Well, first off. It is good to understand what kind of character Bean is. If you like his gameplay it probably means you have come to be familiar with his projectiles, but what you may not have noticed so much is his combo-ability. He has weak damage but don’t let that discourage you. His unique combo-ability and having some reasonably good projectiles make him be one of the flashiest characters in the game.
Basic Projectile Usage;
Alright. Here is one of the funnest parts of Bean and why people usually like him in the first place. He is filled with unique projectiles but he isn’t limited to just being a keep away character like Fang is. Let me go into detail on some of his projectiles and how to use them.
Air Bomb = (in midair) :p:: Easy to use and abuse.You can actually do 2 of these in the air. It can be used when an opponent is trying to land or when they are on the ground. If they barrier both of them then it is pretty safe. However your opponent can often run towards you to avoid it. Be careful of this. I would suggest only using these when your opponent has limited movement or is low on health and you don’t mind doing some kamikaze moves on them.
The air bomb can hurt bean if they hit him as he is landing. However this can be used to his advantage in certain situations. Double air bomb and have the second one hit Bean as he lands, then wait until Bean is decently high in the air then Land (Z button or :p:+:k:+:snkb:) and try to throw two more bombs right after.
Crouch Bomb = :d:+:p:: Pretty much his combo ender. He usually can use it anytime he knocks down the opponent. Has other uses but they come up so rarely that meh. It looks cool, and can be effective in hyper mode.
3-Bomb Toss = :r::r:+:p:: This projectile seems useless right? But it has some uses. If you opponent has the option of using land that would cover the majority of the field, use these babies and it will limit what they can do after they land. But its main use is hyper mode. In hyper you should throw these after a peck combo has finished and right before the opponent hits the from, let these bombs hit at the same time as your stomp and then combo again.
Bomb Kick = :r:+:k:: He kicks a bomb straight in front of him. It is good. Alright now this is easy to understand. Knock opponent into air and then kick one of these babies at him. If you hit your opponent with an air bomb and they go up, might as well follow that up by kicking a bomb at them. I also suggest kicking one after his High Kick*.
High Kick is performed by pressing :u:+:k:, might take awhile to get the hang of cause you might accidentally use the jumping stomp. It also can be performed by using a kick during a dodge.
Grab
One of Bean’s most damaging moves is his normal grab (L trigger or :p:+:snkb:). Bean’s grab does loads of damage. Your opponents will fear this grab because it takes off a very good percentage of their health. Abuse his normal grab to the fullest but never forget that he has another. This grab is very useful to use after crouching under some opponents approaches. Also if you make contact his a peck during hyper while your opponent is standing (whether he blocks it or not), you can go right into this grab.
He also has a multi-peck grab (:l::r::l:+:p:+:snkb:). This move takes long than his other peck, and taking up time is usually a good time in this game. However it overall is less damaging then his other grab… so why use it? It can set up for different situations. Make bother opponents face there backs to each other after its finished. You can high kick and then bomb kick right after. Or Turnaround High Punch (Z trigger or :p:+:k:+:snkb: when facing your back to them), and they will be on the ground facing way from you.
Hyper Mode
In case you don’t know Hyper mode is activated by holding back and hitting the R trigger (:l:+:p:+:k:).
Now this is cool. Bean looks beastly in hyper. I’ll break it up into two sections.
Tick Hyper: Your opponent blocks you attacks when you try to use hyper on him. Well this is a good time for you. If you activate hyper and then just try to peck, kick, or crouching bomb (from close) them and they barrier the move… you can grab them and they cannot do anything about it because they have too much block stun. So if they are blocking grab them. This allow works if you peck or kick them and they are just standing.
Hyper Combos: Fun time. You will begin to love Bean’s stomp (:d:+:k: when opponent is laying on the ground) because it sets up for pretty much whatever you like best. The basic of his hyper combos is when they are on the floor you use the stomp and then use kicks or pecks right afterwards, you really can do whatever after the stomp. Now I could go into more detail on this but it isn’t too hard to get the hang of. Just test stuff out and you should have fun with it. It is really gonna be his 3-bomb throw and crouching bomb throw being used properly that will make this look cool. Mess around with them and if you need more help I will go into detail.
Odd note for hyper. While using the low kicks (:df:+:k:) when the opponent is being juggled in your moves it might be possible to grab them sometimes. Not sure the exact details and it might just be because I had opponents who tried to land it.
Anyway last minute note. Don’t spam the pecks too much. They can be be crouched under and you will be pushed. If they do crouch always try to get with a :r:+:p: after the fourth peck. The necks aren’t too terribly safe when you aren’t in hyper.
Hope this all helps.
Edit: I also finally kind of updated the first post… including the newest tier list.