User:PresentDayPresentTime

63 editsJoined 11 June 2022



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

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, Shadow Ball (6246H)

Error 6E Notation

  • !X is used for when an error 6E follow-up attack automatically activates and hits.
    • Example: 236H > ... > !H
  • error 6E follow-up attacks during (6246S) are prefixed with an i.
    • Example: 6246S , 236P > ... > i!P
  • 214P is used in combos that use a manually triggered error 6E follow-up attack.
    • Example: 5K > 214P

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.

Disclaimer: While important, over emphasizing charging in neutral will make you easy to get in on because you usually have to stop moving to charge. Focus on having charge ready in offense, defense, and combo situations. In neutral, emphasize movement, poking, and getting balls out.

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.

Shadow Ball (call 4CC)(6246H)

Shadow Ball 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.

Install (call 13C)(6246S)

the main way to insert install into combos is through

  • 2H,
  • AA 5K/cs,
  • 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.

Using 5H > 236H

5H > 236H is a great tool for popping the opponent into the air.

5H has surprisingly good range. There are a lot of options after 236H, feel free to experiment.

Error integration into combos and confirms

Error is a very dynamic mechanic and it's possible to do MANY different things with it.


Using 214P in combos

Using 214P (call 0x$0.20) in combos

The general mind-set is that letting errors automatically activate is stronger than using 214P, because 214P has an animation.

However, you might need to use 214P because the error simply isn't ready.

Note: 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.

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 ??

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 ??

Using Auto Fired Errors in Combos

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

todo

todo


Basic 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

Standard c.S confirm
Easy


c.S > f.S > 2H > 236S
standard c.S confirm, you will use this a lot. yields good damage & corner carry.

f.S/2S confirm
Easy


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.

Basic 2K/5K ComboA simple knockdown off of Bedman's fastest low.
Very Easy


2K/5K > 2D > 236S
The most damage you can get from a stray 5K or 2K. 236S can hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 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.

If you want extra time to set up oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., you can stop at 2D and use a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. j.H. If you are fairly low, this also loops nicely.

If the opponent is bad at blocking, you can get a lot out of this loop.

236H Near Corner
Very Easy


236H > 5H > 236H
If you hit 236H far away, your options are very limited unless you spend resources.

Generally speaking, there are a lot of options once you pop them in the air.

Experiment with throwing out another 5H or f.S/c.S at the end, often you cant get another hit unless you are at max distance.

5H in particular goes a lot farther than you might expect.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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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

Anywhere Core Combos

Anywhere Core Combos

These combos can be used anywhere.

Note: These combos will generally be shorter, but lower damage than a variant that requires specific positioning.

Anywhere 236H Core Combo
Medium


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.

Counter-Hit 6P
Medium


CH 6P > 236H
The hitstop on CH 6P allows for 236H to connect in most situations.

Anywhere 6H BnB
Very Easy


6H > 236H
Basic overhead confirm that works at most distances where 6H can hit.

6P Anti-AirVery basic and effective anti-air confirm.
Very Easy

6P > 236S
If 236S is blocked in the air by your opponent, you actually have the frame advantage.

j.P Air-to-Airessential j.P confirm.
Easy


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.

j.DAir-to-Ground or Air-to-Air


j.D > j.236S/j.236P
Go into j236S if you can hit confirm, and j236P for a safer option that also retreats.

Charged Dust Combo
Hard


5[D] > 8 > j.D > j.P > hover, 6 > j.P > j.S > hover > 6 > j.S > j.S(finisher)

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Corner Core Combos

Corner Core Combos

These combos take advantage of the wall in some way, so they must be done in or near the corner.

You will see 236H > 5H > 236H used a lot.

  • Corner - the combo can be done from near the corner to as close to the corner as possible.
  • Close Corner - the combo must be done very close to the corner.
  • Far Corner - the combo must be done close to the corner, but with a bit of space between you and the wall.
  • Back Corner - the combo is done when you are trapped in the corner, with your back to the wall.

Corner c.S BnBStandard corner combo from c.S
Medium


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.

Corner f.S/2S BnB
Easy


f.S/2S > 5H > 236H > 5H > 236H
Similar to the c.S version, but done off of f.S/2S.

Corner 5H BnB
Medium


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'.

Corner 6H BnB
Very Easy


6H > 236H > 5H > 236H

236H Corner BnB
Easy


236H > 5H > 236H
if you hit 236H far away, your options are very limited unless you spend resources.

236H Close Corner Variant
Hard


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.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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Specialized Combos


Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

P Starters

5P Anti-Airs

5P Anti-Ars yield a surprising amount of reward.

5P c.S AA
Medium


5P > 66 > c.S > 6H > 236H
c.S is possible if the opponent is close or 5P CounterHits

5P 5K variantOtherwise 5K is a reliable choice
Medium


5P > 66 > 5K > 236H

Counter Hit Confirms

Counter Hit Confirms
todo: write something here

CH 2Pyour hit confirm awareness needs to be on point.
Very Hard


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.

<tabber> Anywhere CH c.S combo=

anywhere CH c.S combosimple CH c.S combo that is actually pretty optimal.
Medium


CH c.S > 5[d] > 5K > 236H
works at all ranges where c.S usually hits.

corner CH c.S comboin the corner, you can extend the combo with 5H as usual.
Medium


CH c.S > 5[d] > 5K > 236H > 5H > 236H > 66 > 5H

AA CH c.S combo
Hard


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.

|-| CH f.S/2S/j.S=

CH f.s/2S/j.S combo
Easy


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.

CH 236H=

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. ??

Combo Position Damage Works on Difficulty Notes Video Recipe 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. ??
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. ??

</tabber>

RC Extensions

Special Move Starters

236S Roman Cancel extensions

Midscreen 236S RC extension
Very Hard


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 back corner rc extension
Very Hard


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 RC cancel
Hard


236H > 6PRC > 66 > c.S > 66 > c.S > 2S > 2H > !H > 236H
There 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

anywhere throw RC combo
Hard


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.

near corner throw RC combo
Hard


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.)


high j.K/j.H confirm
Easy


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 Combos

Wild Assault applies heavy gravity into a combo. It's difficult to push a long combo after it.

anywhere Wild Assault combo
Easy


[WA] > c.S > 2H > 236S

corner Wild Assault combo
Easy


[WA] > 5H > 236H > 5H > 236H > 66 > 5H

Full Combo List

2D CH BnB


CH 2D > 236S/236H

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