(Added slight note about 2P whiffing on Eddy) |
(Adding some notes about dejavus -Nyaa) |
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*[ ] Indicates high in air | *[ ] 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 | *All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack. | ||
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately | *Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations. | ||
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses | *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. | ||
*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 | *Bursts does not destroy seals but a Dead Angle will. | ||
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses. | |||
*On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again. | |||
*Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction | *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. | *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. | *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. | |||
'''Task A''' | '''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 | *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 | *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. | *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'''' | '''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 | *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 | *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. | *Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure. | ||
'''Task B''' | '''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 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. | *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. | |||
'''Task C''' | '''Task C''' | ||
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner. | *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. | *Deja-vu Task C can be blocked high or low. Not a overhead. | ||
*Unlike his other Deja-vu's, Deja-vu Task C does not dissapear if Bedman blocks. Same for the air version. | |||
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Revision as of 15:27, 29 July 2017
Bedman |
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Defense Modifier: x0.98
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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 hurtbox
- Weak anti-air options.
- 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(Air OK) |
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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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