GGXRD-R2/Bedman/Combos: Difference between revisions

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{| class="wikitable"
{{Combo Notation
|-
| game=GGXRD-R2
! Combo Notation Guide
}}
|-
== Character Specific Notation ==
|
:{| class="wikitable" border="1"
|-
| 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 {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
:'''>''' = Proceed from the previous move to the following move.
:''',''' = Link the previous move into the following move.
:'''->''' = Cancel the previous special into a follow-up special.
:'''|> or ▷''' = After landing.
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]]
:'''hj''' = [[GGXRD-R2/Movement#Air Movement|High Jump]]
:'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]]
:'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]]
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]]
:'''(JC)''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]]
:'''(HJC)''' = [[GGXRD-R2/Movement#Cancels|High Jump Cancel]]
:'''(JI)''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''(RC)''' = [[GGXRD-R2/Movement#Roman Cancel|(Red) Roman Cancel]]
:'''(YRC)''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R2/Movement#Roman Cancel|Purple Roman Cancel]]
:'''[ ]''' = Hold input.
:'''(X)''' = X is optional.
:'''(N)''' = Attack must deal N amount of hits.
:'''[???] xN''' = Repeat ??? N amount of times.
:'''[X] or [Y]''' = Perform series of actions X or Y.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
<br clear=all/>
==Combo List==
==Combo List==
*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*If a character name is written in bold near a combo in the "Works on" section, then that specific combo does the most damage to that character.
===1H starter===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ___ starter
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| _
|  ||  ||  ||  ||  ||  ||
|-
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ~1hs starter
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| 0
| 0
| c.S>5H(2)>1H>task C || || 153 ||  || Everybody || Easy mode ||  
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > Task C || Midscreen || 153 ||  || Everybody
|| [1] {{clr|6|Very Easy}} ||  
|-  
|-  
|-
|-
| 1
| 1
| cS>5H(2)>1H>(HJC)jP>jK>jS>air task C,jK>6jK>jS,task C || || 186 ||  || No delay: Sol, Faust, Axl, Slayer, '''Ramlethal''', Sin, Leo, Johnny, Haehyun, Raven, Baiken
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > air Task C, {{clr|2|j.K}} > {{clr|2|6j.K}} > {{clr|3|j.S}}, Task C || Midscreen || 186 ||  || No delay: Sol, Faust, Axl, Slayer, '''Ramlethal''', Sin, Leo, Johnny, Haehyun, Raven, '''Baiken'''


Delay hj slightly: Ky, Zato, Chipp, Venom, Answer
Delay SJC slightly: Ky, Zato, Chipp, Venom, Answer


Delay hj and jS: '''Bedman'''
Delay SJC and {{clr|3|j.S}}: '''Bedman'''
|| || jP>jP>jS will also work on any of those that don't need the delay besides Johnny and Raven.
|| [2] {{clr|3|Easy}} ||
{{clr|1|j.P}}>{{clr|1|j.P}}>{{clr|3|j.S}} will also work on any of those that don't need the delay besides Johnny and Raven.
|-  
|-  
|-
|-
| 2
| 2
| cS>5H(2)>1H>(HJC)jS>jP>jS>air task C,jK>6jK>jS,task C || || 194 ||  || No delay: Sol, Faust, '''Axl''', '''Slayer''', Sin, Leo, '''Haehyun''', Raven
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > air Task C, {{clr|2|j.K}} > {{clr|2|6j.K}} > {{clr|3|j.S}}, Task C || Midscreen || 194 ||  || No delay: Sol, Faust, '''Axl''', '''Slayer''', Sin, Leo, '''Haehyun''', Raven, '''Answer'''


Delay hj slightly: Zato, Chipp
Delay SJC slightly: Zato, Chipp
|| ||
|| [2] {{clr|3|Easy}} ||
|-  
|-  
|-
|-
| 3a (corner carry ender)
| 3a
| cS>5H(2)>1H>(HJC)jK>3jS,task C,cS>(JC)jK>6jK>jS,task C || || 205 ||  || '''Ky''', '''Zato''', '''Chipp''', Faust, '''Venom''', '''Sin''', '''Leo''', '''Raven''', '''Sol''' || || On Potemkin, hjJK>3JS>5HS>task C will work.
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC {{clr|2|j.K}} > {{clr|3|3j.S}}, Task C, {{clr|3|c.S}} > JC {{clr|2|j.K}} > {{clr|2|6j.K}} > {{clr|3|j.S}}, Task C || Midscreen || 205 ||  || '''Sol''', '''Ky''', '''Zato''', '''Chipp''', Faust, '''Venom''', '''Sin''', '''Leo''', '''Raven'''
|| [3] {{clr|7|Medium}} ||
Corner carry ender.
 
On Potemkin, (JC){{clr|2|j.K}}>{{clr|3|3j.S}}>{{clr|4|5H}}>Task C will work.


For Ky and Faust, hjS>3jS will increase the damage, but you will need to hit Ky with cS lower and Faust can tech out.
For Ky and Faust, (JC){{clr|3|j.S}}>{{clr|3|3j.S}} will increase the damage, but you will need to hit Ky with {{clr|3|c.S}} lower and Faust can tech out.
|-
|-
|-
|-
| 3b (stable ender)
| 3b
| cS>5H(2)>1H>(HJC)jK>3jS,task C,(2P>)cS>task C || || 200 ||  || Ky, Zato, Chipp, '''Faust''', Venom, Sin, Leo, '''Johnny''', Raven || || The 2P is necessary for Johnny.
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC {{clr|2|j.K}} > {{clr|3|3j.S}}, Task C, ({{clr|1|2P}}>) {{clr|3|c.S}} > Task C || Midscreen || 200 ||  || Ky, Zato, Chipp, '''Faust''', Venom, Sin, Leo, '''Johnny''', Raven
|| [3] {{clr|7|Medium}} ||
Stable ender.
 
The {{clr|1|2P}} is necessary for Johnny.


On Potemkin, hjK>3jS>5H>task C will work.
On Potemkin, (JC){{clr|2|j.K}}>{{clr|3|3j.S}}>{{clr|4|5H}}>Task C will work.


For Ky and Faust, hjJS>3JS will increase the damage (207), but you will need to hit Ky with cS lower.
For Ky and Faust, (JC){{clr|3|j.S}}>{{clr|3|3j.S}} will increase the damage (207), but you will need to hit Ky with {{clr|3|c.S}} lower.
|-
|-
|-
|-
| 4
| 4
| cS>5H(2)>1H>(HJC)jP>jP>jS>air task C,jK>6jK>jS,task C || || 183 ||  || '''Millia''', '''I-No''', '''Jack-o''', '''Dizzy'''
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|3|j.S}} > air Task C, {{clr|2|j.K}} > {{clr|2|6j.K}} > {{clr|3|j.S}}, Task C || Midscreen || 183 ||  || '''Millia''', '''I-No''', '''Jack-o''', '''Dizzy'''


slightly delay jS: '''Jam'''
slightly delay {{clr|3|j.S}}: '''Jam'''
|| || Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.
|| [2] {{clr|3|Easy}} ||
Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.


jP>jK>jS does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.
{{clr|1|j.P}}>{{clr|2|j.K}}>{{clr|3|j.S}} does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.
|-
|-
|-
|-
| 5
| 5
| cS>5H(2)>1H>(HJC)3 delay jP,task C,2P>cS>task C || || 188 ||  || '''May''', '''Elphelt''' || ||  
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > SJC 3 delay {{clr|1|j.P}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 188 ||  || '''May''', '''Elphelt'''  
|| [4] {{clr|4|Hard}} || This combo is notoriously difficult. It's recommended to just do {{clr|4|1H}} > Task C
|-
|-
|-
|-
| 6
| 6
| cS>5H(2)>1H>9(JC)jS>3jS,task C,2P>cS>236H || || ||  || Potemkin || ||  
| {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|4|1H}} > JC {{clr|3|j.S}} > {{clr|3|3j.S}}, Task C, {{clr|1|2P}} > {{clr|3|c.S}} > Task C || Midscreen || 185 ||  || '''Potemkin'''
|| [2] {{clr|3|Easy}} ||  
|-
|-
|}
===Corner Throw===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| 1a
| Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > Task C || Corner || 112 ||  || Everybody
|| [1] {{clr|6|Very Easy}} ||
|-
| 1b
| Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > {{clr|4|5H(1)}} > Task C || Corner || 118 ||  || Everybody
Delay {{clr|4|5H}} slightly: Millia, Axl, I-No, Ramlethal, Sin, Jack-O, Jam, Dizzy, Baiken
|| [1] {{clr|6|Very Easy}} ||
|-
| 2a
| Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > Task C || Corner || 126 ||  || Sol, May, Millia, Zato, Axl, Slayer, Ramlethal, Elphelt
Delay first {{clr|3|3j.S}}: Jack-O, Baiken
||  || {{clr|3|j.S}} Loop (Short)
This combo will also work on those characters for which the longer variations work.
|-
| 2b
| Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > Task C || Corner || 134 ||  || Chipp, Sin, Raven
Delay first {{clr|3|3j.S}}: Answer
||  || {{clr|3|j.S}} Loop (Medium)
This combo will also work on those characters for which the longer variation works.
|-
| 2c
| Throw > {{clr|3|f.S}} > {{clr|2|9j.K}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > {{clr|3|9j.S}} > {{clr|3|3j.S}} > Task C || Corner || 141 ||  || Potemkin, Venom, Bedman, Leo, Johnny, Haehyun
Change first {{clr|3|3j.S}} to {{clr|3|2j.S}}: Faust
||  || {{clr|3|j.S}} Loop (Long)
|-
|}
|}


==Combo Theory==
==Combo Theory==
5H combos into 2H on standing. <br />
{{clr|4|5H}} combos into {{clr|4|2H}} on standing. <br />
f.S/2S combo into 2H on crouching. <br />
{{clr|3|f.S}}/{{clr|3|2S}} combo into {{clr|4|2H}} on crouching. <br />


==Video Examples==
==Video Examples==
1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)
{{clr|4|1H}} combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)
 
2H combos: https://twitter.com/bukimiboll/status/770381510276812800


----
==Navigation==
{{#lsth:GGXRD-R2/Bedman/Data|Links}}
{{#lst:GGXRD-R2/Bedman/Data|Links}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Bedman]]

Revision as of 06:53, 27 March 2021


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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Character Specific Notation

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • If a character name is written in bold near a combo in the "Works on" section, then that specific combo does the most damage to that character.

1H starter

# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 c.S > 5H(2) > 1H > Task C Midscreen 153 Everybody [1] Very Easy
1 c.S > 5H(2) > 1H > SJC j.P > j.K > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 186 No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven, Baiken

Delay SJC slightly: Ky, Zato, Chipp, Venom, Answer

Delay SJC and j.S: Bedman

[2] Easy

j.P>j.P>j.S will also work on any of those that don't need the delay besides Johnny and Raven.

2 c.S > 5H(2) > 1H > SJC j.S > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 194 No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven, Answer

Delay SJC slightly: Zato, Chipp

[2] Easy
3a c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, c.S > JC j.K > 6j.K > j.S, Task C Midscreen 205 Sol, Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven [3] Medium

Corner carry ender.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage, but you will need to hit Ky with c.S lower and Faust can tech out.

3b c.S > 5H(2) > 1H > SJC j.K > 3j.S, Task C, (2P>) c.S > Task C Midscreen 200 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven [3] Medium

Stable ender.

The 2P is necessary for Johnny.

On Potemkin, (JC)j.K>3j.S>5H>Task C will work.

For Ky and Faust, (JC)j.S>3j.S will increase the damage (207), but you will need to hit Ky with c.S lower.

4 c.S > 5H(2) > 1H > SJC j.P > j.P > j.S > air Task C, j.K > 6j.K > j.S, Task C Midscreen 183 Millia, I-No, Jack-o, Dizzy

slightly delay j.S: Jam

[2] Easy

Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.

j.P>j.K>j.S does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.

5 c.S > 5H(2) > 1H > SJC 3 delay j.P, Task C, 2P > c.S > Task C Midscreen 188 May, Elphelt [4] Hard This combo is notoriously difficult. It's recommended to just do 1H > Task C
6 c.S > 5H(2) > 1H > JC j.S > 3j.S, Task C, 2P > c.S > Task C Midscreen 185 Potemkin [2] Easy

Corner Throw

# Combo Position Damage Tension Gain Works on: Difficulty Notes
1a Throw > f.S > 9j.K > 3j.S > Task C Corner 112 Everybody [1] Very Easy
1b Throw > f.S > 9j.K > 3j.S > 5H(1) > Task C Corner 118 Everybody

Delay 5H slightly: Millia, Axl, I-No, Ramlethal, Sin, Jack-O, Jam, Dizzy, Baiken

[1] Very Easy
2a Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > Task C Corner 126 Sol, May, Millia, Zato, Axl, Slayer, Ramlethal, Elphelt

Delay first 3j.S: Jack-O, Baiken

j.S Loop (Short)

This combo will also work on those characters for which the longer variations work.

2b Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 134 Chipp, Sin, Raven

Delay first 3j.S: Answer

j.S Loop (Medium)

This combo will also work on those characters for which the longer variation works.

2c Throw > f.S > 9j.K > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > 9j.S > 3j.S > Task C Corner 141 Potemkin, Venom, Bedman, Leo, Johnny, Haehyun

Change first 3j.S to 2j.S: Faust

j.S Loop (Long)

Combo Theory

5H combos into 2H on standing.
f.S/2S combo into 2H on crouching.

Video Examples

1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)

Navigation

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