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*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal. | *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. | *Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not. | ||
* | *No longer has a massive counter hit hitstun. | ||
*Nerfed hitbox/hurtbox ratio. Now loses to literally everything Raven does. Speaking of Raven, why not just play him? He's weird, got a weird air dash, weird forward dash. He's even got tricky high/lows. He's literally Bedman... but decent! | |||
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Revision as of 21:29, 7 June 2017
Bedman |
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Defense Modifier: x0.94
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Overview
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.
Strengths
- Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals
- Has great air normals for every need
- Fantastic anti-air 6P
- Versatile and tricky movement, especially in the air
- Tied with Potemkin for highest base defense modifier
- Has a rewarding throw game that is supported by his fast walk speed
- Very dangerous mix-ups and has very elaborate and tricky set-ups
- Has a decent reversal super as it has slow startup but is + on block
- Forward dash parry can be used especially to disrupt opponents' projectile game
Weaknesses
- No meterless reversal options
- Limited neutral and pressure if he cannot get Deja Vu seals out
- Air movement is not fast
- Large and wide hitbox
- Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner
This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning) |
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H/1H/3H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Task A
Task A 236P (air OK) |
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Task A'
Task A' 236K (air OK) |
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Task B
Task B 236S (air OK) |
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Task C
Task C 236H (air OK) |
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Déjà Vu
Déjà Vu 214P/K/S/H |
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Air Movement
Air Movement |
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Ground Movement
Ground Movement |
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Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H |
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Hemi Jack
Hemi Jack 632146S |
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Instant Kill
Theatre of Pain in IK mode: 236236H |
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