Combo Notation Guide | Character Name Abbreviations | |||||||||
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Bedman? Specific Notation
- call 4B9 (236HGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3) has 3 levels: uncharged, partially charged, and fully charged. These are notated as
236H
,236{H}
, and236[H]
, respectively.
- !X is used for when an error 6E follow-up attack automatically activates and hits.
- Example:
236H > ... > !H
- Example:
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
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.
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.
(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
Core combos balance potency with consistency. They:
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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
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 | |||||||||
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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
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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
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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
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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
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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
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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 | |||||||||
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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
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Anywhere | 95 | Everyone | [1] Very Easy | Doesn't work at long range. | 1.26 |
K Starters
5K | |||||||||
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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 | |||||||||
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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])
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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
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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 | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6P > 236S > RC > 66 > [5D] > c.S > 66 > !S > 5H > 236H > WS > 6H
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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. | 117988 (PC) |
1.26 |
5P/2P | |||||||||
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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. | 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 | |||||||||
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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
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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
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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
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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 | |||||||||
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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 | 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 | |||||||||
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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 | 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 | 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! | 1.26 |
Air Combos
Placeholder | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |