zato, Bedman, Axl, May, Chipp, I-no, Ky, and can work on Potemkin but is sometimes screwy

Note: f.S should work instead of 5K on everyone but is a smaller timing window to land it.

 

corner throw, 5K jc j.KS float[3] j.S land, 236HS

Works on: Faust, Potemkin, Venom, Elphelt (but on Elphelt, you have to do f.S instead of 5K)

 

corner throw, 5K jc j.S float[6] j.PS land, 236HS

Works on: Millia, Ramlethal.  The main throw combo often makes the 236HS's third hit OTG these two, causing them to recover from the knockdown near instantly.

 

Once you have that Task C set up, you can neutral jump, jump back, or step back and neutral jump into j.236P YRC.  You don't want it to be as low as possible because you want the ability to still connect a float[3] j.S as the high starter.  Here are the simplified high/low variations I came up with:

 

Simplified Low: nj.236P YRC float[3] land, 2K 5HS(2) 2D XX 214HS, pause 236K, c.S XX 236HS [150 on Sol, 155 with 5HS(1) after c.S]
Simplified High: nj.236P YRC float[3] j.S land, 5P c.S 5HS(1) 2D XX 214HS, pause 236K, c.S XX 236HS [165 on Sol] 
 
The timing for 236K in both combos is character dependent and will require practice.  In general, you want to avoid moving forward when doing the 236K at all except against Faust and his dumb weird hitbox.
 
In Simplified Low, change the ground combo to 2K 2S 5HS(1) 2D on I-no and Ky.
In Simplified High, omit the 5P against Faust, Millia, Ramlethal, and Potemkin.
 
Against some characters, you can do a different high variant where you do float[3] j.S, 5HS(2) 1HS XX 214HS, but I was having issues with inconsistency even on characters where that worked, specifically with the second hit of the 214HS just flat out whiffing.
 
Anyway, this is nothing particularly mindblowing, and Bedman can take his corner shenanigans way further than this as already seen in the otogen videos.  Hopefully, though, this will be a helpful start for people new to Bedman who want to try and take their corner game and evolve it past the one-track 214HS YRC mixup.  Any suggestions on ways to further refine these for better damage and consistency are also welcome.

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a RRC combo that I enjoy to use is 6H,236A,RC,walk forward,5H(2),1H,236H (194 damage)

 

it does less damage than Alkipots

6HS >236P > RC > immediately walk forward > c5S at opponent's last reeling hit frames > 5HS(2) > 1HS > 236HS

 

but taking out the close 5S makes it really easy to confirm

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thnx tiamat..
Now when doing the combo task C does three hits ..The third one always ruin the knockdown and the opp can tech..what is my mistakes ..how can i make it hits just twice ??

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the dejavu version helps Also if for some reason you dont care for oki and want corner carry plus damage you can end taskC into task B or if you have meter it can be canceled into other stuff

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thnx tiamat..

Now when doing the combo task C does three hits ..The third one always ruin the knockdown and the opp can tech..what is my mistakes ..how can i make it hits just twice ??

It is character dependant. I still haven't researched it thoroughly. I'll try to make a full listing soon if no one else does.

Examples:

For Sol you must delay the 236H slightly to make last hit miss and get knockdown. You want it to hit him when he's at the highest point

For potemkin do the 236H immediately

For faust the last hit will still knockdown

For bedman can't get the knockdown from 236H at all

Only talking about combos involving 5H(2) 1H 236H here.

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Tested c.S H(2) 1H > 236H knockdown on all characters. For some characters when you do the 236H the final hit will hit as OTG and allow them to tech, messing up your knockdown.  For most of the problem characters if you delay 236H a little you can get the knockdown.

 

delay slightly: sol, slayer, chipp, sin, leo (harder timing than others)

no knockdown: bedman

 

Everyone else is fine if you just do it immediately but you can delay slightly if you want. For most of them even if the last hit connects it will still knockdown anyway.

 

 

Next, something about 5H(2) since it is important for combos.  The following characters are "fat" for 5H purposes.  The 2nd hit connects easily and this allows you to add an extra hit to some combos.  

Bedman, Potemkin, Faust (standing only), Leo (standing mostly, but his crouch is a bit fat as well)

 

On these characters you can do things like

c.S f.S 5H(2)

j.D RC 83 j.S c.S 5H (2) 1H 236H

 

There are also some characters who have a very skinny crouching hitbox that cause a problem:

I-no, May, Elphelt

 

On these characters unless you do a raw 5H the 2nd hit won't connect on their crouch state.  Unfortunately this means you can't get the standard j.D RC 83 j.S H(2) combo from your instant overhead cause the 2nd hit of 5H won't connect.

 

Any corrections let me know.  

 

Edit: anyone have good corner knockdown combos from throw?  I'm having a hard time trying to find combos that knockdown some characters.  elphelt for example

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Does the instant overhead combo not work on thin chars period?  I'm trying it on Elph and even out of crouch state it seems kinda finnicky.

 

As for corner KD throw combos, I usually keep it simple and do the 5K f.S jumpcancel route.  I really don't wanna risk dropping against the skinny chars.

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Does the instant overhead combo not work on thin chars period?  I'm trying it on Elph and even out of crouch state it seems kinda finnicky.

 

As for corner KD throw combos, I usually keep it simple and do the 5K f.S jumpcancel route.  I really don't wanna risk dropping against the skinny chars.

 

Well I said you can't do the "standard" combo on them.  Next best thing is probably j.D RC 83 j.S c.S 5H(1) 236S. 

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Edit: anyone have good corner knockdown combos from throw?  I'm having a hard time trying to find combos that knockdown some characters.  elphelt for example

These are the characters that 5K> 5HS> 236HS after a throw doesn't work on along with some fairly easy ways to get the knockdown from Task C. These are not optimized for damage.

 
Venom 
Hold forward K > 236HS
f.S> j.K> j.S> 6> j.S> c.S > 236HS
 
Ramlethal
f.S> 5HS > 236HS
5K> 5HS > 236HS  If 5K is done too early Task C will whiff. 
 
Zato-1
f.S or 5K> j.K> j.S> 6> j.S> c.S> 236HS
 
Bedman
4K> 5HS> 236HS  The 4K has to be done as late as possible to make last hit of Task C whiff.
5K> j.K> j.S> 9> j.K> j.S> 236HS(in air).
5Kf.S > jK jS 6 jS > c.S 236H 
 
Potemkin
4K or 5S> 236HS
 
Faust
4K> 5HS> 236HS   The 4K has to be done as late as possible to make last hit of Task C whiff.
f.S or 5K> j.K> j.S> 9> j.K> j.S> 236HS (in air).
 
Elphelt
4K or 4S> 5HS> 236HS
f.S> j.K> j.S> 9> j.K> j.S> 236HS (in air).
 

Throw> f.S> j.K> j.S> 9> j.K> j.S > 236HS (in air). This gives you the knockdown and a DV Task C just overhead that can be used to keep the opponent in the corner. It's also an odd DV placement that might catch some people off guard.

Throw> 4K> 5HS > 236HS. Holding 4 during the K will move you the couple of pixels away that allows the last hit of Task C to whiff, giving you the knockdown.

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