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Bedman
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|
- Movement Options
- Floaty 8-way Airdash
- Teleport-type Backdash
- Guard-point forward dash
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Overview
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.
Strengths
- Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals
- Has great air normals for every need
- Fantastic anti-air 6P
- Versatile and tricky movement, especially in the air
- Tied with Potemkin for highest base defense modifier
- Has a rewarding throw game that is supported by his fast walk speed
- Very dangerous mix-ups and has very elaborate and tricky set-ups
- Has a decent reversal super as it has slow startup but is + on block
- Forward dash parry can be used especially to disrupt opponents' projectile game
Weaknesses
- No meterless reversal options
- Limited neutral and pressure if he cannot get Deja Vu seals out
- Air movement is not fast
- Large and wide hitbox
- Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner
Normal Moves
5P
5P
Useful as a fast anti-air, but 2P is better for mashing.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CSJ
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YRP
|
6
|
4
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6
|
±0
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- 90% combo proration.
- A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.
- Whiffs on most Crouching characters.
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5K
5K
Low invulnerable poke.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
22
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Mid
|
SJ
|
YRP
|
8
|
3
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15
|
-4
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- Does slightly more damage in combos than 2K.
- Low body invulnerability on this move allows it to beat a lot of character's 2K. Can be used to avoid Potemkin's Slide Head even.
- Good frame trap if delayed canceled after 2P.
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c.S
c.S
The butter of all breads.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SJ
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YRP
|
6
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3
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11
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±0
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- Fast startup and has a tall and far hitbox. One of Bedman's best normals.
- One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this.
- Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.
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f.S
f.S
Decent poke
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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36
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Mid
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S
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YRP
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9
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2
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19
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-7
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- Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations.
- As a round starter beats many opposing pokes.
- Can combo into the 1st hit of 5H but not the second.
- On counter hit or crouching opponents, you can combo into 2H.
- Jump Cancelable for juggles off of corner throw.
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5H
5H
Swing everywhere. Maybe I'll hit them.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28×2
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Mid
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S
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YRP
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12
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3(3)3
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18
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-4
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- Both hits are special cancel-able. but only the second hit is jump cancel-able.
- Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.
- Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.
- 2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.
- Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.
- Solid for punishing backdashes due to the far reach and long active frames of this move.
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2P
2P
A man's best friend is a mash-able 2P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CS
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YRP
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5
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4
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7
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-1
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- Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.
- Combo into 2K, 2D for a knockdown.
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2K
2S
2S
As low as the bed will get.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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Low
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S
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YRP
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12
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3
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11
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±0
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- Long range low, but slow startup
- Can combo into 5H, but not at max distance.
- Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.
- Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.
- This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.
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2H
2H/1H/3H
Touch them from afar. 3 choices. How versatile.
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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2H
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40
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Mid
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S
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YRP
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15
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14
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29
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-24
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1H
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45
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Mid
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S
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YRP
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15
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14
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25
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-20
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3H
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35
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Mid
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S
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YRP
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19
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14
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33
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-28
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- There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.
- 2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes.
- Can hit opponents far away who are attempting something full-screen. Examples: Venom setting balls, Axl's Sparrowhawk Stance, Sin eating, Elphelt Rifle Stance, and Potemkin Flick.
- Special cancel-able and jump-cancel-able on block or hit. It's a good way to get a Task A on the screen.
- Very very punishable on whiff. Be careful.
- 1H combos into Task C for good damage and knockdown oki.
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j.P
j.P
GET OUT OF MY SKY
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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14
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High / Air
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CSJ
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YRP
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6
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6
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9
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-
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- Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.
- Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.
- HUGE counter-hit hit-stun. You have a lot of time/methods to convert if you get a counter-hit.
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j.K
j.K
Your best air-to-ground normal, but still meh.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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18
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High / Air
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SJ
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YRP
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9
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6
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21
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-
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- Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.
- Cancels into j.P and j.S for more overheads if you have the air time.
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j.S
j.S
The move you'll learn to love after a neutral tech
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
28
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High / Air
|
SJ
|
YRP
|
10
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8
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22
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-
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- Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
- One of your best air moves to go for after an air tech.
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j.H
j.H
Use this on people you don't like. No one likes blocking this
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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14×6
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High / Air
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S
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YRP
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13
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12
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24
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-
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- Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.
- Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.
- Very useful move to whiff when going for empty air dash into low attacks.
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j.D
j.D
No one blocks this on reaction
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50
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High / Air
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-
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YRP
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11
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8
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24
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6
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- Instant overhead on the entire cast. Very important part of Bedman's mix-up.
- Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.
- Bedman can air dash downwards j.K to combo if j.D is a counter hit.
- The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D
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6P
6P
IT'S THE ANTI-AIR OF LIIIIIIIIIFE
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
32
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Mid
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S
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YRP
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9
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6
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21
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-13
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- Effective anti-air but dangerous on whiff.
- On hit comboes into C.S for an air combo or Task C knockdown + oki.
- Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly.
- Hitbox is quite wide. It can hit opponents behind you.
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6H
6H
In loving memory (02/20/2014-03/30/2017)
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
60
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Mid
|
S
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YRP
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27
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6
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27
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-14
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- A kind of short-range teleport-attack with a short period of invul frames.
- Staggers on counter hit.
- Can pass though the opponent and cross them up.
- Can cancel into Task A to make it safe, task B for a meterless knockdown, or task C for an additional crossup (and combo on airborne opponents, or some tall standing ones).
- Good potential for damage if you have the meter to RC this, usual route with Task A goes like: 6H > 236P > RRC > walk 5H(2) > 1H > sj.KH > j.236H...
- Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move.
We have gathered here today, not to mourn the death of 6H, but to celebrate its life. There has never been a better couple between number and letter than 6 and H. The 6H we know may be gone, but it will forever live in our hearts.
I first met 6H when I picked up Guilty Gear Xrd Sign on the Japanese PSN store on December 2015. Our first encounter was a bit awkward. 6H was too fast for his own good; in fact, he was so fast that he didn't even cross up properly. The opponent could block 6H both ways! 6H was such a silly button back then, but he was still charming as ever. It filled me with joy to see 6H grow so much after the 1.1 patch where it was slower and more delayed. The young restless 6H grew into a patient 6H. 6H became famous and loved by all Bedman players. GcYoshi13 would sing praises of 6H and before ever evening, he would take out his holy bible and thank the Lord for food, shelter, and 6H. Also the Lord that GcYoshi13 thanked was Daisuke Ishiwatari and the bible he held was Tuna Empire's most influential NTR manga: Slave Wife.
6H's best friend Task B and Task A' are here with us as well to pay respects to 6H. Task A' would tell me stories of how the two would team up and use YRC to break people's ankles. Task B would love to do the honors of providing a hard knockdown after 6H. 6H is survived by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours.
I will remember 6H. You all will remember 6H. People will still talk about this command normal that carried so many Bedman players to adulthood. While 6H is gone now, we will live on with a lesson. Enjoy your command normals in their wonderful lifespan before they are patched out. Never take any button for granted.
Thank you 6H. My dear friend. My best friend. Thank you and good bye.
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2D
2D
Catch their feet.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
28
|
Low
|
S
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YRP
|
12
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6
|
12
|
-4
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- A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way.
- Easy to combo into from a variety of normals.
- Combos into Task B. If done far away, Task B will otg and they can air tech. You use 2D to score a knockdown so make sure you secure it.
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5D
5D
Lots of reward if you hit this in the corner
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
25
|
High
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-
|
YRP
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26
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7
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12
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±0
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- Slow and short range but surprisingly safe on block
- Bedman's only standing overhead. j.D however is far faster.
- 5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.
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Universal Mechanics
Ground Throw
Ground Throw
Throw often to scare your foes
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,10x10,0
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Ground Throw: 75250
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-
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R
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1
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-
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-
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+64
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- Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.
- Midscreen throws gives good corner carry and plenty of time to set up a mixup.
- He needs to Red Roman Cancel midscreen to get a combo.
- Terrifyingly effective in the corner, he can combo using f.S or 5K without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.
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|
Air Throw
Air Throw
Come on and slam and welcome to the jam!
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Damage
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Guard
|
Cancel
|
Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
0,60
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Air Throw: 210000
|
-
|
R
|
1
|
-
|
-
|
+24
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- Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.
- Even if you RC, you can only get a single OTG attack as a combo.
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|
Dead Angle Attack
Dead Angle Attack
LET ME PLAY NEUTRAL
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
25
|
All
|
-
|
-
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8
|
3
|
32
|
-21
|
- 1~10 Full invulnerability, 11~17 Foot invulnerability.
- Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle.
- Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.
- Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you!
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|
Blitz Shield Charge Attack
Special Moves
Task A
Task A 236P (air OK)
Here, catch
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Version
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Damage
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Guard
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Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
35×2
|
All
|
-
|
YRP
|
18
|
90,Refer to notes
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Total 49
|
-5
|
Air
|
35×2
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All
|
-
|
YRP
|
18
|
90,Refer to notes
|
Total 49
|
-5
|
- A slow but annoying projectile that hits twice, once on the way forward and once on the way back
- On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.
- Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.
- The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.
- To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.
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|
Task A'
Task A' 236K (air OK)
The next dimension to your mix-ups. This is where the fun begins
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Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
35
|
All
|
-
|
YRP
|
37
|
-
|
Total 70
|
+9
|
Air
|
35
|
All
|
-
|
YRP
|
37
|
-
|
Total 70
|
+9
|
- Works like Task A, except the startup is much slower
- On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.
- On hit you use c.S, 2K, or 2P to convert.
- On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup
- To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location.
- Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman.
- Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.
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|
Task B
Task B 236S (air OK)
Beyblades
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
14×4
|
All
|
-
|
YRP
|
14
|
4×4
|
26
|
-13
|
Air
|
14×3
|
All
|
-
|
YRP
|
12
|
6,6,4
|
8 After Landing
|
-5
|
- A good combo ender. Easy to combo into from a variety of hit confirms.
- Instant air Task B recovers much more quickly than the ground version.
- Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude.
- To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin
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|
Task C
Task C 236H (air OK)
It's raining (bed)men.
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
30×2, 10
|
All, High / Air, All
|
-
|
YRP
|
11
|
8(17)10,10
|
13
|
-2
|
Air
|
30×2[30×2]
|
High / Air, All
|
-
|
YRP
|
21
|
Until Landing,10
|
11
|
±0[+3]
|
- [ ] Indicates high in air
- One of Bedman's typical combo ender, good damage and knockdown.
- Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.
- Surprisingly safe on block.
- It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it.
- To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing.
- Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames.
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|
Déjà Vu
Déjà Vu 214P/K/S/H
This is where things get confusing Four different seals are possible, based on the four special moves that Bedman has.
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Task A 214P
|
35×2
|
All
|
-
|
Y
|
29
|
90,54
|
Total 30
|
-
|
Air Task A 214P
|
35×2
|
All
|
-
|
Y
|
29
|
90,56
|
Total 30
|
-
|
Task A’ 214K
|
35
|
All
|
-
|
Y
|
48
|
-
|
Total 30
|
+9
|
Air Task A’ 214K
|
35
|
All
|
-
|
Y
|
48
|
-
|
Total 30
|
+9
|
Task B 214S
|
14×4
|
All
|
-
|
Y
|
23
|
16
|
Total 30
|
+28
|
Air Task B 214S
|
26×4
|
All
|
-
|
Y
|
23
|
16
|
Total 30
|
+28
|
Task C 214H
|
30×2, 10
|
All
|
-
|
Y
|
30
|
8(17)10(6)10
|
Total 30
|
-
|
Air Task C 214H
|
30×2[30×2]
|
All
|
-
|
Y
|
28
|
Until Landing (6)10
|
Total 30
|
-
|
- [ ] Indicates high in air
- All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack
- Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately
- Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses
- On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again
- Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction
- Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom.
Task A
- If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern
- Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated
- Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more.
Task A'
- If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern
- Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated
- Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure.
Task B
- Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.
- Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively.
Task C
- Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.
- Deja-vu Task C can be blocked high or low.
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Air Movement
Air Movement
Bed-freaking-Neto
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Version
|
Damage
|
Guard
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Cancel
|
Roman
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Startup
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Active
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Recovery
|
Frame Adv.
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Air Hang Double Jump
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-
|
-
|
-
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Y
|
-
|
-
|
Total 45
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-
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Air Movement Air Hang > direction
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-
|
-
|
-
|
Y
|
-
|
-
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Total 25
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-
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- Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions
- input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.
- When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.
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Ground Movement
Ground Movement
Fastest walking speed in the game. He also has a backwards and forwards crawl. Auto Guard Dash. Teleports behind opponent on successful auto-guard.
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Crouch Walk 1 or 3
|
-
|
-
|
-
|
Y
|
-
|
-
|
-
|
-
|
Dash 66
|
-
|
-
|
-
|
Y
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-
|
-
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Total 39
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-
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- Bedman has the fastest walking speed in the game.
- Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.
- Bedman's forward dash has guard points on frames 3 to 18.
- Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport).
- Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport.
- Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head).
- Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.
- The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick.
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Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H
Real Bedman hours, hit that snooze button if you're up.
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Damage
|
Guard
|
Cancel
|
Roman
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Startup
|
Active
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Recovery
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Frame Adv.
|
28×6
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All
|
-
|
YR
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6+8
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2×6
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Total 39
|
+11
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- Frame 1~15 Strike Invul.
- Bedman's only real reversal option
- Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time.
- Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin!
- Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H/2H or the high air version of Task C.
- On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up!
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|
Hemi Jack
Hemi Jack 632146S
The Sheep Lord demands a sacrifice.
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,15
|
Unblockable
|
-
|
Y
|
17+183
|
536
|
Total 73
|
-
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- Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.
- The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation.
- The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.
- Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty.
- The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.
- The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.
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|
Theatre of Pain in IK mode: 236236H
I give this movie two thumbs up
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
DESTROY
|
All
|
-
|
-
|
9+12[5+9]
|
8
|
27
|
-18
|
- [ ] Indicates during Hell Fire
- Uses the animation of his 6H, but does not teleport like 6H traditionally does. Very poor range all around.
- Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.
- You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.)
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