GGST/Bedman/Combos

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< GGST‎ | Bedman

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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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
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

Error 6E notation

  • !X is used for when an error 6E follow-up attack automatically activates and hits.
    • Example: 236H > ... > !H
  • 214P is used in combos that use a manually triggered error 6E follow-up attack.
    • Example: 236H > 214P

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible.
  • 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

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

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
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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 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 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 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 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
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 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 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 1.26
f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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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
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??
2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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2K > 2D > 236S Midscreen 70 All [1] Very Easy Decent corner carry and helps set up SE 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 1.26

P Starters

6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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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 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. 117988 1.26
5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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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
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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, the c.S is a 1f link. 1.26
6H > 214K, 5K > 236H Anywhere, close range 117 All [2] Easy Basic conversion off of 6H. Allows Bedman? to go for 236P 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 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 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 1.26
236H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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236[H] 66 c.S > 2S > 2H > !H or 236S Midscreen ??? [3] Medium !H follow up hits meaty if done well. For more consistency and damage use 236S instead 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. 1.26

D Starters

5D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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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 198 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 193 All but Anji and ??? [3] Medium Twitter 1.26

Air Combos

Placeholder
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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