GGXRD/Bedman/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG2.pngGG3.pngGG6.pngD becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Hit Confirms[edit]

2P > 2P > 2K > 2D
2K > 2S > 2D
2K > 5H (1 hit) > 236S
CH f.S > 2H > 9 j.S > 236S
Standing: 886 j.K > j.S > (2K > c.S) / (c.S > f.S) > 5H(1) > 2H > 236H / 9 j.S > j.236S (ender depends on spacing)
Crouching: 886 j.K > j.S > c.s > f.S > 2S > 2H > 236H / 9 j.S > j.236S (ender depends on spacing)

6H combo[edit]

6H > 236S
6H > 236P > RC > c.S > 5H(2) > 1H > 236H
6H > 236S > RC > c.S > sj9.K > j3.S > 236H (> 2P > c.S > 236H possible on some characters)
6H > 236P > RC > 5H(2) > 1H > sj.KH(1) > 236H > 6P > 236H
6H > 236P > RC > sj.886j.K > j.S > c.S > f.S > (returning task a hits) > sj./j.886 j.K > j.S > c.S/f.S > 5H(1) > 2D/1H > j.9 j.S > j.236S

j.D Combo[edit]

j.D > RC > 83 j.H (whiff) > 2K > 5H(2) > 1H > 236H
214H > YRC > j.D > j.S > c.S > 236H

Dust Combo[edit]

5D > j.D > j.D > j.S > Airdash (9) > j.S > 236S
Midscreen 5D > 6236H > 2P > c.S > 236H
Corner 5D > 6 c.S > f.S > 236K > c.S > 5H(2) > 1H > 236H (236K won't hit some characters, for those just let 5H recover and continue with c.S)
Corner 5D > 6 6P > c.S > 5H(2) > 236K > c.S > 5H(2) > 1H > 236H (same as above)
Corner 5D > 2886 j.H > (land) 886 j.H > c.S > f.S > 2S > 2H > j.S > j.236S

Punish Combo[edit]

c.S > 5H(2) > 1H > 236H
c.S > 5H(2) > 1H > sj.PPS > j.236H > 2H > 236H (sol, sla, axl, fau, sin, leo, mil, i-no, ram)
c.S > 5H(2) > 1H > sj.SPS > j.236H > 2H > 236H (sol, sla, axl, fau, sin, leo)
c.S > 5H(2) > 1H > sj.SPS > j.236H > j.K > 6j.K > j.S > 236H (> 2P > c.S > j.p > j.236S)
c.S > 5H(2) > 1H > sj.K > 3 j.S > 236H > c.S > 236H (zat, ven , chi, ky, sol, leo, fau, sin)
c.S > 5H(2) > 1H > 9 j.S > 3 j.S > 236H > 2P > c.S > 236H (pot)

Corner Throw[edit]

Throw > 5K > 5H (1 hit) > 236H
Throw > 5S > 5H (1 hit) > 236H
Throw > 5S > 9 j.K > j.S > 3 j.S > 236H
Throw > 5S > 9 j.K > 3 j.S (land) > j9.S > j3.S > 236H
Throw > 5K > 9 j.K > 3 j.S > 5H(1) > 236H (all characters, but must hit 5K when body is low in air on some)
Throw > 5S > 9 j.k > 2/3 j.P > j.236S > 2P > c.S (> 5H(1)) > 236H (works on some characters, 2 j.P sol ky sla chi, 3 j.P ven axl may elp mil)

Anti-air[edit]

6P > c.S > 236H
6P > c.S > sj./j.9 j.P > j.S > 8/9 j.P > j.S > j.236S
6P > c.S > sj.9 j.K > j.D
CH 6P > 6H > 236H

After 236H knockdown / with Task C djv seal set[edit]

6H > 214H > RC > f.S > 236K > c.S > 5H(1) > 236H
6H > 214H > RC > f.S > 236P > c.S > 5H(1) > 214H > c.S > 236H
Corner: 214H > RC > 2D > 236K > c.S > 5H(1) > 236H

Miscellaneous character specific combos[edit]

Bedman has a number of combos that vary heavily due to your opponent's characters' hitboxes and weight class.
See this spreadsheet for extended combos for each character.
https://docs.google.com/spreadsheets/d/1UZCYcd0kSnDT8NL4IOYSNlCUIiFbmDnh8Ci68PoCWDs/edit?usp=sharing


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc