GGST/Bedman/Combos

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< GGST‎ | 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Bedman? Specific Notation

  • call 4B9 (236HGGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3) has 3 levels: uncharged, partially charged, and fully charged. These are notated as 236H , 236{H} , and 236[H], respectively.
  • !X is used for when an error 6E follow-up attack automatically activates and hits.
    • Example: 236H > ... > !H

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
  1. Basic Punch Combo
  2. Basic Kick Combo
  3. Basic Midscreen Slash Combo

Basic Punch ComboCornerstone of Bedman's defense
Easy

2P > 2P (> 2P) > 236S
Allows you to store an error and get into your win condition off of 2P abare.

The multiple 2Ps allows you to hit confirm and only do 236S on hit. Doing 3 2Ps makes it even easier to hit confirm but makes the third 2P whiff if not done at very close range.

Basic Kick Combo
Very Easy

5K/2K > 2D (> 236S)
Extremely consistent combo off of kick starters, even at absolute max range. The 236S does more damage and stores a valuable error, but it can sometimes be valuable to simply end on 2D for the hard knockdown since it lets you safejump.

Similar to the 2P combo, only doing 236S if the preceding attacks hit is important to stay safe.

Basic Midscreen Slash ComboFlexible and works with most Slash attacks at close range
Very Easy

(c.S >) f.S/2S > 2H > 236S
Low damage for a typical c.S combo, but has very good corner carry and allows you to run up for pressure afterwards.

The 2h does not combo from f.S or 2S at their max range, so this is not a good combo to use after poking with these moves. This lack of a combo at long range is the main reason that 2D is Bedman's best long range poke instead of f.S or 2S.

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
  1. 5H 236H Corner Loops
  2. Midscreen Juggles

5H 236H Corner LoopsExtremely flexible for all your corner combo needs
Easy

c.S > f.S > 5H > 236H , 5H > 236H ws, 236D/ 66 632146H WB
Bedman's corner combos almost all revolve around looping 5H and 236H multiple times. Not only does it deal some of Bedmans highest damage, but this basic combo structure can be adapted for almost any situation. If the opponent has been launched into the air near the corner for any reason, then you can almost certainly extend the combo by using 5H > 236H

This combo is also very flexible in allowing you to end it early to take Bedman's strong oki from a 236H knockdown. This is usually the best option if you don't have meter to break the wall with Wild Assault or super, or if the starter simply won't allow you to wallbreak. To avoid breaking the wall with the listed combo, omit the final 5H > 236H.

Some potential variations of this combo include:

6H > 236H , 5H > 236H

j.H(2) > c.S > 5H > 236H , 5H > 236H

Midscreen JugglesKey to accessing Bedman's strongest knockdown
Easy/Medium

Launcher/RRC/Air Starter > (c.S > 6H)/(5K) > 236H
While not a standalone combo, knowing how to juggle into a 236H ender is absolutely essential for Bedman's combo game due to the very powerful okizeme you get from a 236H knockdown.

Bedman cannot access this ender without spending meter, getting an air starter, or landing a rare launching starter (such as 6H or 236H), but once it gets one of those this juggle is both simple and flexible. c.S > 6H > 236H is the highest damage version of the juggle, but if you are not confident you can get c.S, catching the opponent with 5K is more reliable. You may also sometimes be able to get 6H but not c.S, such as after an FRC.

Some common starters that can lead into this juggle are:

AA CH 5P microdash c.S > 6H > 236H

2K > 2D > 236S RRC microdash c.S > 6H > 236H

236H , 5K > 236H

Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

S Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 2H > 236S Midscreen 123 All [1] Very Easy Basic corner carry combo, travels about half the screen. And sets up !S follow up. YouTube 1.26
c.S > 5H > 236H > 66 > (c.S >) f.S > 5H > 236H > WS > 66 > 5H > WB Corner 230 All [3] Medium 2nd c.S can be omitted for easier execution. 116672
(PC)
1.26
c.S > 5H > 236H > 5K > 2S > 2H > !H Corner 158 All [3] Medium Needs to be point blank. !H doesn't hit meaty, but you can block DP and jump or mash wont beat it, won't combo but allows you to continue pressure. If it lands it will WS. Sort of inconsistent. YouTube 1.26
c.S > 5H > 632146S > 66 > c.S > 5H > 236H > f.S > 5H > WS > 214P Corner 260 All [3] Medium High damage 50% meter corner combo using install. Tighter inputs on heavies. YouTube 117293
(PC)
1.26
c.S > 236S > RC > c.S > 2H > !S > 236[H] > 66 > 5H Back Corner 212 All [3] Medium Side-swap combo that ends in a wall break. Works with other more common starters such as 2S and 2K. Dash behind after RC, delay c.S and 2H to allow for !S to finish before your 236[H] hits. YouTube 117082
(PC)
1.26
c.S > 5H > 236H > 66 > c.S > 5H > 236H > WS > dl.632146H Corner 243 All [3] Medium Builds enough bar from about ~18% meter. Works on grounded and aerial CH, however if its an aerial hit at all the first 5H must be delayed appropriately. If you accidentally get f.S after the microdash (or you don't dash at all), you can usually still WS by continuing the combo but it will require a microdash after the second 236H to get close enough for super or you can run up 5H for 223 damage. YouTube 117548
(PC)
1.26
CH c.S > 5H > 214K > c.S > 5H > 236H > 66 > f.S > 5H WS > 236P Corner 241 All [3] Medium Meterless wallbreak using a 214K cancel. Probably not optimal, still working on it YouTube 1.26
66 > CH c.S > 5[D] > 5K > 6H > 236H Anywhere 217 All [3] Medium Higher Damage CH combo that can easily be augmented with an error that falls before or after 5K if done when someone gets up after 236S or 236H. You can swap in 236S in place of 236H for consistency, as it needs some momentum to do ground to ground. 1.31
c.S > 236S > 66RRC > dl.5[D] > 66 c.S > !S > 236[H] WS > 236H Midscreen To Corner 240 All [4] Hard 50% metered conversion from mid hit to wallbreak - start charging 236[H] as soon as c.S connects. If already in corner, wallbreak with 6H instead for 2 extra damage. YouTube 115923
(PC)
1.26
c.S > 2H > 236S > 88RRC > 66 5[D] > c.S > !S > 236{H} WS > 6H Midscreen To Corner 234 All [4] Hard Similar to combo above, but with an easier hit-confirm of 2H at the cost of damage. 116744
(PC)
1.26
c.S > (2S) > 2H > 236S > 88RRC > 66 > 5[D] > c.S > !S > 66 > c.S > 2S > 2H > 236S Corner To Corner 191 All [4] Hard Corner to corner with 50 meter. 5D has to hit really high in the air, so SE won´t hit directly. First 2S can be omitted for 1 point less of damage and little more consistency. YouTube 116873
(PC)
1.26
f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S > 5H > 236S (whiff) Anywhere 75 Everyone [1] Very Easy 236S helps Bedman? set up SE on oki. Won't work at max f.S range. 1.26
f.S/2S > 2H > 236S Anywhere 95 Everyone [1] Very Easy Doesn't work at long range. 1.26

K Starters

5K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 236S Midscreen 91 All [1] Very Easy Decent corner carry and helps set up !S follow up 1.32
5K > 2D > 214K Anywhere 61 All [1] Very Easy Useful if out of 236S range to set up for a safejump. 214K reduces the recovery of 2D to allow better frame advantage 1.32
2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > 236S Midscreen 70 All [1] Very Easy Decent corner carry and helps set up !S follow up 1.26
2K > 2D > (236[H]) Midscreen 50 All [1] Very Easy 236H is only useful when point blank or in the corner and the opponent does not have a reversal Twitter (236H) Twitter (hold 236H, doesn't connect) 1.26
2K > 2D > 214K Anywhere 50 All [1] Very Easy Useful if out of 236S range to set up for a safejump. 214K reduces the recovery of 2D to allow better frame advantage 1.32

P Starters

6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6P > 236S > RC > 66 > [5D] > c.S > 66 > !S > 5H > 236H > WS > 6H Back Corner 221 All [3] Medium Grounded opponent CH 6P side-swap conversion that ends in a wall break. Make sure you are behind the opponent with your dash after 236S, and make sure that you do not dash cancel your c.S. 117987
(PC)
1.26
CH 6P > 236S > RC > 66 > [5D] > c.S > 5H > !S > 236[H] > WS > 6H Back Corner 208 All [3] Medium Jumping opponent CH 6P side-swap conversion that ends in a wall break. Delay your [5D] after dash slightly or it will whiff. Charge your 236[H] immediately after 5H and release shortly after !S. Twitter 117988
(PC)
1.26
5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P (> 2P) > 236S Anywhere, close range 48 All [1] Very Easy Really important. Makes your scrambles very potent and snowbally, and is a cornerstone of Bedman's defense. Twitter 1.32
5P/2P > 6P > 236S Anywhere, close range 70 All [2] Easy Simple combo to create a lot of space but poor oki unless you take your opponent to the corner where you are very plus with the 214P follow-up. This can lead to nasty frames traps with 236H and 6H for example. YouTube 1.26

H Starters

6H/5H/2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 214K, c.S > 5H > 236H, 5H > 236H > WS > 66 > 5H(WB) Corner, close range 222 Medium/Light Weights [4] Hard Decent meterless 5H conversion in the corner. 1.26
6H > 214K, 5K > 236H Anywhere, close range 117 All [2] Easy Basic conversion off of 6H. Allows Bedman? to go for 236H oki. 1.26
6H > 214K, 5K > 66BRC > c.S > {236H}, 66 > c.S > 2S > 2H > 236S(!H) WB Midscreen, close range 215 All [4] Hard Swaggy BRC conversion off of 6H midscreen, works anywhere but you don't get the wallbreak if beyond roundstart position 1.26
6H > 236H > 5H > 236S > 66RRC > c.S > 6H > 236H WS > 5H Corner 212 All [3] Medium Can be started somewhat away from the corner, but requires the first 5H to wall bounce if too far. YouTube 117585
(PC)
1.26
CH 5H > 236[H] > 66 > c.S > 6H > 632146S > f.S > 5H > !H > 236S > WS > 214P > 236S Corner 254 ??? [3] Medium 50% meter CH 5H combo in the corner. 236[H] should be held as long as possible before the opponent hits the ground to get the proper launch height. Sometimes, this will wallbreak before you can get 214P > 236S off. YouTube 117371
(PC)
1.26
CH 5H > 236[H] > 66 > c.S > 66 > c.S > 6H > 632146S > 5H > !H > 236H > 66 > f.S > WS > 214P Corner 271 ??? [4] Hard 50% meter CH 5H combo in the corner. 236[H] should be held as long as possible before the opponent hits the ground to get the proper launch height. You can use 5H instead of 6H for easier execution on heavies at the cost of 4 damage. YouTube 117989
(PC)
1.26
236H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236[H] 66 c.S > 2S > 2H > !H or 236S Midscreen 149 (with 236S) ??? [3] Medium !H follow up hits meaty if done well. For more consistency and damage use 236S instead Twitter 1.26
CH 236H 66 c.S, c.S > dl.2S > dl.2H !H 236[H] WS > j.S Midscreen 196 Everyone [3] Medium With sufficient delays, you can use !H to combo 2H into 236[H]. Won't work from tip range of 236H. 1.26
CH 236H 66 c.S, c.S > (dl.) 2S > 5H > 236H !H WS > 6H Corner 207 Everyone [3] Medium Simple corner route for 236H. 1.26
CH 236H 66 2S > 2H > 236S Midscreen 114 Everyone [3] Medium Tip range CH 236H converts much worse midscreen. 1.26
CH 236H 66 (c.S >) 2S > 5H > 236H Corner 148 Everyone [3] Medium Tip range CH 236H converts worse even in the corner. 236H gives a hard knockdown and even a meaty !H though. 1.26
CH 236H 66 c.S, c.S, 5K > 6H > (dl.)236P > !H WS > 66 > 6H Anywhere 210 Everyone [4] Hard Alternate route. Midscreen, you must hit 236H close, delay to make sure 236P hits after !H, and may need to wallbreak with 236P/214P. You could use 6246S, 214P to get install and a knockdown after the wallbreak. Twitter 1.26

D Starters

5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]~8 > j.K > j.S > 66 > j.S > 66 > j.SS Anywhere 181 All [2] Easy Must hold 8 for air dash. 1.26
5[D]~8 > j.S > j.P > j.S > 99 j.K > j.SS Anywhere 187 All [2] Easy Wait a little bit before landing the first j.S or the combo will fail on some characters (2nd j.S will whiff). 1.26
5[D]~8 > j.D > j.P > 99 j.K > j.S > 99 > j.SS Anywhere 204 All but Faust :( [3] Medium Holding the Dash button can make the combo easier to perform; must use 9; harder to perform on May, Zato, and Nagoriyuki. 1.26
5[D]~8 > j.D > 99 > j.K > j.S > 33 > j.SS Anywhere 198 Universal [3] Medium Twitter 1.26
5[D]~8 > j.D > 66 > j.S > j.P > j.S > 88 > j.SS Corner ~ Midscreen 201 All [3] Medium You can also use hover 7 instead of hover 8 for the second airdash Twitter 1.26
5[D]~8 > j.D > j.P > 99 > j.S > j.P > j.S > 88 > j.SS Corner 204 All [4] Hard The first j.Ps timing can vary depending on the character you are facing. Somewhat inconsistent, much safer to go for above combo. You can also use hover 7 instead of hover 8 for the second airdash. ONLY WORKS WHEN YOU ARE CORNERED! Twitter 1.26

Air Combos

Placeholder
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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