GGXRD-R2/Bedman: Difference between revisions

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{{GGWikiBanner}}
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==Overview==
!Bedman
{{GGXRD-R2/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4|height=1
[[File:GGXRD-R_Bedman_Portrait.png|350x500px|center]]
|header=Overview
|-
|content= Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique [[#Déjà Vu|Déjà Vu]] mechanic. Whenever Bedman does a special move, he leaves a ''Seal'' on the stage which can be used to create shadowy "Replay" duplicates that mimic the special move that created them. These can be used for zoning, pressure, okizeme, or lockdown with terrifying effectiveness, though those Seals can be destroyed by his opponent's attacks.
||
 
{{#lsth:GGXRD-R2/Bedman/Data|SystemData}}
His variety of unique movement options, solid reach on his normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Seals and take control of the match, but if he's caught off guard his defensive options are very hit or miss. Even when he's on offense, without backup from Deja-Vu his pressure is much less dangerous and he deals little damage. Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit, pushing them into the corner where he can enforce deadly pressure and mix-ups.
;Movement Options
}}
:Floaty 8-way Airdash
{{GGXRD-R2/Infobox
:Teleport-type Backdash
| fastestAttack = [[#2P|2P]] (5F)
:Guard-point forward dash
| reversal = [[#Sinusoidal Helios|632146H]] (6+8F)
;Play-style
}}
:Pressure, Aggressive Zoning
{{ProsAndCons
|}
|intro= specializes in frustrating his opponents into making mistakes, complemented by his unique seal-based offense that can be used for both okizeme and neutral situations.
<div style="float:left; margin-right:25px;">
|pros=
{{TOC limit|2}}
*'''Extremely Tricky Mobility:''' Possesses both a unique 8-way airdash and a guard point teleport dash that can make it difficult to predict his movements and pin Bedman down.
*'''Strong Okizeme:''' Powerful okizeme that can be looped in the corner.
*'''Mix-ups:''' Strong free-form mix-up game with his 8-way dash, tick-throws and an Instant Overhead, alongside good pressure with Seals.
*'''Conditional Zoner:''' Strong zoning options when properly set-up with Seals and Tension.
*'''Walking Speed (no, really):''' Best walk speed in the game complemented by decent ground pokes and his high reward throw.
*'''Damage:''' Has access to incredibly high damage and corner carry from 50/50 situations, often at the cost of 25% or less Tension. DVC mix-ups easily do 40% health if optimized and end in a Task C knockdown, allowing for high damage, loopable set-play; especially with Tension on hand for safety. 
|cons=
*'''Tricky ≠ Fast:''' Hover lacks a traditional airdash's instantaneity, which can make it tough for him to escape pressure or quickly adjust spacing. He also doesn't have a run, though this weakness is partially mitigated by his excellent walk speed.
*'''Inconsistent Defence:''' Bedman's {{clr|1|6P}} is an unreliable anti-air that hits high up, his Dead Angle is absurdly punishable but fast, his reversal super is painfully slow and throwable but very plus, his guardpoint dash is not active until frame 3 but yields incredible positional reward, and he has 0 guts.
*'''Two-Step Gameplan:''' Without Deja Vu Seals, Bedman's zoning and pressure are both significantly weaker, with little reward and no frame advantage behind any of his attacks.
*'''Huge Body:''' Large and wide hurtbox. Especially tall while crouching which allows opponents to hit him with attacks that normally would whiff on other characters.
*'''Damage:''' High damage combos are very character specific, and in rounds where Bedman can't find ways to get them he often does below average damage whilst giving the opponent a lot of Burst with his multi-hit attacks.
}}
</div>
</div>
==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.
===Unique Mechanics===
{{card|width=4
|header=[[#Ground Movement|Guard-point Dash]]
|content=
Bedman has a unique dash which operates as a guard-point parry. This dash cannot be canceled normally throughout its duration, unlike normal dashes, but does act as a counter against blockable attacks. On success, he teleports behind the opponent, allowing him to punish many moves in neutral. During the parry's active frames however, Bedman is able to cancel the dash with a jump, allowing for parry attempts while cutting the dash short. See the [https://youtu.be/oFgbJby9h5A Video guide on using Bedman's Dash by GcYoshi13]


===Strengths/Weaknesses===
|header2=[[#Air Movement|8-Way Air Dash]]
{|
|content2=Bedman has unique air properties. Bedman cannot double jump, and has an 8-way air dash instead of the normal horizontal air dash. Bedman can also perform a hover which makes him float in place above the ground so long as he is above the minimum height. For more details, see the [https://youtu.be/nqWuN675bqM video guide by GCYoshi13].
|-style="text-align:left;"
}}
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*Strong zoning options when properly set-up.
*Possesses both a unique 8-way airdash and a guard point teleport dash that can make it difficult to predict his movements.
*Strong mix-up game and good pressure that can reset into itself.
*Best walk speed in the game complemented by decent ground pokes.
*Has a rewarding throw game that is complemented by his fast walk speed.
| style="width: 50%;"|
*Very bad defense. His 6P is unreliable and his Dead Angle Attack is the worst in the game, his reversal super can be thrown out of, and his counter-teleport dash is not instant.
*Limited neutral and pressure if he cannot get Deja Vu seals out.
*Air movement is not fast.
*Limited mobility on the ground, can't move as fast as others.
*Large and wide hurtbox.
*Weak damage until properly set-up.
|-
|}
{{#lst:GGXRD-R2/Bedman/Data|Links}}
<br clear=all/>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
===<big>{{clr|1|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5P
|input=5P
|input=
|description=
|image=GGXRD_Bedman_5P.png |caption=Is this a headbutt or a... Bedbutt
A decent standing poke. Primarily useful as a fast anti-air or counterpoke that has decent horizontal range.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Doesn't have a large extended hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks that do (like Slayer {{clr|4|6H}}).
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|5P}}
{{!}}-
{{Description|6|text=*90% combo proration.
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.
*doesn't have a large extendable hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks (like Slayer 6H).
*Can be used to stop people from jumping out of pressure
*Whiffs on crouching characters.
*Whiffs on crouching characters.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=5K
|input=
|description=
|image=GGXRD_Bedman_5K.png |caption= Low invulnerable poke.
A very important normal in Bedman's kit because of how varied the possible actions following this move are. Also used as a quick poke/check against low attacks like sweeps or {{clr|2|2K}}s, attacking over them while they whiff. Can avoid Potemkin's Slide Head as well. {{clr|K|5K}} is also a good frame trap if delayed cancelled after {{clr|1|2P}}.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
*On normal hit, can combo into {{clr|S|c.S}}/{{clr|S|f.S}}, {{clr|H|5H}}, and {{clr|D|2D}}
{{!}}-
*On counter hit, can combo into {{clr|H|6H}}.
{{#lsth:GGXRD-R2/Bedman/Data|5K}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|1H}}/{{clr|H|2H}}/{{clr|H|3H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{!}}-
{{Description|6|text=*Has Low body invulnerability from frames 5-13. Can be used to hit many characters out of their low hitting moves (like sweeps or 2Ks). Can avoid Potemkin's slidehead as well
*Good frame trap if delayed canceled after 2P.
*On counter hit, can combo into 6H.
*On normal hit, can combo into cS/fS or 5H.
}}
}}
}}


======<font style="visibility:hidden" size="0">c.S</font>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=c.S
|input=c.S
|input=
|description=
|image=GGXRD_Bedman_c.S.png |caption= The butter of all breads.
Fast start-up and has a tall and far hitbox. One of Bedman's best normals for pressure, punishing, and combos.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
{{clr|S|c.S}} is one of his few normals that combo into both hits of {{clr|4|5H}} if done point blank, making it a premium starter. Can be used for quick pressure resets or resetting to neutral using its jump cancelable property as well.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|c.S}}
*One of his best throw {{keyword|OS}} {{tt|options|Inputting 6+S+H will have Bedman either throw the opponent if he's close enough to them, or perform {{clr|3|c.S}} if they are either airborne or just barely outside of throw reach.}} due to how high it hits and it being even on block.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{Description|6|text=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=f.S
|input=
|description=
|image=GGXRD_Bedman_f.S.png |caption= Decent poke
A versatile far poke with good speed for its reach. Primarily used as a starting route for pressure.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
On hit, it doesn't typically lead to much but it can be useful to get guaranteed punishes in some situations. As a round start option, it will beat many opposing pokes. Slightly higher damage than most of Bedman's other moves.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|f.S}}
{{!}}-
{{Description|6|text=*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.
*On counter hit or crouching opponents, you can combo into 2H.
*Jump Cancelable for juggles off of corner throw.
*Jump Cancelable for juggles off of corner throw.
}}
*On counter hit or crouching opponents, Bedman can combo into {{clr|4|2H}}.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5H
|input=5H
|input=
|description=
|image=GGXRD_Bedman_5H.png |caption= Swing everywhere. Maybe I'll hit them.
A slow but active button mostly used in blockstrings and combos.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
In neutral, while it can stuff approaches with its long active frames and notable disjoint, its high recovery makes it a much riskier option that other normals. In pressure, {{clr|H|5H}} is solid for punishing backdashes due to the far reach and long active frames. Bedman can importantly jump cancel the second hit on grounded opponents into {{clr|5|j.D}} for an instant overhead, with the opponent being unable to Blitz or {{keyword|DP}} unless they IB the {{clr|H|5H}}2. Jumping FDing can bait these options however.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|5H}}
An additional niche use for {{clr|H|5H}} is that the second hit has a hitbox behind Bedman, which proves useful against characters that tend to cross up frequently (Slayer in particular).
{{!}}-
 
{{Description|6|text=*Both hits are special cancel-able. but only the second hit is jump cancel-able.
*2nd hit vacuums grounded opponents in at close ranges. This is important for Bedman's longer combos.
*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 {{MMC|input=236S|label=Task B}} or {{clr|5|2D}}.
*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.
*Both hits are special cancelable. but only the second hit is jump cancelable.
*2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|D|5D}}, {{clr|D|2D}}
*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">2P</font>======
===<big>{{clr|5|5D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2P
|input=5D
|input=
|description=
|image=GGXRD_Bedman_2P.png |caption= A man's best friend is a mash-able 2P
Bedman's only standing overhead. Slow and telegraphed, Instant {{clr|5|j.D}} is much faster for mixup purposes.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
What {{clr|5|5D}} offers is how it can lead to very powerful set-play in the corner. A midscreen hit offers very good corner carry, but low damage.  
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|2P}}
While it's safe on block, it should still be used infrequently to surprise cornered opponents, as they can react to the start-up and counter-poke out or escape pressure.
{{!}}-
{{Description|6|text=*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.
*Can whiff on Eddie if Eddie is not using an attack, 2K is a more reliable answer.
}}
}}
}}


======<font style="visibility:hidden" size="0">2K</font>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2K
|input=6P
|input=
|description=
|image=GGXRD_Bedman_2K.png |caption= No longer gatlings into 5H.
Anti-air that hits fairly far above Bedman. Unfortunately, the "man" hitbox gains a big hurtbox from its 3rd active frame onwards, making this move prone to trades when used on reaction.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
On hit, if the opponent is deep enough, Bedman can combo into {{clr|S|c.S}} > Task C. Going straight into Task C is generally more reliable, but depending on character and height they might be able to tech in the middle of Task C and punish Bedman.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|2K}}
Unlike most {{clr|P|6P}}s, Bedman's can't really be used as a grounded counter-poke due to his hurtbox during the move.
{{!}}-
 
{{Description|6|text=*70% combo proration.
*Has a lot of untech on counter-hit, allowing good conversions into air Task B on trade as long as the trade doesn't knock Bedman down.
*Bedman's fastest low attack. Good reach.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|H|6H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}
*Can combo into cS,5H(1),Task B if done close. Otherwise, combo into 2D for a knockdown.
}}
}}
}}


======<font style="visibility:hidden" size="0">2S</font>======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2S
|input=6H,6HH|versioned=input
|input=
|description=
|image=GGXRD_Bedman_2S.png |caption= As low as the bed will get.
Primarily used as offensive pressure/frametrap option, RISC cranking normal, and combo tool.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
The gatlings into {{clr|H|6H}} from {{clr|2|5K}} and {{clr|1|6P}} create a 4f frame-trap that can catch mashing. Both hits are special cancelable, allowing Bedman to create some damaging combos as well as overwhelming pressure. {{clr|H|6H}} can generally only be combo'd into from a counter hit however.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|2S}}
Bedman can make use of {{clr|H|6H}} special cancels by replaying Déjà Vus after either hit - {{MMC|input=214S|label=Task B Déjà Vu}} is a very strong option after this. He can also {{MMC|input=236P|label=Task A}}, but this can be called out by an advancing jump or advancing {{keyword|low profile}} moves (like Ky's {{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}}, Elphelt's {{MMC|chara=Elphelt Valentine|input=2H|label={{clr|4|2H}}}}, Sin's {{MMC|chara=Sin Kiske|input=236K|label=Elk Hunt}}, Chipp's {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}}, etc).
{{!}}-
 
{{Description|6|text=*Long range low, but slow startup
*Combos from Counter Hit {{clr|2|5K}} and {{clr|1|6P}}.
*Can combo into 5H, but not at max distance.
*Combos into Task B on either hit. On air hit, the cancel can be delayed to prevent teching.
*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.
;{{clr|H|6HH}}
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.
Useful for pushing the opponent across the screen on block, which is notably strong when Bedman is cornered as it allows him to push himself out. The 3rd hit is cancelable, but the 4th is not.
}}
 
When blocked, will return Bedman to neutral as it is +0 and puts the opponent at half screen distance. Should the opponent be contesting cancel options from either hit of {{clr|4|6H}}, Bedman can simply consider not cancelling at all and letting the full {{clr|H|6HH}} play out as the safest option.
 
On hit, {{clr|H|6HH}} causes the opponent to go flying about 3/4 screen into a knockdown, giving ample time to throw out a Task A/A' and start offense all over again.  
 
*If the whole sequence is juggling an airborne opponent, they can be picked up with {{MMC|input=236H|label=Task C}} or a delayed Task B for a knockdown.
}}
}}


======<font style="visibility:hidden" size="0">2H</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=1H/2H/3H
|input=2P
|input=
|description=
|image=GGXRD_Bedman_2H.png
Bedman's fastest normal and subsequently his most important defensive normal and best {{keyword|abare}} option.  
|image2=GGXRD_Bedman_2H_diagram.png |caption= Poke at them from three different spots of your choosing. |caption2= Just don't whiff.
 
|data=
Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while lowering Bedman's hurtbox as well. As Bedman has very poor defensive options, he has to rely on this quite a bit.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
*Combo into {{clr|2|2K}}, {{clr|5|2D}} for a knockdown.
{{AttackVersion|name=2H}}
*Against Zato specifically, can whiff on Eddie if Eddie is not using an attack. {{clr|2|2K}} is a more reliable answer.
{{#lsth:GGXRD-R2/Bedman/Data|2H}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{!}}-
{{AttackVersion|name=1H}}
{{#lsth:GGXRD-R2/Bedman/Data|1H}}
{{!}}-
{{AttackVersion|name=3H}}
{{#lsth:GGXRD-R2/Bedman/Data|3H}}
{{!}}-
{{Description|7|text=*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 but are still physical attacks. This means they can be blitzed and Bedman will be rejected, and they can be reversed by Axl from any range.
*Can hit opponents far away who are attempting something full-screen.
*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 punishable on whiff. Bedman is in counterhit state during recovery, so it's important to have meter to YRC and react if you see that it will whiff.
*Can be YRC'd during startup or actives, giving you more than enough time to YRC it on whiff.
*1H launches on normal hit and combos into Task C for good damage and knockdown oki. A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.
*2H/3H launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.
*Excellent ender in blockstrings due to range and jump-cancel-able.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.P
|input=2K
|input=
|description=
|image=GGXRD_Bedman_j.P.png |caption= Good and fast air to air poke.
Bedman's fastest low attack. Longer reach than {{clr|P|2P}}.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Used for starting low mix-ups and safely poking or counterattacking at ranges where {{clr|P|2P}} would whiff.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|j.P}}
*Can combo into {{clr|3|c.S}}. Alternatively, combos into {{clr|5|2D}} for a knockdown.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{Description|6|text=*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.
*Very useful air normal to airthrow OS with.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.K</font>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.K
|input=2S
|input=
|description=
|image=GGXRD_Bedman_j.K.png |caption= Your best air-to-ground normal, but still meh.
A long range low poke. Very useful to play footsies with since it hits so far and is even on block with its fast recovery.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
{{clr|S|2S}} also sees special use as it's the closest thing Bedman has to a low profile attack. Bedman can use the low hurtbox on the forwards part of {{clr|S|2S}} to avoid many air attacks counterattack against high hitting moves.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|j.K}}
Due to {{clr|S|2S}} having no lingering hurtbox on recovery, Bedman can meaty with it from far away with little risk of being hit by an invincible reversal when timed well.
{{!}}-
 
{{Description|6|text=*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.
*Can combo into both hits of {{clr|4|5H}}, but only at close range.
*Cancels into j.P and j.S for more overheads if you have the air time.
*Can combo into {{clr|4|2H}} on crouching or counter hit.
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|5H}}, {{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
===<big>{{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.S
|input=2H,1H,3H
|input=
|versioned=input
|image=GGXRD_Bedman_j.S.png |caption= The move you'll learn to love after a neutral tech
|description=
|data=
Bedman does not have a traditional {{clr|H|2H}} like most of the cast. There are 3 variations of this attack; {{clr|4|1H}} will always come out next to Bedman. {{clr|4|2H}} will come out at the half way point between Bedman and the edge of screen he's facing. {{clr|4|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.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
*Bedman can gatling normals into any of {{clr|H|1H}}/{{clr|H|2H}}/{{clr|H|3H}} though generally only {{clr|H|1H}} has practical application this way.
{{#lsth:GGXRD-R2/Bedman/Data|j.S}}
*Each version is special cancelable and jump cancelable on block or hit. It's a good way to get a Task A on the screen.
{{!}}-
*Very punishable on whiff. Bedman is in Counter Hit state during recovery, so it's important to have meter to YRC if it whiffs.
{{Description|6|text=*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
*Can be YRC'd during start-up or active, giving more than enough time to YRC it on whiff.
*Very strong in combination with his 8-way dash to control real estate on the screen.
----
*One of your best air moves to go for after an air tech.
;{{clr|H|1H}}
}}
Launches on normal hit and combos into Task C for good damage and knockdown oki. Almost strictly used for combos and blockstrings.
 
A lot of Bedman's strongest combos involve hitting both hits of {{clr|4|5H}} and comboing into this move.
----
;{{clr|4|2H}}/{{clr|4|3H}}  
Both are long range pokes that are slow but can catch the opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be Blitzed and Bedman will be rejected, and they can be {{MMC|chara=Axl Low|input=214P|label=countered by Axl}} from any range.
 
{{clr|4|2H}} is more suited for pressure strings to catch opponents trying to jump out or land in that spot, whereas {{clr|4|3H}}  is more suited for attacking opponents far away who are attempting to zone or set up something full-screen.
 
*Both launch on counter hit and airborne hit.
*On counter hit, they can be confirmed into good combos into Task C from nearly anywhere on the screen.
*Excellent enders in blockstrings due to Level 4 blockstun, range and being jump cancelable.
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=2D
|input=
|description=
|image=GGXRD_Bedman_j.H.png |caption= No one likes blocking this.
A slow sweep with good range. Used to secure an easy knockdown from a variety of normals and as an occasional poke.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
While it has identical start up to {{clr|S|2S}}, it can be a stronger poke option due to having better reach and double the active frames. It does recover 4 frames slower however, so it can be risky against faster characters.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|j.H}}
Combos into Task B and still secures a knockdown. If done far away, Task B will hit OTG, allowing the opponent air tech. Make sure to space the confirm properly!
{{!}}-
{{Description|6|text=*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.
*Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move. However it will fill Ravens pain-gauge instantly if he stances this.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.D</font>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.D
|input=j.P
|input=
|description=
|image=GGXRD_Bedman_j.D.png |caption= No one blocks this on reaction
Bedman's fastest and most reliable air-to-air move. Has good reach for its speed and little recovery.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Cancels into itself, even on whiff. Bedman can rapid fire this normal in the air regardless if it makes contact with the opponent or not, making it a very safe defensive option. As his fastest air normal, {{clr|P|j.P}} also sees use as an overhead in jump cancel and hover pressure.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|j.D}}
*Very useful air normal to airthrow {{keyword|OS}} with.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|H|j.D}}
{{Description|6|text=*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
*Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)
}}
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=j.K
|input=
|description=
|image=GGXRD_Bedman6P_2.png |caption= Used to be a reliable anti-air.
Bedman's best air-to ground normal. Generally still loses to anti-airs though.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
{{clr|K|j.K}} is mostly used when combined with an air dash to hit a grounded opponent. It's high recovery make it far less suitable than {{clr|P|j.P}} for most air purposes.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|6P}}
*Cancels into {{clr|1|j.P}} and {{clr|3|j.S}} for more overheads in pressure with enough air time, or {{clr|4|j.H}} for an empty low.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|H|j.D}}
{{Description|6|text=*Anti-air that hits fairly far above Bedman.
*Can combo into cS into Task C or just go into Task C raw.
**This restricts followups on hit with cS having very short range. Going straight into task C is more reliable, but depending on character and height they might be able to tech in the middle of task C and punish Bedman.
*Hurtbox extends on first active frame so this move is prone to trade against almost anything.
*'''[2.1]''' 6P now has a lot of untech on CH allowing strong combos on trade making it a bit more useful again, granted the move you trade with doesn't knock you down on CH.
}}
}}
}}


======<font style="visibility:hidden" size="0">6H</font>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6H
|input=j.S
|input=
|description=
|image=GGXRD-R2_Bedman_6H.png |caption=Sting like a bee
Bedman's farthest reaching air normal. This is the most important and versatile air normals in his arsenal.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{clr|S|j.S}} is very strong in combination with his 8-way dash to control real estate on the screen. For example, doing a downwards airdash makes it a great spacing tool as a vertical "wall", whereas doing a forward airdash has Bedman fly in with a far reaching attack that makes use of its many active frames. It is also a solid air to air on its own due to its range.
{{!}}-
 
{{AttackVersion|name=6H}}
*One of Bedman's best air moves to go for after an air tech.
{{#lsth:GGXRD-R2/Bedman/Data|6H}}
*Some characters like Venom can low profile it completely by using 6P, use j.K in those situations instead.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|H|j.H}}, {{clr|D|j.D}}
{{Description|7|text=*Bedman's new 6H trades crossups for offense. Can gatling from 5K and 6P to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.
*Combos from counterhit 5K and 6P.
*If either hit is close enough, you can combo into Task B.
*Can cancel either two hits into specials, so you can replay Déjà Vus after either hit. Task B Déjà Vu is a very strong option after this. You can also do Task A, but be careful of opponent's low profiling sliding moves (like Ky's Stun Dipper, Elphelt's 2H, Sin's Elk Hunt, Chipp's Alpha Blade, etc).
}}
{{!}}-
{{AttackVersion|name=6HH}}
{{#lsth:GGXRD-R2/Bedman/Data|6HH}}
{{!}}-
{{Description|7|text=*Pretty much a button dedicated to returning to neutral as it has +0 frame advantage and puts you and the opponent at half screen distance on block.
*On hit it causes them to go flying about 3/4 screen into a knockdown, giving you ample time to throw out a Task A/A' and start your offense all over again.
*Consider this option if all your cancel options after the first two hits of 6H might be too easy to deal with for your opponent. Doing the full 6H sequence is safer than doing the first two.
*If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with cS or 2P without it being an OTG hit. Opponent has to be a fairly light or mid weight class and it's preferred that the 6HH hit raw as opposed to being off of throw.
*'''[2.1]''' First hit can now be special cancelled.
}}
}}
===<big>{{clr|4|j.H}}</big>===
{{GGXRD-R2 Move Card
|input=j.H
|description=
Used as an overhead for pressure and mix-ups. Sees very little use in neutral.
{{clr|H|j.H}} hits a total of 6 times, and all of them are overhead. It becomes very tricky to block when Bedman is getting close to the ground since he can hit less than 6 times and quickly go for {{clr|2|2K}} when he lands. Aside from hitting overhead, it's also a useful move to whiff intentionally when going for empty air dash into low attacks as the start-up animation can confuse the opponent into blocking high.
Bedman can also FD in mid-air after a forwards Hover dash and still have {{clr|H|j.H}} hit. Depending on the timing, it can hit anywhere from 1-4 times, making the following {{clr|K|2K even harder to block correctly.}}
While it's not a great air-to-air move, it can have some niche application due to its multi-hit nature and long active frames.
*Cranks RISC on block if they don't choose to FD this move.
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2D
|input=j.D
|input=
|description=
|image=GGXRD_Bedman_2D.png |caption=Catch their feet.
Instant overhead on the entire cast when done immediately after a jump. Very important part of Bedman's mix-up game.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Bedman can convert into a combo only if he has Déjà Vu assistance, Red Roman Cancels it, or if {{clr|5|j.D}} is a counter hit. On CH, Bedman can air dash downwards {{clr|2|j.K}}-{{clr|1|j.P}} to combo. {{clr|D|j.D}} can also be used in some air combos to knock opponents down if they aren't too high up in the air (around slightly shorter than super jump height)
{{!}}-
{{#lsth:GGXRD-R2/Bedman/Data|2D}}
{{!}}-
{{Description|6|text=*A basic sweep. Good reach, but very slow. <s>Don't poke/swing with this since 2S is superior in nearly every way.</s> Has identical start up, double the active frames of 2S and only completes 4f slower. Reaches farther than 2S and knocks down.
*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.
}}
}}


======<font style="visibility:hidden" size="0">5D</font>======
*The momentum after {{clr|5|j.D}} can be altered if Bedman holds forward, backwards, or neutral after he connects with {{clr|5|j.D}}
{{MoveData
|name=5D
|input=
|image=GGXRD_Bedman_5D.png |caption= Lots of reward if you hit this in the corner
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Bedman/Data|5D}}
{{!}}-
{{Description|6|text=*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.
*The hitbox on this move goes surprisingly high up vertically.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD_Bedman_GroundThrow.png |caption= Throw often to scare your foes
|description=
|data=
Bedman's throw range is decent, but his fast walk speed is what makes his throws a major threat.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Midscreen throws give Bedman good corner carry and plenty of time to set up a mixup or a seal for neutral or okizeme. Terrifyingly effective in the corner, as Bedman can meterlessly combo using {{clr|3|f.S}} or {{clr|2|5K}}. Corner combos usually net ~100ish damage + 1-2 Déjà Vu seals.
{{#lsth:GGXRD-R2/Bedman/Data|Ground Throw}}
*Can RRC midscreen for a combo.
{{!}}-
*Can do jump back > low Task B to approach while setting up a DVB Seal.
{{Description|6|text=*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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air Throw
|image=GGXRD_Bedman_AirThrow.png |caption= Come on and slam and welcome to the jam!
|description=
|data=
Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing for a good mix-up.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Ground bounces a little, allowing for an RC and combo with {{clr|S|c.S}}, {{clr|1|6P}}, or {{clr|4|1H}}.
{{#lsth:GGXRD-R2/Bedman/Data|Air Throw}}
*Bedman is tied for the best range on regular airthrows in the game.
{{!}}-
{{Description|6|text=*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.
*Now ground bounces a little, allowing you to RC and combo with 2P,cS,6P, or 1H.
*Bedman is tied for the best range on regular airgrabs in the game.
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|image=GGXRD_Bedman_5K.png |caption= LET ME PLAY NEUTRAL
|description=
|data=
Bedman's Dead Angle uses his {{clr|2|5K}} animation.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Because of Bedman's lack of defensive options, this is one of the main ways to get an opponent off of him. Horrendous on block or whiff, so make sure it will land when used. Horizontal range is good and it's harder to low profile than most other Dead Angle Attacks (it even goes over lows AFTER its actual invincible frames), although it's also slightly easier to go over it.
{{#lsth:GGXRD-R2/Bedman/Data|DAA}}
 
{{!}}-
*At 8 frames, this is the second fastest Dead Angle in the game; which is its strongest aspect.
{{Description|6|text=*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!
}}
}}
}}
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
 
{{MoveData
===<big>Blitz Attack</big>===
|name=Blitz Attack
{{GGXRD-R2 Move Card
|image=GGXRD-R_Bedman_BlitzAttack.png |caption= Get to the point
|input=Blitz,[Blitz]|versioned=name
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
Standard Blitz Attack, notably larger than average. On air hit, Bedman can hit the opponent with {{clr|H|3H}} before they land for extra damage, though keep in mind they will recover in the air after being hit.
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lsth:GGXRD-R2/Bedman/Data|Blitz Attack}}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lsth:GGXRD-R2/Bedman/Data|Blitz Attack Max Charge}}
{{!}}-
{{Description|7|text=*Standard Blitz Attack
}}
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Task A</font>======
===<big>Task A</big>===
{{MoveData
{{InputBadge|{{clr|1|236P}} (Air OK)}}
|name=Task A
{{GGXRD-R2 Move Card
|input=236P (air OK)
|input=236P,j.236P|versioned=input
|image=GGXRD_Bedman_TaskA.png |caption= Here, catch
|description=
|data=
Also referred to as "boomerang" or "head". A slow but annoying projectile that hits twice, once on the way forward and once on the way back.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
Task A is a critical part of Bedman's zoning gameplan in many matchups. On the way back, the projectile tracks Bedman's position, allowing him to manipulate its return route. Once the opponent is conditioned to be scared of Task A, Bedman can make use of the return attack of the projectile to airdash at the opponent and go for a high/low mixup.
{{AttackVersion|name=Ground}}
 
{{#lsth:GGXRD-R2/Bedman/Data|236P}}
The ground version of Task A will generally fly directly forward and up, while airborne Task A will fly at a downwards angle towards the ground, making it useful to hit crouching opponents that grounded Task A otherwise whiffs on. When performed as an {{keyword|IAS}} / {{keyword|TK}}, Task A will travel horizontally along the ground, allowing it to beat out {{keyword|low profile}} moves that otherwise beat grounded Task A.
{{!}}-
 
{{AttackVersion|name=Air}}
*To successfully place a Task A Seal with this move, Bedman has to {{tt|finish the attack|This attack is considered finished the moment Bedman recovers without interruption.}} without being hit or Roman Cancelling.  
{{#lsth:GGXRD-R2/Bedman/Data|j.236P}}
*Seal appears at Bedman's current location.
{{!}}-
*Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
{{Description|7|text=*A slow but annoying projectile that hits twice, once on the way forward and once on the way back
*Bedman is in Counter Hit state during the entirety of the move's recovery.
*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.
===<big>Task A'</big>===
*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.
{{InputBadge|{{clr|2|236K}} (Air OK)}}
}}
{{GGXRD-R2 Move Card
|input=236K,j.236K|versioned=input
|description=
Also referred to as "teleport boomerang" or "Task A Prime". Works like Task A, except the start-up is much slower. Used as a tricky projectile and setup component rather than a neutral option, but can serve as a bit of a knowledge check.
 
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 appear behind the opponent. For Okizeme, TK Task A' should be used on seal knockdowns as standing Task A' may whiff on some crouching characters.
 
On hit, {{clr|3|c.S}}, {{clr|2|2K}}, or {{clr|1|2P}} reliably convert into combos. On block, Bedman has significant frame advantage so he can either safely push them out with {{clr|1|2P}} or go for a mixup.
 
*To successfully leave a Task A' Déjà Vu seal, Bedman must successfully {{tt|finish the attack|This attack is considered finished the moment the ball/head is thrown or leaves his "hands"; unlike regular Task A, this also includes the grounded version.}} without being hit, which leaves a Seal at Bedman's location.
*Unlike Task A, grounded Task A' can be Roman Cancelled after the head is thrown while still generating a Déjà Vu seal.
*When Task A' is Blitzed, Bedman will still teleport to the opponent and will be +4 if it was parried.
*Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
*Bedman is in Counter Hit state during the entirety of the move's recovery.
}}
 
===<big>Task B</big>===
{{InputBadge|{{clr|3|236S}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=236S,j.236S|versioned=input
|description=
Also referred to as "spin" or "Beyblade." A good combo ender that secures a knockdown. Easy to combo into from a variety of hit confirms, especially on the ground.
 
When done high enough in the air combos, the opponent will be able to tech out before Bedman can get a knockdown out of it, however. Outside of combos, it can be used as a movement option via Air Task B YRC, which retains a lot of momentum ("slingshotting" Bedman forward) so it's a great way to get out of corners once sufficient altitude has been gained.
 
*Bedman recovers a slight distance away from the opponent, also in the corner.
*To successfully place a Task B seal, Bedman has to {{tt|finish the attack|This attack is considered when the recovery of Task B ends}} without being hit or Roman Cancelling, with the Seal appearing at the end of the spin.
*Unlike the grounded version, RCing the recovery of Air Task B still lets Bedman place a seal.
*{{keyword|IAS}} / {{keyword|TK}} Task B recovers much more quickly than the ground version.
}}
 
===<big>Task C</big>===
{{InputBadge|{{clr|4|236H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=236H,j.236H|versioned=input
|description=
Also referred to as "bed slam." One of Bedman's typical combo enders, especially in the air. Does good damage and secures a knockdown.
 
Both versions have a very wide crossup hitbox but need to RRC to combo from it.
----
;Grounded Task C
Bedman rises into the air while spinning and slams down, with the second part hitting overhead. If done close to the opponent, the falling portion will cross them up.
*To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit, with the seal appearing upon landing. It's possible to RC after landing, and still generate a seal.
----
;Air Task C
Bedman will skip the first "rising" portion of the move, and immediately perform the falling ground slam.
 
For Air Task C, there are two variants. One performed closer to the ground, and one done high in the air. The low height version will provide a simple knockdown on hit and is 0 on block, while the high version has a large shockwave that ground bounces into a combo on hit, and is +3 on block. The high version activates around the peak of Bedman's superjump.
 
Outside of combos, Air Task C can be used as a tricky option to get in on opponents beneath Bedman, as it can be tricky to anti air in some matchups. If they are prepared to challenge it, he can go for Task C YRC to attempt to bait and beat their punish options.
*[ ] Indicates high in air
*To place an aerial Task C seal, Bedman has to start the falling descent before YRC'ing for the seal to be generated.
*Task C YRC will make Bedman face the opponent if he is superjumping, so be careful that the inputs don't get reversed.
}}
 
===<big>Déjà Vu</big>===
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=214X,j.214X|versioned=input
|description=
Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations. 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. The seals can be attacked by the opponent, which will eliminate the seal immediately.
 
Setting up seals for Déjà Vu is critical to Bedman's gameplan as the start-up of Déjà Vu is much faster than the corresponding special, deals more damage, and Bedman is free to act while they are replaying. When using Déjà Vu, Bedman poses for 30F and the replayed phantoms' attacks start 6F after Bedman initiates the replay. YRC Déjà Vu Works very well for meaty and oki setups, as it still summons the phantom and allows Bedman to act even earlier. It can be YRCed immediately or delayed significantly without becoming a PRC.
 
*Each seal lasts for 421F normally.
*On use of any Déjà Vu, the seal enters a cooldown where it disappears and can't be activated again until it reappears.
**If Bedman is hit while a Déjà Vu is active, the replay will be immediately halted and the seal will be destroyed, requiring Bedman to set it up again.
**If the seal is on cooldown it can not be hit.
*Déjà-vu phantoms always auto-correct towards the opponent, even if the attack that created the seal was facing the other direction.
*Bedman can not Déjà Vu a Task B or Task C if either seal is being used, or is on cooldown. He can however, combine DVB or DVC with DVA and DVA'.
*Déjà Vu phantoms/replays have no hurtboxes and cannot be attacked by the opponent.
----
;Air Déjà Vu
*Bedman poses for 42F+8Landing. The replayed phantom attacks start 6F after Bedman poses.
*Bedman falls for 20 frames after pausing his momentum, which he is locked into unless RCed.
*Air Déjà-vu has a minimum air height requirement, so {{keyword|IAS}} / {{keyword|TK}} Déjà-vu cannot be performed immediately after becoming airborne.
}}
}}
{{GGXRD-R2 Move Card
|input=214P,j.214P|versioned=input
|description=
;Task A/DVA ({{clr|P|214P}})
Task A Déjà Vu allows Bedman to have more freedom of movement while controlling the screen with a highly active projectile.
DVA's return trajectory tracks back to to the seal from where it originated from instead of Bedman's position, which allows for setups like meterless combos from a {{clr|D|j.D}} if timed well.


======<font style="visibility:hidden" size="0">Task A'</font>======
*Only one Task A can be active on the screen at a time. Bedman cannot throw a Task A while a DVA is active onscreen and vice versa.
{{MoveData
*If the Task A that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
|name=Task A'
*Just like the normal version, if Bedman is put into hit- or blockstun while the Déjà Vu version is active, the attack will immediately halt. Unlike getting hit however, if it disappears because Bedman blocks something, the seal will reappear shortly after the DVA head despawns.
|input=236K (air OK)
|image=GGXRD_Bedman_TaskA.png |caption=
|image2=GGXRD_Bedman_TaskAdash.png |caption2=The next dimension to your mix-ups. This is where the fun begins
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:GGXRD-R2/Bedman/Data|236K}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGXRD-R2/Bedman/Data|j.236K}}
{{!}}-
{{Description|7|text=*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.
}}
}}
}}
{{GGXRD-R2 Move Card
|input=214K,j.214K|versioned=input
|description=
;Task A'/DVA' ({{clr|K|214K}})
Task A' Déjà Vu allows Bedman to go for some tricky setups like going for a {{clr|D|j.D}} instant overhead and having the DVA' cancel the attack's recovery for a smooth combo, which is much harder to do with regular Task A' because of Bedman's long recovery after throwing it. The same setup can be used to fake the overhead and go for a quick low as well.


======<font style="visibility:hidden" size="0">Task B</font>======
*If the Task A' that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
{{MoveData
*Doesn't track Bedman's position on return. Instead, the Déjà Vu version will return to the seal from where it originated.
|name=Task B
*Unlike the normal version, if Bedman is put into blockstun at the beginning of DVA' generating, the attack will not disappear, making this extremely useful for extended pressure or resets, but only if Bedman blocks early after using the Déjà Vu. If he blocks later, it disappears.
|input=236S (air OK)
|image=GGXRD_Bedman_TaskB.png |caption=Beyblades
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:GGXRD-R2/Bedman/Data|236S}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGXRD-R2/Bedman/Data|j.236S}}
{{!}}-
{{Description|7|text=*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.
*'''[2.1]''' Drills forward much faster than before allowing combos from further ranges against more characters.
*'''[2.1]''' Bedman recovers a slight distance away from the opponent, also in the corner. He recovered pretty much point blank on hit in previous versions.
}}
}}
}}
{{GGXRD-R2 Move Card
|input=214S,j.214S|versioned=input
|description=
;Task B/DVB ({{clr|S|214S}})
Déjà Vu Task B is the fastest Déjà Vu replay. It hits 4 times and has a large hitbox. Very effective for space control, harassment and lockdown. On top of that, it has the shortest cooldown of all his Déjà Vu attacks, allowing Bedman to have oppressive corner pressure.
DVB can be thought of as a pseudo-projectile after a knockdown, much like Ky's {{MMC|chara=Ky Kiske|input=236H|label=CSE}} or Raven's {{MMC|chara=Raven|input=236H Level 0-2|label=Orb}}, where Bedman can use the plus frames to go for strong mixups, cranking RISC gauge with blockstrings, or threaten a pressure reset with another DVB once it's off cooldown.


======<font style="visibility:hidden" size="0">Task C</font>======
Only the last hit actually knocks down. As a result, the seal can be positioned in a way that makes DVB do 3 hits or less and not get a knockdown.
{{MoveData
 
|name=Task C
*Attack continues fully even if Bedman is put in blockstun.
|input=236H (air OK)
|image=GGXRD_Bedman_TaskC.png |caption= It's raining (bed)men.
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:GGXRD-R2/Bedman/Data|236H}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGXRD-R2/Bedman/Data|j.236H}}
{{!}}-
{{Description|7|text=*[ ] 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, but risky to throw out on block nonetheless as it's not very hard to 6P / block in the air and punish.
*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.
*'''[2.1]''' Task C YRC doesn't lock Bedman to one direction in the air anymore, will now turn towards opponent.
}}
}}
}}
{{GGXRD-R2 Move Card
|input=214H,j.214H|versioned=input
|description=
;Task C/DVC ({{clr|H|214H}})
A fantastic okizeme tool that covers a huge amount of vertical space and is oppressive for corner pressure. Unlike the regular version, Déjà Vu Task C is not an overhead and thus can be blocked both high and low.
Despite not being an overhead itself, its high active frames and wide hitbox almost guarantees a high/low mixup situation for Bedman against a cornered opponent. Because of the rising and descending motion of DVC, jumping out from it is nearly impossible. If the opponent gets hit by DVC, Bedman can simply combo into Task C and reset the situation all over again.
DVC is also useful in neutral once Bedman is able to securely place a seal for it as it covers a lot of space. Do note that some characters can run under the rising part of the move, making it more risky against them.


======<font style="visibility:hidden" size="0">Déjà Vu</font>======
{{MoveData
|name=Déjà Vu
|input=214P/K/S/H(Air OK)
|image=GGXRD_Bedman_DejaVu.png |caption=This is where things get confusing
|image2=GGXRD_Bedman_DejaVu2.png |caption2=Four different seals are possible, based on the four special moves that Bedman has.
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Task A |subtitle=214P}}
{{#lsth:GGXRD-R2/Bedman/Data|214P}}
{{!}}-
{{AttackVersion|name=Air Task A |subtitle=j.214P}}
{{#lsth:GGXRD-R2/Bedman/Data|j.214P}}
{{!}}-
{{AttackVersion|name=Task A' |subtitle=214K}}
{{#lsth:GGXRD-R2/Bedman/Data|214K}}
{{!}}-
{{AttackVersion|name=Air Task A' |subtitle=j.214K}}
{{#lsth:GGXRD-R2/Bedman/Data|j.214K}}
{{!}}-
{{AttackVersion|name=Task B |subtitle=214S}}
{{#lsth:GGXRD-R2/Bedman/Data|214S}}
{{!}}-
{{AttackVersion|name=Air Task B |subtitle=j.214S}}
{{#lsth:GGXRD-R2/Bedman/Data|j.214S}}
{{!}}-
{{AttackVersion|name=Task C |subtitle=214H}}
{{#lsth:GGXRD-R2/Bedman/Data|214H}}
{{!}}-
{{AttackVersion|name=Air Task C |subtitle=j.214H}}
{{#lsth:GGXRD-R2/Bedman/Data|j.214H}}
{{!}}-
{{Description|7|text=*[ ] 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.
*Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations.
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately. If the seal is on cooldown it can not be hit.
*Bedman poses for 30F on the ground, 42F+8Landing in the air, 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. You can YRC immediately or delay it if you wish.
*If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC.
*You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A.
*'''[2.1]''' Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu.
'''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, but only if Bedman blocks early after using the Deja-vu. If he blocks later it dissapears.
'''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. Extremely oppressive in the corner.
*Only the last hit knocks down on hit. You can have seals placed in a way that you will get 3 hits off the Deja-Vu and not get a knockdown.
*Attack continues even if Bedman is put in blockstun.
*Attack continues even if Bedman is put in blockstun.
'''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. Not a overhead.
*Attack continues even if Bedman is put in blockstun.
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Movement</font>======
===<big>Air Movement</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Movement
|input=Hover,Hover > Direction|versioned=input
|image=GGXRD_Bedman_AirDash.png |caption= Bed-freaking-Neto
|description=
|data=
Bedman lacks a traditional air-dash, what he has instead is a "Hover" state from which he can dash in any of 8 directions. This is one of the most important parts about playing Bedman. Learn it, and learn it well.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
Pressing 7/8/9 while airborne will put Bedman in the Hover state. He must be in this state in order to {{tt|initiate a hoverdash|ex. Input 8 then 2 for a downward air dash or 87 for an up+back airdash, etc)}}.  
{{AttackVersion|name=Air Hang}}
 
{{#lsth:GGXRD-R2/Bedman/Data|Double Jump}}
*Bedman has a minimum hover height from the ground. He can never initiate an empty Hover if he's not high enough, but cancelling a normal into airdash directly bypasses this restriction.
{{!}}-
*Superjumping lets him reach hover-height a few frames faster.
{{AttackVersion|name=Air Movement |subtitle=Hang > Direction}}
*Bedman can not air-throw after he has hovered in the air, only before.
{{#lsth:GGXRD-R2/Bedman/Data|Air Dash}}
----
{{!}}-
;Airdash Properties
{{Description|7|text=*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.
After dashing in a direction, Bedman goes in a straight line in the chosen direction with fixed movement speed before he starts slowing down and starts falling.
*This is the most important part about Bedman. Learn it and learn it well.
 
*input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.
For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast at first, then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before "normal" falling slowly to the ground at an angle.
*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.
 
*After dashing a direction Bedman goes in a straight line with fixed movement speed before he starts falling normally, but slower.
Using an attack or FD-blocking after initiating an airdash will cancel it and make Bedman fall faster or keep momentum at different angles.
**For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before falling slowly to the ground at an angle.
 
** Using a attack or FD-blocking after starting a hoverdash will cancel this and make Bedman fall faster or at a different angle much faster.
When Bedman connects with {{clr|1|j.P}}, {{clr|2|j.K}}, or {{clr|3|j.S}} and he hasn't air dashed yet, the attack can be directly cancelled into his air movement without needing to tap 8 first. Just press the next direction you wish to air dash towards quickly after the normal connects. {{clr|H|j.H}} is therefore commonly used to fast fall as a mixup between doing 8~8 > 3 {{clr|K|j.K}} or 8~8 > 3 {{clr|H|j.H}} land {{clr|2|2K}} because of it's slow start-up, making Bedman fall to the ground before the attack activates.
** jH is therefore commonly used to fall faster as a mixup between doing 8~8 > 3 jK or 8~8 > 3 jH 2K because of it's slow startup, making Bedman fall to the ground before the attack activates.
 
** Knowing how and when to control his air-movement like this is key to high level Bedman play as it allows him to get full combos off fullscreen CH 3H, mixups, safejumps and general air control.
*Knowing how and when to control his air-movement like this is key to high level Bedman play as it allows him to get full combos off CH {{clr|4|2H}}/{{clr|4|3H}}, perform mix-ups, safejumps and have general air control.
*Bedman has a minimum hover height from the ground. He can never hover if he's too close. Superjumping lets him reach hover-height a few frames faster.
*Bedman can not airgrab after he has hovered in the air, only before.
}}
}}
}}
<br clear=all/>


======<font style="visibility:hidden" size="0">Ground Movement</font>======
===<big>Ground Movement</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Movement
|input=Crawl,Dash|versioned=input
|image=GGXRD_Bedman_CrouchWalk.png |caption=Fastest walking speed in the game. He also has a backwards and forwards crawl.
|description=
|image2=GGXRD_Bedman_Dash.png |caption2=Auto Guard Dash. Teleports behind opponent on successful auto-guard.
Bedman has the fastest walking speed in the game.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
Bedman can also crawl forward and backwards with 3 and 1 respectively.  
{{!}}-
*While he moves significantly slower while crawling, he gains tension as quickly as his normal walk.
{{AttackVersion|name=Crouch Walk |subtitle=1 or 3}}
*It is noteworthy that switching back and forth between walking and crawling forwards (3 > 6 > 3 > 6) generates Tension at a very fast rate.
{{#lsth:GGXRD-R2/Bedman/Data|Crawl}}
----
{{!}}-
;Forward Dash
{{AttackVersion|name=Dash |subtitle=66}}
Bedman's forward dash has full guard points on frames 3 to 14, functioning as a parry.  
{{#lsth:GGXRD-R2/Bedman/Data|Dash}}
 
{{!}}-
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 or backdash after teleporting). Bedman can YRC to cancel the teleport's start-up and punish the guarded attack, similar to Potemkin {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} and Raven {{MMC|chara=Raven|input=214K|label=Stance}} YRCs.
{{Description|7|text=*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.
Forward dash guard points allow Bedman to parry virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin's {{MMC|chara=Potemkin|input=236S|label=Slide Head}} shockwave). Due to its fast start-up it can also be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations, which is very effective once you create gaps with Instant Block or Faultless Defense. This becomes especially obnoxious to deal with when Bedman OSes a jump in the latter couple active frames, allowing for low risk-high reward escapes.
*Bedman's forward dash has guard points on frames 3 to 14.
*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).
*On successful guard point parry, Bedman can YRC to cancel the teleport and punish the guarded attack, similar to Potemkin hammerfall YRC.
*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.
*'''[2.1]''' Forward dash can be jump cancelled during guardpoint frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.
**This new forward dash can be used to do his jD instant overhead from further ranges.
**Like Slayer the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.


}}
*The parry is especially effective against slow or stationary projectiles, for example Zato's {{MMC|chara=Zato-1|input=22H|label=drills}} or Potemkin's {{MMC|chara=Potemkin|input=63214S|label=flick}}.
*Forward dash can be jump cancelled during the guard point frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.
**This cancel can be used to do his {{clr|D|j.D}} instant overhead from further ranges.
**Like Slayer's famous backdash cancels, the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.
}}
}}
<br clear=all/>


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Sinusoidal Helios</font>======
===<big>Sinusoidal Helios</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}
|name=Sinusoidal Helios
{{GGXRD-R2 Move Card
|input=632146H
|input=632146H
|image=GGXRD_Bedman_SinusoidalHelios.png
|description=
|image2=GGXRD_Bedman_SinusoidalHelios2.png |caption2= Real Bedman hours, hit that snooze button if you're up.
Bedman's only real reversal option, hampered by short horizontal range and slow start-up - though it is very plus on block.  
|data=
 
{{AttackDataHeader-GGXRD-R2}}
The regular version is '''NOT''' throw invincible. The Burst version is, but it's a hefty price to pay for a still-slow reversal. Bedman can be thrown out of this easily if done too close to an opponent. {{MMC|chara=Potemkin|input=632146P|2|label=Do not ''ever'' use this against Potemkin.}} Outside of throwing, the opponent can usually YRC their actions to block in time on reaction to the super flash. Hard to whiff punish due to the size of the expanded hitbox however.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|632146H}}
Wallsplats in the corner, which means it can be used in corner combos for good damage ({{clr|5|5D}}, etc.).  This is usually combo'd into from {{clr|4|5H}}'s 2nd hit, {{clr|4|1H}}, close-up hits of {{clr|H|6H}}, or the high air version of Task C. When hitting midscreen, Bedman can get a short juggle combo.
{{!}}-
 
{{Description|6|text=*Frame 1~15 Strike Invul.
*The hits are considered as projectiles so Jack-O's {{MMC|chara=Jack-O|input=Organ > H|label=Aegis Field}} will completely nullify it.
*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. Hard to whiff punish.
*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 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!
*BURST version is fully invulnerable.
*The hits are considered as projectiles so Jack-O aegis will completely nullify this.
}}
}}
}}


======<font style="visibility:hidden" size="0">Hemi Jack</font>======
===<big>Hemi Jack</big>===
{{MoveData
{{InputBadge|{{clr|3|632146S}}}}
|name=Hemi Jack
{{GGXRD-R2 Move Card
|input=632146S
|input=632146S
|image=GGXRD_Bedman_HemiJack.png |caption= The Sheep Lord demands a sacrifice.
|description=
|data=
Hemi Jack is an unorthodox super that rarely sees practical use. A candidate for the worst Overdrive in the game.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
Bedman summons an unblockable black sheep that slowly advances towards the opponent's position. After deployment, it reappears above and behind the opponent after a few seconds and begins moving towards them. On hit, the opponent is instantly stunned and Bedman is teleported in the air front of them. It will not hit grounded opponents.
{{#lsth:GGXRD-R2/Bedman/Data|632146S}}
 
{{!}}-
This move is generally too weak to be worth the meter cost; it leaves Bedman open, it puts the opponent too far away to land an IK quickly enough, and it has very little reward on hit compared to Bedman's other uses of meter. You could potentially find ways to use it in okizeme setups, but there's still no real reason to use this over other metered options.
{{Description|6|text=*Summons our Savior, the evil, black, giant, Sheep that will appear above and behind the opponent. It takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.
 
*The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him.
*Inflicts a meter penalty upon usage
*The Sheep Lord is too great for manual labor and refuses to smite non-believers who are on the ground, preferring to loom over their shoulder until they come to him in the air.
*The sheep disappears if Bedman is hit, but remains if he blocks.  
*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 itself can be attacked and it takes 3 hits to be dispelled.  
*Non-believers can attack and knock away the Sheep. Their efforts are not fruitless however, for the Sheep can only sustain 3 strikes.
*It will disappear if it does not hit the opponent after approximately 9 seconds.
*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.
*If combo'd into, Hemi Jack may not stun as its stun damage scales with the combo.
*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.
*When the Sheep Lord catches his victim he rewards his follower by teleporting him in front of it.
*Out of all the Overdrives in the game, our Saviour is, quite sadly, actually the weakest and worst use of meter for Bedman.
}}
}}
}}
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==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Theatre of Pain</big>===
|name=Theatre of Pain
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD_Bedman_TheatreOfPain.png
|input=236236H |type=instantkill
|image2=GGXRD_Bedman_TheatreOfPain2.png
|description=
|image3=GGXRD_Bedman_TheatreOfPain3.png |caption3= I give this movie two thumbs up
Uses the animation of Bedman's SIGN/Rev1 {{clr|4|6H}}, but does not teleport like the old {{clr|4|6H}} traditionally did. Not great range all around.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
With access to Gold IK, there will be a lot of methods to land this with the use of Déjà Vu combos, {{clr|5|5D}}, and Sinusoidal Helios.
{{!}}-
 
{{#lsth:GGXRD-R2/Bedman/Data|IK}}
Comboing into IK from Hemi Jack's dizzy is 99% of the time NOT an option, since it takes too long to enter Instant Kill mode, and places Bedman too far away from the opponent to use it before they mash out of dizzy state. With access to full tension in IK conditions, using Roman Cancel Déjà Vus or Blitz Shield is usually better.
{{!}}-
{{Description|6|text=*[ ] Indicates during Hell Fire
*Uses the animation of his 6H, but does not teleport like the old 6H traditionally did. Very poor range all around. You'll never combo into this.
*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
*Comboing into it from Hemi Jack's dizzy is NOT an option, it places you too far from the oponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Deja Vus or Blitz Shield instead.
}}
}}
}}
<br clear=all/>
 
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Bedman}}
 
==Navigation==
==Navigation==
{{#lsth:GGXRD-R2/Bedman/Data|Links}}
<center>{{Character Label|GGXRD-R2|Bedman|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Bedman/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/Navigation}}
[[Category:Bedman]]
[[Category:Guilty Gear|Bedman]]

Latest revision as of 08:36, 14 April 2024

Overview

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 Déjà Vu mechanic. Whenever Bedman does a special move, he leaves a Seal on the stage which can be used to create shadowy "Replay" duplicates that mimic the special move that created them. These can be used for zoning, pressure, okizeme, or lockdown with terrifying effectiveness, though those Seals can be destroyed by his opponent's attacks.

His variety of unique movement options, solid reach on his normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Seals and take control of the match, but if he's caught off guard his defensive options are very hit or miss. Even when he's on offense, without backup from Deja-Vu his pressure is much less dangerous and he deals little damage. Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit, pushing them into the corner where he can enforce deadly pressure and mix-ups.
Bedman
GGXRD-R Bedman Portrait.png
Defense
x0.98
Guts Rating
0
Weight
[96] Heavy
Stun Resistance
60
Prejump
3F
Backdash
23F (1~11F invuln)
Wakeup Timing
24F (Face Up)/ 30F (Face Down)
Unique Movement Options
8-way Airdash
Crawling
Forward Dash (32F. 3~14 Guard Point)
Fastest Attack
2P (5F)
Reversals
632146H (6+8F)

 Bedman specializes in frustrating his opponents into making mistakes, complemented by his unique seal-based offense that can be used for both okizeme and neutral situations.

Pros
Cons
  • Extremely Tricky Mobility: Possesses both a unique 8-way airdash and a guard point teleport dash that can make it difficult to predict his movements and pin Bedman down.
  • Strong Okizeme: Powerful okizeme that can be looped in the corner.
  • Mix-ups: Strong free-form mix-up game with his 8-way dash, tick-throws and an Instant Overhead, alongside good pressure with Seals.
  • Conditional Zoner: Strong zoning options when properly set-up with Seals and Tension.
  • Walking Speed (no, really): Best walk speed in the game complemented by decent ground pokes and his high reward throw.
  • Damage: Has access to incredibly high damage and corner carry from 50/50 situations, often at the cost of 25% or less Tension. DVC mix-ups easily do 40% health if optimized and end in a Task C knockdown, allowing for high damage, loopable set-play; especially with Tension on hand for safety.
  • Tricky ≠ Fast: Hover lacks a traditional airdash's instantaneity, which can make it tough for him to escape pressure or quickly adjust spacing. He also doesn't have a run, though this weakness is partially mitigated by his excellent walk speed.
  • Inconsistent Defence: Bedman's 6P is an unreliable anti-air that hits high up, his Dead Angle is absurdly punishable but fast, his reversal super is painfully slow and throwable but very plus, his guardpoint dash is not active until frame 3 but yields incredible positional reward, and he has 0 guts.
  • Two-Step Gameplan: Without Deja Vu Seals, Bedman's zoning and pressure are both significantly weaker, with little reward and no frame advantage behind any of his attacks.
  • Huge Body: Large and wide hurtbox. Especially tall while crouching which allows opponents to hit him with attacks that normally would whiff on other characters.
  • Damage: High damage combos are very character specific, and in rounds where Bedman can't find ways to get them he often does below average damage whilst giving the opponent a lot of Burst with his multi-hit attacks.

Unique Mechanics

Bedman has a unique dash which operates as a guard-point parry. This dash cannot be canceled normally throughout its duration, unlike normal dashes, but does act as a counter against blockable attacks. On success, he teleports behind the opponent, allowing him to punish many moves in neutral. During the parry's active frames however, Bedman is able to cancel the dash with a jump, allowing for parry attempts while cutting the dash short. See the Video guide on using Bedman's Dash by GcYoshi13
Bedman has unique air properties. Bedman cannot double jump, and has an 8-way air dash instead of the normal horizontal air dash. Bedman can also perform a hover which makes him float in place above the ground so long as he is above the minimum height. For more details, see the video guide by GCYoshi13.

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Mid 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees

A very important normal in Bedman's kit because of how varied the possible actions following this move are. Also used as a quick poke/check against low attacks like sweeps or 2Ks, attacking over them while they whiff. Can avoid Potemkin's Slide Head as well. 5K is also a good frame trap if delayed cancelled after 2P.

  • On normal hit, can combo into c.S/f.S, 5H, and 2D
  • On counter hit, can combo into 6H.

Gatling Options: c.S, f.S, 2S, 5H, 1H/2H/3H, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 6 3 11 ±0

Fast start-up and has a tall and far hitbox. One of Bedman's best normals for pressure, punishing, and combos.

c.S is one of his few normals that combo into both hits of 5H if done point blank, making it a premium starter. Can be used for quick pressure resets or resetting to neutral using its jump cancelable property as well.

  • One of his best throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. optionsInputting 6+S+H 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. due to how high it hits and it being even on block.

Gatling Options: 6P, 5K, f.S, 2S, 5H, 1H/2H/3H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Mid 9 2 19 -7

A versatile far poke with good speed for its reach. Primarily used as a starting route for pressure.

On hit, it doesn't typically lead to much but it can be useful to get guaranteed punishes in some situations. As a round start option, it will beat many opposing pokes. Slightly higher damage than most of Bedman's other moves.

  • Jump Cancelable for juggles off of corner throw.
  • On counter hit or crouching opponents, Bedman can combo into 2H.

Gatling Options: 2S, 5H, 1H/2H/3H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28×2 Mid 12 3(3)3 18 -4

A slow but active button mostly used in blockstrings and combos.

In neutral, while it can stuff approaches with its long active frames and notable disjoint, its high recovery makes it a much riskier option that other normals. In pressure, 5H is solid for punishing backdashes due to the far reach and long active frames. Bedman can importantly jump cancel the second hit on grounded opponents into j.D for an instant overhead, with the opponent being unable to Blitz or DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. unless they IB the 5H2. Jumping FDing can bait these options however.

An additional niche use for 5H is that the second hit has a hitbox behind Bedman, which proves useful against characters that tend to cross up frequently (Slayer in particular).

  • 2nd hit vacuums grounded opponents in at close ranges. This is important for Bedman's longer combos.
  • Depending on how far it hits, you want to either combo into Task BGGXRD Bedman TaskB.pngGuardAllStartup12Recovery26Advantage-13 or 2D.
  • Both hits are special cancelable. but only the second hit is jump cancelable.

Gatling Options: 1H/2H/3H, 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 9 6 21 -13 1-4 Upper Body
5-8 Head

Anti-air that hits fairly far above Bedman. Unfortunately, the "man" hitbox gains a big hurtbox from its 3rd active frame onwards, making this move prone to trades when used on reaction.

On hit, if the opponent is deep enough, Bedman can combo into c.S > Task C. Going straight into Task C is generally more reliable, but depending on character and height they might be able to tech in the middle of Task C and punish Bedman.

Unlike most 6Ps, Bedman's can't really be used as a grounded counter-poke due to his hurtbox during the move.

  • Has a lot of untech on counter-hit, allowing good conversions into air Task B on trade as long as the trade doesn't knock Bedman down.

Gatling Options: c.S, 6H, 1H/2H/3H

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 24,18 Mid 18 3(7)3 21 -5
6HH 18,24 Mid 10 3(11)5 14 ±0

Primarily used as offensive pressure/frametrap option, RISC cranking normal, and combo tool.

The gatlings into 6H from 5K and 6P create a 4f frame-trap that can catch mashing. Both hits are special cancelable, allowing Bedman to create some damaging combos as well as overwhelming pressure. 6H can generally only be combo'd into from a counter hit however.

Bedman can make use of 6H special cancels by replaying Déjà Vus after either hit - Task B Déjà VuGGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28 is a very strong option after this. He can also Task AGGXRD Bedman TaskA.pngGuardAllStartup18RecoveryTotal 49Advantage-5, but this can be called out by an advancing jump or advancing low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves (like Ky's Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15, Elphelt's 2HGGXRD-R Elphelt 2H.pngGuardMidStartup18Recovery18Advantage-4, Sin's Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0, Chipp's Alpha BladeGGXRD Chipp AlphaBlade.pngGuardMidStartup17Recovery32Advantage-30, etc).

  • Combos from Counter Hit 5K and 6P.
  • Combos into Task B on either hit. On air hit, the cancel can be delayed to prevent teching.

6HH

Useful for pushing the opponent across the screen on block, which is notably strong when Bedman is cornered as it allows him to push himself out. The 3rd hit is cancelable, but the 4th is not.

When blocked, will return Bedman to neutral as it is +0 and puts the opponent at half screen distance. Should the opponent be contesting cancel options from either hit of 6H, Bedman can simply consider not cancelling at all and letting the full 6HH play out as the safest option.

On hit, 6HH causes the opponent to go flying about 3/4 screen into a knockdown, giving ample time to throw out a Task A/A' and start offense all over again.

  • If the whole sequence is juggling an airborne opponent, they can be picked up with Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 or a delayed Task B for a knockdown.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 5 4 7 -1

Bedman's fastest normal and subsequently his most important defensive normal and best abare An attack during the opponent's pressure, intended to interrupt it. option.

Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while lowering Bedman's hurtbox as well. As Bedman has very poor defensive options, he has to rely on this quite a bit.

  • Combo into 2K, 2D for a knockdown.
  • Against Zato specifically, can whiff on Eddie if Eddie is not using an attack. 2K is a more reliable answer.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 1H/2H/3H, 6H, 5D, 2D

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 12 3 11 ±0

A long range low poke. Very useful to play footsies with since it hits so far and is even on block with its fast recovery.

2S also sees special use as it's the closest thing Bedman has to a low profile attack. Bedman can use the low hurtbox on the forwards part of 2S to avoid many air attacks counterattack against high hitting moves.

Due to 2S having no lingering hurtbox on recovery, Bedman can meaty with it from far away with little risk of being hit by an invincible reversal when timed well.

  • Can combo into both hits of 5H, but only at close range.
  • Can combo into 2H on crouching or counter hit.

Gatling Options: 5H, 1H/2H/3H, 5D, 2D

1H/2H/3H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1H 45 Mid 15 14 25 -20
2H 40 Mid 15 14 29 -24
3H 35 Mid 19 14 33 -28

Bedman does not have a traditional 2H like most of the cast. 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.

  • Bedman can gatling normals into any of 1H/2H/3H though generally only 1H has practical application this way.
  • Each version is special cancelable and jump cancelable on block or hit. It's a good way to get a Task A on the screen.
  • Very punishable on whiff. Bedman is in Counter Hit state during recovery, so it's important to have meter to YRC if it whiffs.
  • Can be YRC'd during start-up or active, giving more than enough time to YRC it on whiff.

1H

Launches on normal hit and combos into Task C for good damage and knockdown oki. Almost strictly used for combos and blockstrings.

A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.


2H/3H

Both are long range pokes that are slow but can catch the opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be Blitzed and Bedman will be rejected, and they can be countered by AxlGGXRD Axl HeavenCanWait.pngGuardStartupRecoveryTotal 34Advantage+60 from any range.

2H is more suited for pressure strings to catch opponents trying to jump out or land in that spot, whereas 3H is more suited for attacking opponents far away who are attempting to zone or set up something full-screen.

  • Both launch on counter hit and airborne hit.
  • On counter hit, they can be confirmed into good combos into Task C from nearly anywhere on the screen.
  • Excellent enders in blockstrings due to Level 4 blockstun, range and being jump cancelable.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 12 6 12 -4

A slow sweep with good range. Used to secure an easy knockdown from a variety of normals and as an occasional poke.

While it has identical start up to 2S, it can be a stronger poke option due to having better reach and double the active frames. It does recover 4 frames slower however, so it can be risky against faster characters.

Combos into Task B and still secures a knockdown. If done far away, Task B will hit OTG, allowing the opponent air tech. Make sure to space the confirm properly!

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 High / Air 6 6 9

Bedman's fastest and most reliable air-to-air move. Has good reach for its speed and little recovery.

Cancels into itself, even on whiff. Bedman can rapid fire this normal in the air regardless if it makes contact with the opponent or not, making it a very safe defensive option. As his fastest air normal, j.P also sees use as an overhead in jump cancel and hover pressure.

  • Very useful air normal to airthrow OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. with.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High / Air 10 8 22

Bedman's farthest reaching air normal. This is the most important and versatile air normals in his arsenal.

j.S is very strong in combination with his 8-way dash to control real estate on the screen. For example, doing a downwards airdash makes it a great spacing tool as a vertical "wall", whereas doing a forward airdash has Bedman fly in with a far reaching attack that makes use of its many active frames. It is also a solid air to air on its own due to its range.

  • One of Bedman's best air moves to go for after an air tech.
  • Some characters like Venom can low profile it completely by using 6P, use j.K in those situations instead.

Gatling Options: j.P, j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14×6 High / Air 13 12 24

Used as an overhead for pressure and mix-ups. Sees very little use in neutral.

j.H hits a total of 6 times, and all of them are overhead. It becomes very tricky to block when Bedman is getting close to the ground since he can hit less than 6 times and quickly go for 2K when he lands. Aside from hitting overhead, it's also a useful move to whiff intentionally when going for empty air dash into low attacks as the start-up animation can confuse the opponent into blocking high.

Bedman can also FD in mid-air after a forwards Hover dash and still have j.H hit. Depending on the timing, it can hit anywhere from 1-4 times, making the following 2K even harder to block correctly.

While it's not a great air-to-air move, it can have some niche application due to its multi-hit nature and long active frames.

  • Cranks RISC on block if they don't choose to FD this move.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High / Air 11 8 24 +6

Instant overhead on the entire cast when done immediately after a jump. Very important part of Bedman's mix-up game.

Bedman can convert into a combo only if he has Déjà Vu assistance, Red Roman Cancels it, or if j.D is a counter hit. On CH, Bedman can air dash downwards j.K-j.P to combo. j.D can also be used in some air combos to knock opponents down if they aren't too high up in the air (around slightly shorter than super jump height)

  • The momentum after j.D can be altered if Bedman holds forward, backwards, or neutral after he connects with j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,10×10,0 Ground Throw: 75250 1 +64

Bedman's throw range is decent, but his fast walk speed is what makes his throws a major threat.

Midscreen throws give Bedman good corner carry and plenty of time to set up a mixup or a seal for neutral or okizeme. Terrifyingly effective in the corner, as Bedman can meterlessly combo using f.S or 5K. Corner combos usually net ~100ish damage + 1-2 Déjà Vu seals.

  • Can RRC midscreen for a combo.
  • Can do jump back > low Task B to approach while setting up a DVB Seal.

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 8 3 32 -21 1~10 Full
11~27 Foot

Bedman's Dead Angle uses his 5K animation.

Because of Bedman's lack of defensive options, this is one of the main ways to get an opponent off of him. Horrendous on block or whiff, so make sure it will land when used. Horizontal range is good and it's harder to low profile than most other Dead Angle Attacks (it even goes over lows AFTER its actual invincible frames), although it's also slightly easier to go over it.

  • At 8 frames, this is the second fastest Dead Angle in the game; which is its strongest aspect.

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Standard Blitz Attack, notably larger than average. On air hit, Bedman can hit the opponent with 3H before they land for extra damage, though keep in mind they will recover in the air after being hit.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Task A

236P (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P 35×2 All 18 90, until return Total 49 -5
j.236P 35×2 All 18 90, until return Total 49 -5

Also referred to as "boomerang" or "head". A slow but annoying projectile that hits twice, once on the way forward and once on the way back.

Task A is a critical part of Bedman's zoning gameplan in many matchups. On the way back, the projectile tracks Bedman's position, allowing him to manipulate its return route. Once the opponent is conditioned to be scared of Task A, Bedman can make use of the return attack of the projectile to airdash at the opponent and go for a high/low mixup.

The ground version of Task A will generally fly directly forward and up, while airborne Task A will fly at a downwards angle towards the ground, making it useful to hit crouching opponents that grounded Task A otherwise whiffs on. When performed as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
/ TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input., Task A will travel horizontally along the ground, allowing it to beat out low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves that otherwise beat grounded Task A.

  • To successfully place a Task A Seal with this move, Bedman has to finish the attackThis attack is considered finished the moment Bedman recovers without interruption. without being hit or Roman Cancelling.
  • Seal appears at Bedman's current location.
  • Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
  • Bedman is in Counter Hit state during the entirety of the move's recovery.

Task A'

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 35 All 37 Total 70 +9
j.236K 35 All 37 Total 70 +9

Also referred to as "teleport boomerang" or "Task A Prime". Works like Task A, except the start-up is much slower. Used as a tricky projectile and setup component rather than a neutral option, but can serve as a bit of a knowledge check.

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 appear behind the opponent. For Okizeme, TK Task A' should be used on seal knockdowns as standing Task A' may whiff on some crouching characters.

On hit, c.S, 2K, or 2P reliably convert into combos. On block, Bedman has significant frame advantage so he can either safely push them out with 2P or go for a mixup.

  • To successfully leave a Task A' Déjà Vu seal, Bedman must successfully finish the attackThis attack is considered finished the moment the ball/head is thrown or leaves his "hands"; unlike regular Task A, this also includes the grounded version. without being hit, which leaves a Seal at Bedman's location.
  • Unlike Task A, grounded Task A' can be Roman Cancelled after the head is thrown while still generating a Déjà Vu seal.
  • When Task A' is Blitzed, Bedman will still teleport to the opponent and will be +4 if it was parried.
  • Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
  • Bedman is in Counter Hit state during the entirety of the move's recovery.

Task B

236S (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 14×4 All 12 4×4 26 -13
j.236S 14×3 All 12 6,6,4 Until Landing + 8 -5

Also referred to as "spin" or "Beyblade." A good combo ender that secures a knockdown. Easy to combo into from a variety of hit confirms, especially on the ground.

When done high enough in the air combos, the opponent will be able to tech out before Bedman can get a knockdown out of it, however. Outside of combos, it can be used as a movement option via Air Task B YRC, which retains a lot of momentum ("slingshotting" Bedman forward) so it's a great way to get out of corners once sufficient altitude has been gained.

  • Bedman recovers a slight distance away from the opponent, also in the corner.
  • To successfully place a Task B seal, Bedman has to finish the attackThis attack is considered when the recovery of Task B ends without being hit or Roman Cancelling, with the Seal appearing at the end of the spin.
  • Unlike the grounded version, RCing the recovery of Air Task B still lets Bedman place a seal.
  • IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    / TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Task B recovers much more quickly than the ground version.

Task C

236H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236H 30×2, 10 All, High / Air, All 11 8(17)10,10 13 -2 9~Airborne
j.236H 30,10
[30,30]
High / Air, All 21 Until Landing,10 11 ±0 [+3]

Also referred to as "bed slam." One of Bedman's typical combo enders, especially in the air. Does good damage and secures a knockdown.

Both versions have a very wide crossup hitbox but need to RRC to combo from it.


Grounded Task C

Bedman rises into the air while spinning and slams down, with the second part hitting overhead. If done close to the opponent, the falling portion will cross them up.

  • To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit, with the seal appearing upon landing. It's possible to RC after landing, and still generate a seal.

Air Task C

Bedman will skip the first "rising" portion of the move, and immediately perform the falling ground slam.

For Air Task C, there are two variants. One performed closer to the ground, and one done high in the air. The low height version will provide a simple knockdown on hit and is 0 on block, while the high version has a large shockwave that ground bounces into a combo on hit, and is +3 on block. The high version activates around the peak of Bedman's superjump.

Outside of combos, Air Task C can be used as a tricky option to get in on opponents beneath Bedman, as it can be tricky to anti air in some matchups. If they are prepared to challenge it, he can go for Task C YRC to attempt to bait and beat their punish options.

  • [ ] Indicates high in air
  • To place an aerial Task C seal, Bedman has to start the falling descent before YRC'ing for the seal to be generated.
  • Task C YRC will make Bedman face the opponent if he is superjumping, so be careful that the inputs don't get reversed.

Déjà Vu

214P/K/S/H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214X Total 30
j.214X Total 42+8L

Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations. 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. The seals can be attacked by the opponent, which will eliminate the seal immediately.

Setting up seals for Déjà Vu is critical to Bedman's gameplan as the start-up of Déjà Vu is much faster than the corresponding special, deals more damage, and Bedman is free to act while they are replaying. When using Déjà Vu, Bedman poses for 30F and the replayed phantoms' attacks start 6F after Bedman initiates the replay. YRC Déjà Vu Works very well for meaty and oki setups, as it still summons the phantom and allows Bedman to act even earlier. It can be YRCed immediately or delayed significantly without becoming a PRC.

  • Each seal lasts for 421F normally.
  • On use of any Déjà Vu, the seal enters a cooldown where it disappears and can't be activated again until it reappears.
    • If Bedman is hit while a Déjà Vu is active, the replay will be immediately halted and the seal will be destroyed, requiring Bedman to set it up again.
    • If the seal is on cooldown it can not be hit.
  • Déjà-vu phantoms always auto-correct towards the opponent, even if the attack that created the seal was facing the other direction.
  • Bedman can not Déjà Vu a Task B or Task C if either seal is being used, or is on cooldown. He can however, combine DVB or DVC with DVA and DVA'.
  • Déjà Vu phantoms/replays have no hurtboxes and cannot be attacked by the opponent.

Air Déjà Vu
  • Bedman poses for 42F+8Landing. The replayed phantom attacks start 6F after Bedman poses.
  • Bedman falls for 20 frames after pausing his momentum, which he is locked into unless RCed.
  • Air Déjà-vu has a minimum air height requirement, so IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    / TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Déjà-vu cannot be performed immediately after becoming airborne.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 38×2 All 29 90,54 Total 30
j.214P 38×2 All 29 90,56 Total 30
Task A/DVA (214P)

Task A Déjà Vu allows Bedman to have more freedom of movement while controlling the screen with a highly active projectile.

DVA's return trajectory tracks back to to the seal from where it originated from instead of Bedman's position, which allows for setups like meterless combos from a j.D if timed well.

  • Only one Task A can be active on the screen at a time. Bedman cannot throw a Task A while a DVA is active onscreen and vice versa.
  • If the Task A that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
  • Just like the normal version, if Bedman is put into hit- or blockstun while the Déjà Vu version is active, the attack will immediately halt. Unlike getting hit however, if it disappears because Bedman blocks something, the seal will reappear shortly after the DVA head despawns.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 42 All 48 Total 30 +9
j.214K 42 All 48 Total 30 +9
Task A'/DVA' (214K)

Task A' Déjà Vu allows Bedman to go for some tricky setups like going for a j.D instant overhead and having the DVA' cancel the attack's recovery for a smooth combo, which is much harder to do with regular Task A' because of Bedman's long recovery after throwing it. The same setup can be used to fake the overhead and go for a quick low as well.

  • If the Task A' that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
  • Doesn't track Bedman's position on return. Instead, the Déjà Vu version will return to the seal from where it originated.
  • Unlike the normal version, if Bedman is put into blockstun at the beginning of DVA' generating, the attack will not disappear, making this extremely useful for extended pressure or resets, but only if Bedman blocks early after using the Déjà Vu. If he blocks later, it disappears.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 18×4 All 23 16 Total 30 +28
j.214S 18×4 All 23 16 Total 30 +28
Task B/DVB (214S)

Déjà Vu Task B is the fastest Déjà Vu replay. It hits 4 times and has a large hitbox. Very effective for space control, harassment and lockdown. On top of that, it has the shortest cooldown of all his Déjà Vu attacks, allowing Bedman to have oppressive corner pressure.

DVB can be thought of as a pseudo-projectile after a knockdown, much like Ky's CSEGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 or Raven's OrbGGXRD-R Raven ScharfKugel.pngGuardAllStartup71RecoveryTotal:46Advantage+30, where Bedman can use the plus frames to go for strong mixups, cranking RISC gauge with blockstrings, or threaten a pressure reset with another DVB once it's off cooldown.

Only the last hit actually knocks down. As a result, the seal can be positioned in a way that makes DVB do 3 hits or less and not get a knockdown.

  • Attack continues fully even if Bedman is put in blockstun.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H 36×2, 10 All 30 8(17)10(6)10 Total 30
j.214H 36, 10 All 28 Until Landing (6)10 Total 30
Task C/DVC (214H)

A fantastic okizeme tool that covers a huge amount of vertical space and is oppressive for corner pressure. Unlike the regular version, Déjà Vu Task C is not an overhead and thus can be blocked both high and low.

Despite not being an overhead itself, its high active frames and wide hitbox almost guarantees a high/low mixup situation for Bedman against a cornered opponent. Because of the rising and descending motion of DVC, jumping out from it is nearly impossible. If the opponent gets hit by DVC, Bedman can simply combo into Task C and reset the situation all over again.

DVC is also useful in neutral once Bedman is able to securely place a seal for it as it covers a lot of space. Do note that some characters can run under the rising part of the move, making it more risky against them.

  • Attack continues even if Bedman is put in blockstun.

Air Movement

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hover Total 45
Hover > Direction Total 25

Bedman lacks a traditional air-dash, what he has instead is a "Hover" state from which he can dash in any of 8 directions. This is one of the most important parts about playing Bedman. Learn it, and learn it well.

Pressing 7/8/9 while airborne will put Bedman in the Hover state. He must be in this state in order to initiate a hoverdashex. Input 8 then 2 for a downward air dash or 87 for an up+back airdash, etc).

  • Bedman has a minimum hover height from the ground. He can never initiate an empty Hover if he's not high enough, but cancelling a normal into airdash directly bypasses this restriction.
  • Superjumping lets him reach hover-height a few frames faster.
  • Bedman can not air-throw after he has hovered in the air, only before.

Airdash Properties

After dashing in a direction, Bedman goes in a straight line in the chosen direction with fixed movement speed before he starts slowing down and starts falling.

For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast at first, then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before "normal" falling slowly to the ground at an angle.

Using an attack or FD-blocking after initiating an airdash will cancel it and make Bedman fall faster or keep momentum at different angles.

When Bedman connects with j.P, j.K, or j.S and he hasn't air dashed yet, the attack can be directly cancelled into his air movement without needing to tap 8 first. Just press the next direction you wish to air dash towards quickly after the normal connects. j.H is therefore commonly used to fast fall as a mixup between doing 8~8 > 3 j.K or 8~8 > 3 j.H land 2K because of it's slow start-up, making Bedman fall to the ground before the attack activates.

  • Knowing how and when to control his air-movement like this is key to high level Bedman play as it allows him to get full combos off CH 2H/3H, perform mix-ups, safejumps and have general air control.

Ground Movement

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Crawl
Dash Total 32 3~17 Guard Point

Bedman has the fastest walking speed in the game.

Bedman can also crawl forward and backwards with 3 and 1 respectively.

  • While he moves significantly slower while crawling, he gains tension as quickly as his normal walk.
  • It is noteworthy that switching back and forth between walking and crawling forwards (3 > 6 > 3 > 6) generates Tension at a very fast rate.

Forward Dash

Bedman's forward dash has full guard points on frames 3 to 14, functioning as 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 or backdash after teleporting). Bedman can YRC to cancel the teleport's start-up and punish the guarded attack, similar to Potemkin HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 and Raven StanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage- YRCs.

Forward dash guard points allow Bedman to parry virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 shockwave). Due to its fast start-up it can also be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations, which is very effective once you create gaps with Instant Block or Faultless Defense. This becomes especially obnoxious to deal with when Bedman OSes a jump in the latter couple active frames, allowing for low risk-high reward escapes.

  • The parry is especially effective against slow or stationary projectiles, for example Zato's drillsGGXRD Zato InviteHell.pngGuardLowStartup18RecoveryTotal 44Advantage0 or Potemkin's flickGGXRD Potemkin FDB.pngGuardMidStartup19Recovery12Advantage+2.
  • Forward dash can be jump cancelled during the guard point frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.
    • This cancel can be used to do his j.D instant overhead from further ranges.
    • Like Slayer's famous backdash cancels, the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.

Overdrives

Sinusoidal Helios

632146H or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28×6
[35×6]
All 6+8 2×6 Total 39 +11 1-15 Strike
[1-15 All]

Bedman's only real reversal option, hampered by short horizontal range and slow start-up - though it is very plus on block.

The regular version is NOT throw invincible. The Burst version is, but it's a hefty price to pay for a still-slow reversal. Bedman can be thrown out of this easily if done too close to an opponent. Do not ever use this against Potemkin.GGXRD Potemkin PotemkinBuster.pngGuardGround Throw: 308000Startup3RecoveryTotal 40Advantage+62 Outside of throwing, the opponent can usually YRC their actions to block in time on reaction to the super flash. Hard to whiff punish due to the size of the expanded hitbox however.

Wallsplats in the corner, which means it can be used in corner combos for good damage (5D, etc.). This is usually combo'd into from 5H's 2nd hit, 1H, close-up hits of 6H, or the high air version of Task C. When hitting midscreen, Bedman can get a short juggle combo.

  • The hits are considered as projectiles so Jack-O's Aegis FieldGGXRD-R JackO AegisField.pngGuardStartupRecovery12Advantage- will completely nullify it.

Hemi Jack

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,15 Unblockable 17+183 536 Total 59

Hemi Jack is an unorthodox super that rarely sees practical use. A candidate for the worst Overdrive in the game.

Bedman summons an unblockable black sheep that slowly advances towards the opponent's position. After deployment, it reappears above and behind the opponent after a few seconds and begins moving towards them. On hit, the opponent is instantly stunned and Bedman is teleported in the air front of them. It will not hit grounded opponents.

This move is generally too weak to be worth the meter cost; it leaves Bedman open, it puts the opponent too far away to land an IK quickly enough, and it has very little reward on hit compared to Bedman's other uses of meter. You could potentially find ways to use it in okizeme setups, but there's still no real reason to use this over other metered options.

  • Inflicts a meter penalty upon usage
  • The sheep disappears if Bedman is hit, but remains if he blocks.
  • The sheep itself can be attacked and it takes 3 hits to be dispelled.
  • It will disappear if it does not hit the opponent after approximately 9 seconds.
  • If combo'd into, Hemi Jack may not stun as its stun damage scales with the combo.

Instant Kill

Theatre of Pain

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]

Uses the animation of Bedman's SIGN/Rev1 6H, but does not teleport like the old 6H traditionally did. Not great range all around.

With access to Gold IK, there will be a lot of methods to land this with the use of Déjà Vu combos, 5D, and Sinusoidal Helios.

Comboing into IK from Hemi Jack's dizzy is 99% of the time NOT an option, since it takes too long to enter Instant Kill mode, and places Bedman too far away from the opponent to use it before they mash out of dizzy state. With access to full tension in IK conditions, using Roman Cancel Déjà Vus or Blitz Shield is usually better.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Bedman color 1.png
GGXRD-R2 Bedman color 2.png
GGXRD-R2 Bedman color 3.png
GGXRD-R2 Bedman color 4.png
GGXRD-R2 Bedman color 5.png
GGXRD-R2 Bedman color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Bedman color 7.png
GGXRD-R2 Bedman color 8.png
GGXRD-R2 Bedman color 9.png
GGXRD-R2 Bedman color 10.png
GGXRD-R2 Bedman color 11.png
GGXRD-R2 Bedman color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Bedman color 13.png
GGXRD-R2 Bedman color 14.png
GGXRD-R2 Bedman color 15.png
GGXRD-R2 Bedman color 16.png
GGXRD-R2 Bedman color 17.png
GGXRD-R2 Bedman color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Bedman color 19.png
GGXRD-R2 Bedman color 20.png
GGXRD-R2 Bedman color 21.png
GGXRD-R2 Bedman color 22.png
GGXRD-R2 Bedman color 23.png
GGXRD-R2 Bedman color 00.png

Navigation

 Bedman


To edit frame data, edit values in GGXRD-R2/Bedman/Data.
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