GGXRD-R2/Bedman: Difference between revisions

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{{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.
{{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.
*This is the most important part about Bedman. Learn it and learn it well.
*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.
*Input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.
*When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.
*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.
*After dashing a direction Bedman goes in a straight line with fixed movement speed before he starts falling normally, but slower.

Revision as of 01:40, 24 March 2019

Bedman
GGXRD-R Bedman Portrait.png
Movement Options
Floaty 8-way Airdash
Teleport-type Backdash
Guard-point forward dash
Play-style
Pressure, Aggressive Zoning

Overview

Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.

His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous. Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.

Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • 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.



Normal Moves

5P
5P
GGXRD Bedman 5P.png
Is this a headbutt or a... Bedbutt
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 6 4 6 ±0 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD Bedman 5P.png
Niche, but good.
GGXRD-R2 Bedman 5P-Hitbox.pngGGXRD-R2 Bedman 5P-Hitbox2.png
  • 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.
5K
5K
GGXRD Bedman 5K.png
Low invulnerable poke.
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 Mid 8 3 15 -4 2 10 7 SJ YRP 264 Initial: 85% 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
GGXRD Bedman 5K.png
Low invulnerable. The longer you play Bedman, the more you will start to appreciate this move.
GGXRD-R2 Bedman 5K-Hitbox.png


  • 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.
c.S
c.S
GGXRD Bedman c.S.png
The butter of all breads.
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 6 3 11 ±0 2 10 7 SJ YRP 264
GGXRD Bedman c.S.png
The butter of all breads.
GGXRD-R2 Bedman c.S-Hitbox.png
  • 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.
f.S
f.S
GGXRD Bedman f.S.png
Decent poke
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 9 2 19 -7 2 10 7 SJ YRP 264 Initial: 90%
GGXRD Bedman f.S.png
Decent poke
GGXRD-R2 Bedman f.S-Hitbox.png
  • 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.
5H
5H
GGXRD Bedman 5H.png
Swing everywhere. Maybe I'll hit them.
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×2 Mid 12 3(3)3 18 -4 3 14 6 S YRP 384×2
GGXRD Bedman 5H.png
Swing everywhere. Maybe I'll hit them.
GGXRD Bedman 5H hitbox1.pngGGXRD Bedman 5H hitbox2.png
2nd hit pulls in opponent
  • Both hits are special cancel-able. but only the second hit is jump cancel-able.
  • Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.
  • Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.
  • 2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.
  • Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.
  • Solid for punishing backdashes due to the far reach and long active frames of this move.
2P
2P
GGXRD Bedman 2P.png
A man's best friend is a mash-able 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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 5 4 7 -1 0 3 8 CS YRP 144 Initial: 90%
GGXRD Bedman 2P.png
A man's best friend is a mash-able 2P
GGXRD-R2 Bedman 2P-Hitbox.png
  • 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.
2K
2K
GGXRD Bedman 2K.png
No longer gatlings into 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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
15 Low 6 6 8 -2 1 -7/+6 S YRP 264 Initial: 70%
GGXRD Bedman 2K.png
GGXRD-R2 Bedman 2K-Hitbox.pngGGXRD-R2 Bedman 2K-Hitbox2.png


  • 70% combo proration.
  • Bedman's fastest low attack. Good reach.
  • Can combo into cS,5H(1),Task B if done close. Otherwise, combo into 2D for a knockdown.
2S
2S
GGXRD Bedman 2S.png
As low as the bed will get.
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 12 3 11 ±0 2 -7/+10 S YRP 264
GGXRD Bedman 2S.png
As low as the bed will get.
GGXRD Bedman 2S hitbox1.pngGGXRD Bedman 2S hitbox2.png
  • Long range low, but slow startup
  • Can combo into 5H, but not at max distance.
  • Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.
  • Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.
  • This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.
2H
1H/2H/3H
GGXRD Bedman 2H.png
Poke at them from three different spots of your choosing.
GGXRD Bedman 2H diagram.png
Just don't whiff.
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
2H


2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 15 14 29 -24 4 20 6 S YRP 384 Initial: 90%
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit
1H


1H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 Mid 15 14 25 -20 4 20 6 S YRP 384
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit
3H


3H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 19 14 33 -28 4 20 6 S YRP 384 Initial: 90%
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit
  • 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.
j.P
j.P
GGXRD Bedman j.P.png
Good and fast air to air poke.
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 High / Air 6 6 9 0 3 8 CSJ YRP 144
GGXRD Bedman j.P.png
Good and fast air to air poke.
GGXRD Bedman j.P hitbox.png
  • 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.
j.K
j.K
GGXRD Bedman j.K.png
Your best air-to-ground normal, but still meh.
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 9 6 21 1 6 7 SJ YRP 264
GGXRD Bedman j.K.png
Your best air-to-ground normal, but still meh.
GGXRD Bedman j.K hitbox.png
  • Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.
  • Cancels into j.P and j.S for more overheads if you have the air time.
j.S
j.S
GGXRD Bedman j.S.png
The move you'll learn to love after a neutral tech
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High / Air 10 8 22 2 10 7 SJ YRP 264
GGXRD Bedman j.S.png
The move you'll learn to love after a neutral tech; but PLEASE don't make it a habit.
GGXRD Bedman j.S hitbox.png


  • Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
  • 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.
j.H
j.H
GGXRD Bedman j.H.png
No one likes blocking this.
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×6 High / Air 13 12 24 2 10 7 S YRP 264×6
GGXRD Bedman j.H.png
No one likes blocking this.
GGXRD Bedman j.H hitbox.png
  • 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.
j.D
j.D
GGXRD Bedman j.D.png
No one blocks this on reaction
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High / Air 11 8 24 +6 4 20 6 YRP 384 Initial: 90%
GGXRD Bedman j.D.png
No one blocks this on reaction.
GGXRD-R2 Bedman j.D-Hitbox.pngGGXRD-R2 Bedman j.D-Hitbox2.png
Recovery becomes 12F on hit or block


  • 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)
6P
6P
GGXRD Bedman6P 2.png
Used to be a reliable anti-air.
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 6 21 -13 2 10 7 S YRP 264 1-4 Upper Body
5-8 Head
GGXRD Bedman 6P.png
Self-defense taken literally
GGXRD Bedman 6P hitbox.pngGGXRD-R2 Bedman 6P hitbox2.png


  • 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.
6H
6H
GGXRD-R2 Bedman 6H.png
Sting like a bee
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


6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24,18 Mid 18 3(7)3 21 -5 4 10 6 S YRP 384
GGXRD-R2 Bedman 6H.png
GGXRD-R2 Bedman 6H hitbox1.png
  • 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).
6HH


6HH
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18,24 Mid 10 3(11)5 14 ±0 4 10 6 YRP 384
GGXRD-R2 Bedman 6H hitbox2.png
  • 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.
2D
2D
GGXRD Bedman 2D.png
Catch their feet.
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 12 6 12 -4 2 10 7 S YRP 264
GGXRD Bedman 2D.png
GGXRD Bedman 2D hitbox.png
  • A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way. 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.
5D
5D
GGXRD Bedman 5D.png
Lots of reward if you hit this in the corner
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 26 7 12 ±0 4 20 20 YRP 384 Initial: 80%
GGXRD Bedman 5D.png
GGXRD Bedman 5D hitbox1.pngGGXRD Bedman 5D hitbox2.png


  • 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.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Bedman GroundThrow.png
Throw often to scare your foes
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,10×10,0 Ground Throw: 75250 1 +64 0 NA 6, 0 R 0,60×10,0 Forced: 55%
GGXRD Bedman GroundThrow.png
Throw often to scare your foes.
Frame Advantage listed is on successful throw
Stun: 5×10
  • 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.
Air Throw
Air Throw
GGXRD Bedman AirThrow.png
Come on and slam and welcome to the jam!
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 210000 1 +24 0,4 NA 6, 0 R 480 Forced: 65%
GGXRD Bedman AirThrow.png
Dunk 'em good!
Frame Advantage listed is on successful throw
Stun: 30
  • 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.
Dead Angle Attack
Dead Angle Attack
GGXRD Bedman 5K.png
LET ME PLAY NEUTRAL
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 8 3 32 -21 2 10 7 -5000 / 264 Initial: 50% 1~10 Full
11~27 Foot
GGXRD Bedman 5K.png
GGXRD-R2 Bedman 5K-Hitbox.png
  • 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!
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Bedman BlitzAttack.png
Get to the point
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Bedman BlitzAttack.png
GGXRD-R Bedman BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Bedman BlitzAttack.png
GGXRD-R Bedman BlitzAttack hitbox.png
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
  • Standard Blitz Attack


Special Moves

Task A
Task A
236P (air OK)
GGXRD Bedman TaskA.png
Here, catch
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
Ground


236P
Task A
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×2 All 18 90, until return Total 49 -5 2 2 7 YRP 150 / 360
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Air


j.236P
Air Task A
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×2 All 18 90, until return Total 49 -5 2 2 7 YRP 150 / 360
GGXRD Bedman TaskA.png
Here, catch.
GGXRD Bedman TaskA hitbox.png
  • A slow but annoying projectile that hits twice, once on the way forward and once on the way back
  • On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.
  • Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.
  • The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.
  • To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.
Task A'
Task A'
236K (air OK)
GGXRD Bedman TaskA.png
GGXRD Bedman TaskAdash.png
The next dimension to your mix-ups. This is where the fun begins
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
Ground


236K
Task A’
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 37 Total 70 +9 2 2 7 YRP 150 / 480 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
The next dimension to your mix-ups. This is where the fun begins...
GGXRD Bedman TaskA hitbox.png
Air


j.236K
Air Task A’
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 37 Total 70 +9 2 2 7 YRP 150 / 480 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
The next dimension to your mix-ups. This is where the fun begins...
GGXRD Bedman TaskA hitbox.png
  • 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.
Task B
Task B
236S (air OK)
GGXRD Bedman TaskB.png
Beyblades
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
Ground


236S
Task B
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×4 All 12 4×4 26 -13 3 2 6 YRP 250 / 360
GGXRD Bedman TaskB.png
Will it blend?
GGXRD Bedman TaskB hitbox.png
Air


j.236S
Air Task B
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×3 All 12 6,6,4 Until Landing + 8 -5 3 2 6 YRP 200 / 480
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png
  • 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.
Task C
Task C
236H (air OK)
GGXRD Bedman TaskC.png
It's raining (bed)men.
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
Ground


236H
Task C
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30×2, 10 All, High / Air, All 11 8(17)10,10 13 -2 3×2,0 2×3 6×2, 8 YRP 200 / 480×2,120 9~Airborne
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Air


j.236H
Air Task C
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30,10
[30,30]
High / Air, All 21 Until Landing,10 11 ±0 [+3] 3,0 2×2 [3×2] 6, 8 [6, 7] YRP 150 / 600,120 [Initial: 100%, 65%]
GGXRD Bedman TaskC.png
It's raining (bed)men.
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Values in [] are when Task C is done from high altitude
  • [ ] 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.
Déjà Vu
Déjà Vu
214P/K/S/H(Air OK)
GGXRD Bedman DejaVu.png
This is where things get confusing
GGXRD Bedman DejaVu2.png
Four different seals are possible, based on the four special moves that Bedman has.
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
Task A
214P


214P
Déjà Vu (Task A)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38×2 All 29 90,54 Total 30 2 2 7 50 / 240
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Air Task A
j.214P


j.214P
Déjà Vu (Air Task A)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38×2 All 29 90,56 Total 30 2 2 7 50 / 240
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Task A'
214K


214K
Déjà Vu (Task A’)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 All 48 Total 30 +9 2 2 7 50 / 240 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Air Task A'
j.214K


j.214K
Déjà Vu (Aerial Task A’)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 All 48 Total 30 +9 2 2 7 50 / 240 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Task B
214S


214S
Déjà Vu (Task B)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×4 All 23 16 Total 30 +28 3 2 6 50 / 120
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png
Deja Vu starts at 6F
Air Task B
j.214S


j.214S
Déjà Vu (Air Task B)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×4 All 23 16 Total 30 +28 3 2 6 50 / 120
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png
Deja Vu starts at 6F
Task C
214H


214H
Déjà Vu (Task C)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×2, 10 All 30 8(17)10(6)10 Total 30 3×2,0 2×3 6×2, 8 50 / 120
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Air Task C
j.214H


j.214H
Déjà Vu (Air Task C)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36, 10 All 28 Until Landing (6)10 Total 30 3,0 2×2 6, 8 50 / 120
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Values in [] are when Deja Vu (Task C) is done from high altitude
  • [ ] 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.

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.
Air Movement
Air Movement
GGXRD Bedman AirDash.png
Bed-freaking-Neto
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
Air Hang
Air Movement
Hang > Direction


Hover > Direction
Air Movement
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 25 Y
GGXRD Bedman AirDash.png
Can cancel into Attacks from 2F onwards
  • Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.
  • 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.
  • 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.
    • 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.
    • 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.
  • 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.


Ground Movement
Ground Movement
GGXRD Bedman CrouchWalk.png
Fastest walking speed in the game. He also has a backwards and forwards crawl.
GGXRD Bedman Dash.png
Auto Guard Dash. Teleports behind opponent on successful auto-guard.
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
Crouch Walk
1 or 3


Crawl
Crouch Walk
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Y 45 / ―
GGXRD Bedman CrouchWalk.png
Fastest walking speed in the game. He also has a backwards and forwards crawl.
Tension gain only on down forward direction
Dash
66


Dash
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 32 Y 3~17 Guard Point
GGXRD Bedman Dash.png
Why beat offense directly when you can just go around it?
On successful guard point, 15F recovery
Guard point recovery ia invulnerable
Can cancel into jump 1-14F
  • Bedman has the fastest walking speed in the game.
  • Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.
  • Bedman's forward dash has guard points on frames 3 to 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.


Overdrives

Sinusoidal Helios
Sinusoidal Helios
632146H
GGXRD Bedman SinusoidalHelios.png
GGXRD Bedman SinusoidalHelios2.png
Real Bedman hours, hit that snooze button if you're up.
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
632146H
Sinusoidal Helios
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×6
[35×6]
All 6+8 2×6 Total 39 +11 2 10 7 YR -5000/0 1-15 Strike
[1-15 All]
GGXRD Bedman SinusoidalHelios.pngGGXRD Bedman SinusoidalHelios2.png
Brings a new meaning to 'wakeup super'
GGXRD Bedman SinusoidalHelios hitbox1.pngGGXRD Bedman SinusoidalHelios hitbox2.png
Reversal hitbox • Max size
Values in [ ] are for Burst version
Minimum damage: 20% [50%]


  • Frame 1~15 Strike Invul.
  • Bedman's only real reversal option
  • Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time. 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.
Hemi Jack
Hemi Jack
632146S
GGXRD Bedman HemiJack.png
The Sheep Lord demands a sacrifice.
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
632146S
Hemi Jack
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,15 Unblockable 17+183 536 Total 59 0 NA 8 Y -5000/0
GGXRD Bedman HemiJack.png
The Sheep Lord demands a sacrifice.
GGXRD Bedman HemiJack hitboxes.png
Stun: 10,263
Sheep disappears after getting hit 3 times
Minimum damage: 20%


  • 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.
  • 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 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.
  • Non-believers can attack and knock away the Sheep. Their efforts are not fruitless however, for the Sheep can only sustain 3 strikes.
  • The Sheep Lord has a timer before He gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.
  • The Sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.
  • 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.


Instant Kill

Theatre of Pain
in IK mode: 236236H
GGXRD Bedman TheatreOfPain.png
GGXRD Bedman TheatreOfPain2.png
GGXRD Bedman TheatreOfPain3.png
I give this movie two thumbs up
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
  • [ ] 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.


Navigation


To edit frame data, edit values in GGXRD-R2/Bedman/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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