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|inv=9~28 Full[5~21 Full] | |inv=9~28 Full[5~21 Full] | ||
|description=*[ ] Indicates during Hell Fire | |description=*[ ] Indicates during Hell Fire | ||
*Uses the animation of his 6H, but does not teleport like 6H traditionally | *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. | *Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual. | ||
*You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.) | *You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.) |
Revision as of 22:17, 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
- Strong zoning options when properly set-up
- Unique 8-way airdash 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 complimented by decent ground pokes
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
- Went from having one of the best anti-airs in the game into having the worst one lmao
- 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
- Heavily reliant on the air, which loses to all 6P options (than Bedman's, because he doesn't have a functional 6P anymore lmao).
- Set-ups all loses to blitz shield, and needs YRC to be threatening.
- Weak damage until properly set-up.
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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