Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2H > 214P(!P) > 236S
|
anywhere | everyone | [2] Easy | laser has a small launch against airborne opponents. you getd a small extension off of 2H before going into 236S. | ?? | |||
jK/j.D > 214P(!P) > 2K > 236S
|
anywhere | everyone | it's possible to link 2K/2P after j.D/jK using 214P | ?? | ||||
j.P > j.P > j.P > j214P(!P) > j236S
|
anywhere | everyone | you can add a little more damage with confirms. | ?? | ||||
5H > 214P(!P) > 5H > 236H > 66 > 5H > 236H > 66 > 5H
|
corner | everyone | the launch of laser with the range of 5H makes laser pressure in the corner pretty strong and rewarding. | ?? | ||||
6H > 214P(!P) > 2H > 236S
|
back corner | 214P(!P) allows 6H to connect to 2H | ?? |
mNo edit summary |
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==Basic Combos== | ==Basic Combos== | ||
<!--#region Basic Combos --> | <!--#region Basic Combos --> | ||
<!--#region basic 6P AA --> | |||
{{TheoryBox | |||
| Title = {{clr|#d96aca|6P}} Anti-Air | |||
| Oneliner = Very basic and effective anti-air confirm. | |||
| Difficulty = {{clr|#d96aca|Very Easy}} | |||
| Anchor = | |||
| Video = GGST Bedman Combo Basic Kick.webm | |||
| Size = 256x192 | |||
| Recipe = {{clr|#d96aca|6P}} > {{clr|#16df53|236S}} | |||
| content = | |||
If {{clr|#16df53|236S}} is blocked in the air by your opponent, you actually have the frame advantage. | |||
}} | |||
<!--#endregion basic 6P AA --> | |||
<!--#region basic K BnB --> | |||
{{TheoryBox | |||
| Title = Basic Kick Combo | |||
| Oneliner = A simple knockdown off of Bedman's fastest low. | |||
| Difficulty = {{clr|#d96aca|Very Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = 256x192 | |||
| Recipe = {{clr|#1ba6ff|2K}}/{{clr|#1ba6ff|5K}} > {{clr|#e8982c|2D}} > {{clr|#16df53|236S}} | |||
| content = | |||
{{ | The most damage you can get from a stray {{clr|#1ba6ff|5K}} or {{clr|#1ba6ff|2K}}. | ||
{{clr|#16df53|236S}} can hit OTG if you're far away, so opting to stop at {{clr|#e8982c|2D}} is better when far away from the corner. | |||
If the opponent blocks the {{clr|#e8982c|2D}} > you can cancel to {{clr|#1ba6ff|214K}} to make it less punishable. | |||
{{clr|#1ba6ff|5K}} combo works identically to {{clr|#1ba6ff|2K}} combos against grounded opponents. | |||
}} | |||
<!--#endregion basic K BnB --> | |||
<!--#region basic S BnBs--> | |||
<tabber> | |||
midscreen = | |||
<!--#region basic midscreen cS BnB --> | |||
{{TheoryBox | |||
| Title = Standard {{clr|#16df53|c.S}} confirm | |||
| Oneliner = | |||
| Difficulty = {{clr|#1ba6ff|Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|2H}} > {{clr|#16df53|236S}} | |||
| content = | |||
standard {{clr|#16df53|c.S}} confirm, you will use this a lot. | |||
yields good damage & corner carry. | |||
}} | |||
}} | <!--#endregion basic midscreen cS BnB --> | ||
<!--#region basic midscreen fs/2s BnB--> | |||
{{TheoryBox | |||
| Title = midscreen {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} confirm | |||
| Oneliner = | |||
| Difficulty = {{clr|#1ba6ff|Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} > {{clr|#ff0000|2H}} > {{clr|#ff0000|236H}} | |||
| content = | |||
Opponent has to be fairly close for {{clr|#ff0000|2H}} to connect after {{clr|#16df53|fS}}/{{clr|#16df53|2S}}. | |||
{{clr|#16df53|f.S}} and {{clr|#16df53|2S}} are interchangeable for grounded combos. | |||
}} | |||
<!--#endregion basic midscreen fs/2s BnB--> | |||
|-| | |||
Corner = | |||
<!--#region basic Corner fS/2S BnB--> | |||
{{TheoryBox | |||
| Title = Corner {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} BnB | |||
| Oneliner = | |||
| Difficulty = {{clr|#1ba6ff|Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#16df53|f.S}}/{{clr|#16df53|2S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} | |||
| content = | |||
Similar to the {{clr|#16df53|c.S}} version, but done off of {{clr|#16df53|f.S}}/{{clr|#16df53|2S}}. | |||
}} | |||
<!--#endregion basic Corner fS/2S BnB--> | |||
</tabber> | |||
<!--#endregion basic S BnBs--> | |||
<!--#region basic H BnBs--> | |||
<tabber> | |||
Midscreen Combo = | |||
<!--#region basic 6H BnB--> | |||
{{TheoryBox | |||
| Title = Anywhere {{clr|#ff0000|6H}} BnB | |||
| Oneliner = | |||
| Difficulty = {{clr|#d96aca|Very Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#ff0000|6H}} > {{clr|#ff0000|236H}} | |||
| content = | |||
Basic overhead confirm that works at most distances where {{clr|#ff0000|6H}} can hit. | |||
}} | |||
<!--#endregion basic 6H BnB--> | |||
|-| | |||
Corner Combo = | |||
<!--#region basic Corner 6H BnB --> | |||
{{TheoryBox | |||
<!-- | | Title = Corner {{clr|#ff0000|6H}} BnB | ||
< | | Oneliner = | ||
<!-- | | Difficulty = {{clr|#d96aca|Very Easy}} | ||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#ff0000|6H}} > {{clr|#ff0000|236H}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} | |||
| content = | |||
You probably see a pattern now with corner routes. | |||
}} | |||
<!--#endregion basic Corner 6H BnB --> | |||
</tabber> | |||
<!--#endregion basic H BnBs--> | |||
<!--#region basic 236H BnBs --> | |||
<tabber> | |||
Near Corner = | |||
<!--#region basic 236H Near Corner BnB --> | |||
{{TheoryBox | |||
| Title = {{clr|#ff0000|236H}} Near Corner BnB | |||
| Oneliner = | |||
| Difficulty = {{clr|#d96aca|Very Easy}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#ff0000|236H}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} | |||
| content = | |||
if you hit {{clr|#ff0000|236H}} far away, your options are very limited unless you spend resources. | |||
}} | |||
<!--#endregion basic 236H Near Corner BnB --> | |||
|-| | |||
In Corner = | |||
<!--#region basic 236H Corner BnB --> | |||
{{TheoryBox | |||
| Title = {{clr|#ff0000|236H}} Corner BnB | |||
| Oneliner = | |||
| Difficulty = {{clr|#16df53|Medium}} | |||
| Anchor = | |||
| Video = | |||
| Size = | |||
| Recipe = {{clr|#ff0000|236H}} > {{clr|#16df53|c.S}} > 66 > {{clr|#16df53|c.S}} > {{clr|#16df53|f.S}} > {{clr|#ff0000|5H}} > {{clr|#ff0000|236H}} > {{clr|#ff0000|!H}} | |||
| content = | |||
Hitting {{clr|#ff0000|236H}} up close allows for a standard corner combo with {{clr|#16df53|c.S}} | |||
}} | |||
<!--#endregion basic 236H Corner BnB --> | |||
</tabber> | |||
<!--#endregion basic 236H BnBs --> | |||
<!--#endregion Basic Combos --> | <!--#endregion Basic Combos --> | ||
==Core Combos== | ==Core Combos== | ||
<!--#region Core Combos--> | <!--#region Core Combos--> |
Revision as of 23:32, 24 October 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Bedman? Specific Notation
Special Move Notation
- Due to Bedman's peculiar special move names, the names people give them are often reduced to what the moves look like or simply their inputs.
- call 4BA - Spike, Fireball | Spark, !P (236P)
- call 4B3 - Beyblade, Spin | Blasts, !S (236S)
- call 4B9 (Malfunction) - Malfunction, Lash, Whip | Bomb, !H (236H)
- -call 4B9 has 3 levels; uncharged, partially charged, and fully charged. These are written down as 236H , 236{H} and 236[H]
- call 0x$0.20 - Manual, Activate (214P)
- call 0x$1.00 - Delay, Reset (214K)
- call 13C - Install, 13C (6246S)
- call 4CC - Reversal (6246H)
Error 6E Notation
- !X is used for when an error 6E follow-up attack automatically activates and hits.
- Example:
236H > ... > !H
- Example:
- error 6E follow-up attacks during (6246S) are prefixed with an i.
- Example:
6246S , 236P > ... > i!P
- Example:
- 214P is used in combos that use a manually triggered error 6E follow-up attack.
- Example:
5K > 214P
- Example:
Combo Theory
this section is a work in progress.
f.S/2S -> 2H
There's a distance where f.S/2S into 2H will not combo. identifying this distance is important.
If your opponent is crouching, the distance at which 2H connects is much further due to the added 2 frames of hitstun on crouching enemies.
An alternative is to hit confirm into 236S. the range at which 2H may not work, may allow 236S since it's significantly faster.
Going for 236S or 236H
usually 236H is preferred due to the damage and hard knockdown. 236H is generally more difficult to route to; 236S works in more situations.
236S is certainly not bad, but the error is prone to weaker set-ups, especially at midscreen.
5K replacing c.S
a lot of combos go from c.S to 236H/236S. c.S is a proximity normal so it can be difficult to judge or execute. 5K is a great safe substitute.
call 4CC (Shadow Ball)(6246H)
Call 4cc is very versatile and can be added to many normals. it goes without saying that it can be used on wall splat, unless the opponent is very high up.
call 13C (Install)(6246S)
the main way to insert install into combos is through 2H, AA 5K/cs, or 6H. install combos are not terribly strong unless an error is already stored. But it can still make strong setups.
Install combos tend to be tricky to get value out of. But the combos can be pushed very far in certain situations.
Error integration into combos and confirms
Error is a very dynamic mechanic and it's possible to do MANY different things with it.
call 0x$0.20 (214P)
the general mind-set is that letting errors autoplay is stronger than using 214P because 214P has an animation.
you might need to use 214P because the error simply isn't ready.
bomb is perhaps the most difficult error to use with 214P due to its slow start-up. You will need special counter hits to actually confirm into it.
214P combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2H > 214P(!S) > 66 > 5K > 236S/236H
|
anywhere | everyone | weak damage, but lots of corner carry if you call out backdash with 2H. | ?? | ||||
6H > 214P(!S) > 2H > 236S
|
anywhere | everyone | chain explosion combos after 6H. But relying on 6H is generally not a great idea. The reward is weak due to the pushback of 6H. | ?? | ||||
5H > 214P(!S) > 66 > c.S > f.S > 5H > 236H > 66 > 5H
|
midscreen | everyone | corner carry. similar to laser, 5H plays very well near the corner with this error. | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 6H > 214P(!H) > 66 > c.S > c.S > 2S > 2H > 236H/236S
|
anywhere | everyone | [4] Hard | ?? | ||||
CH 5H > 214P(!H) > 66 > c.S > c.S > f.S > 5H > 236H > 66 > 5H
|
corner | everyone | [4] Hard | ?? |
auto fired errors
these combos are highly variable depending on the situation. I highly encourage you to find your own setups and make your own conversions on the fly.
todo: add table here
Basic Combos
6P > 236S
If 236S is blocked in the air by your opponent, you actually have the frame advantage.
2K/5K > 2D > 236S
The most damage you can get from a stray 5K or 2K.
236S can hit OTG if you're far away, so opting to stop at 2D is better when far away from the corner.
If the opponent blocks the 2D > you can cancel to 214K to make it less punishable.
5K combo works identically to 2K combos against grounded opponents.
c.S > f.S > 2H > 236S
standard c.S confirm, you will use this a lot.
yields good damage & corner carry.
f.S/2S > 2H > 236H
Opponent has to be fairly close for 2H to connect after fS/2S.
f.S and 2S are interchangeable for grounded combos.
f.S/2S > 5H > 236H > 5H > 236H
Similar to the c.S version, but done off of f.S/2S.
6H > 236H
Basic overhead confirm that works at most distances where 6H can hit.
6H > 236H > 5H > 236H
You probably see a pattern now with corner routes.
236H > 5H > 236H
if you hit 236H far away, your options are very limited unless you spend resources.
236H > c.S > 66 > c.S > f.S > 5H > 236H > !H
Hitting 236H up close allows for a standard corner combo with c.S
Core Combos
Core combos balance potency with consistency. They:
|
P Starters
j.P > j.P > j.P > j.236S
a lot of your air-to-air combos will be like this without errors or CHs. 236S can whiff if you're too far or opponent is too low, so be mindful of your opponent's positioning.
CH 6P > 236H
the hitstop on CH 6P allows for 236H to connect in most situations.
S Starters
c.S > 5H > 236H > 66 > c.S > 5H > 236H > 66 > 5H
Can omit the second c.S to avoid wallbreak.
5H is a great tool for the corner due to the wall bounce.
CounterHit c.S combos
CH c.S > 5[d] > 5K > 236H
works at all ranges where c.S usually hits.
CH c.S > 5[d] > 5K > 236H > 5H > 236H > 66 > 5H
AA CH c.S > 236{H} > c.S > 66 > c.S > 2S > 2H > 236H
if the CH c.S is on airborne opponents (AA or DP punish), you can get a level 2 236H, and stall the combo for error to be used. This is more powerful than bedman's grounded c.S punishes. the first 236H may need to be dash canceled.
CounterHit f.S/2S/j.S Combo
CH f.S/2S/j.S > 2H
the CH hitstop on f.S, 2S, and j.S allows for 2H to always connect. for j.S, the only situation where it may not connect is if you're retreating with j.S.
H Starters
5H > 236H > 66 > f.S > 5H > 236H
It's not uncommon to land raw 5H when the enemy is cornered.
This combo routes into your usual 5H loop'.
Dust Starters
CH 2D > 236S/236H
5[D] > 8 > j.D > j.P > hover, 6 > j.P > j.S > hover > 6 > j.S > j.S(finisher)
j.D > j.236S/j.236P
go into j236S if you can hit confirm, and j236P for a safer option that also retreats.
Special Move Starters
236H > 66 > 5K > 236S/236H
Hitting 236H close to the opponent allows for 5k to combo.
Ending with 236S works in most situationS >
while ending with 236H requires the opponent to be fairly close at the start of the combo.
236H Corner BnB
236H > 5H > 236H
even in the corner, if you hit 236H far away, your options are very limited unless you spend resources.
236H > c.S > 66 > c.S > f.S > 5H > 236H > !H
hitting 236H up close however allows for a standard corner combo with c.S.
Specialized Combos
P Starters
5P Anti-Airs
5P Anti-Ars yield a surprising amount of reward.
5P > 66 > c.S > 6H > 236H
c.S is possible if the opponent is close or 5P CounterHits
5P > 66 > 5K > 236H
2P CH confirm
CH 2P/2K > 2K/c.S
it's possible to link CH 2P/2K into 2K or c.S. optimizing 2P or 2K confirms should not be a priority over just getting 236S instead. c.S link is very situational due to distance.
Special Move Starters
Counter Hit 236H
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 236H > 66 > 2S > 2H > 236H
|
anywhere | everyone | [3] Medium | CH 236H launches pretty far, limiting your follow-ups if it hits far away. | ?? | |||
CH 236H > 66 > c.S > c.S > 2S > 2H > !H > 236H
|
anywhere | everyone | [4] Hard | up close you can follow with c.S and stall long enough for !H. | ?? | |||
CH 236H > 66 > c.S > c.S > f.S > 5H > 236H > !H > 66 236H
|
corner | everyone | [4] Hard | high damage combo, need to be somewhat close | ?? | |||
CH 236H > 5K > 9 > jK > hover > 6 > jH > c.S > !H > 236[H]
|
corner | everyone | very hard | further away, you can route for a more consistent air combo into lvl 3 236H. | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 236{H} > 66 > c.S > c.S > 2S > 2H > !H > 236{H}
|
anywhere | everyone | [4] Hard | ?? | ||||
CH 236{H} > 66 > c.S > 5[d] > 5K > 9 > FD brake > jK > hover > 6 > 5K > 236H
|
anywhere | everyone | very hard | up close with lvl 2 236H, you can route into a fairly nuanced combo. the air-dash should have FD brake so you can land sooner. | ?? |
"wikitable sortable"
!style="width: 45%;min-width:250px; padding-top:1rem; padding-bottom:1rem" | Combo
!Position
!Damage
!Works on
!Difficulty
!style="width: 45%;min-width:250px" | Notes
!class="unsortable"| Video
!class="unsortable"| Recipe
!class="unsortable"| Ver
|-
| CH 236[H] > 214P > 5[d] > c.S > 236H
| anywhere
|
| everyone
| [3] Medium
| if you actually land a lvl 3 CH 236H, 214P combos.
|
| style="text-align:center" |
| ??
|-
| CH 236[H] > 66 > 5[d] > c.S > 6H > 214K > !H > 66 > c.S > 236H
| anywhere
|
| everyone
| very hard
| 214K is done to reduce recover after 6H.
|
| style="text-align:center" |
| ??
RC Extensions
Special Move Starters
236S rc extensions
236S > 8RRC > hover > 3 > jH (whiff) > 5[d] > c.S > dash cancel > !S > 5H > 236H
this combo has enough corner carry to allow for 5H wall bounce to be utilized.
236S > 8RRC > hover > 3 > jH (whiff) > 5[d] > c.S/5K > dash cancel 2H > 236S
this one utilizes the error generated from 236S. This combo requires some manual timing on the rc, 5d, and 2H. if you're too far for c.S to connect, 5K can work too.
236H > 6PRC > 66 > c.S > 66 > c.S > 2S > 2H > !H > 236H
here are different variations on this route, but the goal is to stall long enough for bomb to come out. you may have to delay 2S in this route.
Throw Starters
You can watch the opponents healthbar to time the RC
throw > 6RRC > c.S > c.S > 2S > 2H > 236H/236S
you will need to delay 2S. if the copponent is not high enough, 236H will whiff. you can combo to 236S instead.
throw > 6RRC > 6H > 236H > 5H > 236H > 66 > 5H
you can opt for more powerful and damagin hits that eventually go into wall break. also, the timing to get RRC off of throw is very late. (I watch the opponents healthbar to time, there is a big tick of damage at the end.)
jK/jH > j.236
j.K & j.H are very good air-to-ground buttons, but you may be in a position where you can't land and continue the combo because it hits so high up. going into j.236S is the solution.
Wild Assault Starters
WA applies heavy gravity into a combo. it's difficult to push a long combo after it.
[WA] > c.S > 2H > 236S
[WA] > 5H > 236H > 5H > 236H > 66 > 5H