10 Must Know Bedman Combos in Guilty Gear Strive - Patch 1.26
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- Опубліковано 7 кві 2023
- (Combo Tips and Notation Below)
Bedman in guilty gear strive had me sleepy at first. BUT THAT WAS ALL PART OF HIS PLAN 🧠! Once I let the machine take over The Bread and Butter Combos came, than then the Godlike Oki, and then... Well, you just need t o see for yourself. Daisuke has somehow done it again! This character brings a lot to Strive but you must learn to let go of everything you thought about strive before. This combo guide should leave you with a soft pillow to rest your head on while Bedmans Legacy takes you to worlds unknown. In between snoozes let me know if you have any questions or comments in the... 😴😴😴🙏🏾❤
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BGM: Guilty Gear Strive OST (Bedman? Theme) - The Circle
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
~ = pressing the second input immediately after the first.
[X] = Hold button
]X[ = Error follow-up should come out and hit at this part in the combo
Combo Notation:
Counter hit close slash RC Combo: CH CS, 5[D], 5K, 66BRC, CS, 236[HS], DASH, CS, 2S, 2HS
- Don't worry about the setup for the first hit, just practice Counter Hit close slash from midscreen and you'll be fine, its easier than it seems. 👍🏾
Counter hit close slash combo: CS, 5[D], 2K, 5k, 236S/HS
- Works anywhere on screen. 236S Combo ender for corner carry or 236HS for Damage
Far/Crouch Slash RC Combo: 2S, 2HS, 236S, 88RRC, DASH, CS, 5[D], 236]S[, dash, CS/5k, 6HS, 236HS, 5HS/6HS
- Bedman's pokes are good this combo will net a ton of value, get it down!
- You can wall break with 6HS if your closer to the wall upon splat
Charged Dust while holding up, JK, JS, 99 Air Dash, JK, JS, JP, JP (finish blow)
or for more damage
JS, JP, 66, JS, JP, JD, JD (Finish Blow)
Uncharged Dust RC combo : 5D, 88RRC, dash, CS, 5[D] , dash, CS, 2S, 2HS, 236HS, 6HS/5HS
Throw RC Combo: throw 88 RRC, dash, CS, 5[D], 2k, 5k, 236S
- Wall breaks when started near corner
Air to Air CH. JS: CH.JS, 66 Air dash, JS, CS, 2hs, 236S/HS
- 236S Combo ender for corner carry or 236HS for Damage
Midscreen CH.2D/5HS Combo: CH. 5HS, 236S, 66PRC, CS, 5[D], 2K, 236]S[, DASH, CS, 6HS, 236HS
- Works off CH 5HS as well. Practice starting with both so you'll get used to using both tools.
Midscreen CH.236HS Combo: Ch. 236HS, Dash, CS, CS, 2S, 2HS, 236HS, Dash ,6HS
Alternate version that you might like more OR 👇🏾
Midscreen Close ch 236hs: 236hs, CS, 5[D], 2K, 5K, 236 error followup, dash, 2hs, 236S
Midscreen(Far) Ch.236hs Combo: 236HS, DASH, 2S, 2HS, 66PRC, CS, 5D, 236]HS[, 6HS
Chipp TOD 100 risc: 5HS, dash, 5HS, 236HS, 66BRC, 5HS, 5HS, 236HS, 63246HS
- In case you were wondering, you press heavy Slash 7 times in this combo. And each one feels great.
#guiltygearcombos #bedmancombos #guiltygearstrive - Ігри
Your ability to quickly put together really top notch quality content is impressive. Really appreciate this guide, looking forward to implementing all of this. Thanks man!
Yeah some ppl just love labbing new characters as soon as they're out, props to them
Got so much on the way with Street Fighter 6, can't wait for you to be a part of it. Really appreciate the comment. 🙏🏾❤
@@KairosFGC that'll be awesome, GL on those combos lol
This bed ain’t one to sleep on lol
Thanks for this, now I’m def invested
I guess you could call him a sleeper pick.
@@linkleline 😴👍🏾
I found a new Bed tech last night. Not sure how useful it is though.
If you do fireball, then jump, you can use 214P to call the followup fireball in the air whenever you want, and STILL act while in the air.
(Ie: you can fireball, Air dash towards 9(diag up right), Call followup, then Beyblade, or fire a second fireball that knocks you backwards, and gives you another followup to use in air or in combo)
This seems to work best the higher you are in the air.
many of them are really practical and I've seen countless of these situations in the ~10 Matches I was able to play with these servers. Nice job.,
They're Tough but Solid, really appreciate the comment. 🙏🏾
Guess its time to put em to sleep
This character will be a menace once fleshed out. Good vid.
He's actually brings so many cool things to the Game! Agreed, gonna be a Problem later.
I found the air combo s>p>66>s>p>d>d does a little more damage while still being easy
Excellent. If you have the time, could you confirm if it works on Anji and Faust. they're hurtboxes are mad wonky. If it works on them I'll add it to the description. 👍🏾
@@KairosFGC Can confirm, works against every character.
@@AMicroBox Excellent. Adding now. 🙏🏾
Nice combos this really gonna help out all the future bedman players
Thank you
when this man says must know, its a must listen
And I must say, listen to my man Mario!
In the video the air to air combo has a 2S after the c.S pick up. In the description it says 2HS after the c.S. I find going straight into 2HS is more reliable. If I add the 2S it seems that having the right height and distance is more difficult and the combo drops when going into the 236HS a lot of the time.
its time!
The Emperor, M' Liege. 🙏🏾
Nice
🙏🏾❤🙏🏾
Can you make a zato combo and mix up video?
The mirror match is so cursed its just frustrating, like fighting a ram
Oh cool, a bunch of useful comboes i'll be only able to use in training mode 'cause the servers didn't let me play a single game in 2 hours!
Seriously, ArcSys, put an end to this madness. Having a new super interesting character and not being able to play online is the worst thing an FG player could experience, second only to facing Ivan Ooze.
Its so bad man. And he kinds of character that comes to life in match as opposed to the lab. Very organic character. 😥😥
There is a way better midscreen 4B9 counterhit combo from further away that deals 299 with 50 meter. CH 4B9 > 66RRC > C.s > 5D > C.s > 6H > Error 6E follow up > Half charged 4B9 > WB. I can provide a video if you want to feature it in your videos or provide a combo code
I can test the route when I get some time. is the 4B counterhit from Roundstart distance, closer, or farther.
@@KairosFGC really any distance works. Ive been using this setup : (block until CH) C.s > F.s > H.s > 4B9 CH.
Also the red rc cant hit the opponent. You have to get under them while they are launched with 4B9. I think purple rc works as well but i've got it more consistantly with red rc
Did you record these and put them on combo mode maybe?
You guys crushed the Likes Goal so fast I didn't even notice! Just uploaded them. lmk if you need anything else.
@@KairosFGC What's ur creator name so I can search them up?
@@Fear5808 Kairos_FGC
so none of em use 214P or 214K? im still tryma figure out how to incluse those in my gameplan.
2 things I've found is that if you knock down with 236S, 214P projectile hits meaty if you do it as soon as possible. Also, 2K> 2D> 236[H] frametraps wakeup throws, so I guess that means a 1 frame gap? Someone correct me if I'm doing the math wrong on that. However, if it is a one frame gap, it will frametrap any mash attempt, but will lose to reversals if they time it correctly
214P is really good for pressure in block strings (cS-2H-214P(shockwave)-wharever)
214K is harder to use, but it's good once you conditioned them to block (cS-2H-214K-strike/throw)