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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=12 | |damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid | ||
|cancel=CSJ |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=±0 |inv= |description= | |||
|cancel=CSJ | |||
*90% combo proration. | *90% combo proration. | ||
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range. | *A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=22 | |damage=22 |tension=264 |risc=7 |prorate=85 |level=2 |guard=Mid | ||
|cancel=SJ |roman=YRP |startup=8 |active=6 |recovery=7 |frameAdv=-4 |inv= |description= | |||
|cancel=SJ | |||
*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 | *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. | *Good frame trap if delayed canceled after 2P. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel=SJ |roman=YRP |startup=6 |active=3 |recovery=11 |frameAdv=±0 |inv= |description= | |||
|cancel=SJ | |||
*Fast startup and has a tall and far hitbox. One of Bedman's best normals. | *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. | *One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=36 | |damage=36 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=19 |frameAdv=-7 |inv= |description= | |||
|cancel=S | |||
*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. | *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. | *As a round starter beats many opposing pokes. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28×2 | |damage=28×2 |tension=384×2 |risc=6 |prorate= |level=3 |guard=Mid | ||
|cancel=S |roman=YRP |startup=12 |active=3(3)3 |recovery=18 |frameAdv=-4 |inv= |description= | |||
|cancel=S | |||
*Both hits are special cancel-able. but only the second hit is jump cancel-able. | *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. | *Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=12 | |damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid | ||
|cancel=CS |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv= |description= | |||
|cancel=CS | |||
*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. | *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. | *Combo into 2K, 2D for a knockdown. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=15 | |damage=15 |tension=264 |risc=7 |prorate=80 |level=1 |guard=Low | ||
|cancel=S |roman=YRP |startup=6 |active=6 |recovery=8 |frameAdv=-2 |inv= |description= | |||
|cancel=S | |||
*70% combo proration. | *70% combo proration. | ||
*Bedman's fastest low attack. Good reach. | *Bedman's fastest low attack. Good reach. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=30 | |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low | ||
|cancel=S |roman=YRP |startup=12 |active=3 |recovery=11 |frameAdv=±0 |inv= |description= | |||
|cancel=S | |||
*Long range low, but slow startup | *Long range low, but slow startup | ||
*Can combo into 5H, but not at max distance. | *Can combo into 5H, but not at max distance. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=2H | |version=2H |damage=40 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid | ||
|cancel=S |roman=YRP |startup=15 |active=14 |recovery=29 |frameAdv=-24 |inv= }} | |||
|cancel=S | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=1H | |version=1H |damage=45 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid | ||
|cancel=S |roman=YRP |startup=15 |active=14 |recovery=25 |frameAdv=-20 |inv= }} | |||
|cancel=S | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=3H | |version=3H |damage=35 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid | ||
|cancel=S |roman=YRP |startup=19 |active=14 |recovery=33 |frameAdv=-28 |inv= |description= | |||
|cancel=S | |||
*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. | *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. | *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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=14 | |damage=14 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air | ||
|cancel=CSJ |roman=YRP |startup=6 |active=6 |recovery=9 |frameAdv= |inv= |description= | |||
|cancel=CSJ | |||
*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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=18 | |damage=18 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air | ||
|cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv= |inv= |description= | |||
|cancel=SJ | |||
*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent. | *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. | *Cancels into j.P and j.S for more overheads if you have the air time. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air | ||
|cancel=SJ |roman=YRP |startup=10 |active=8 |recovery=22 |frameAdv= |inv= |description= | |||
|cancel=SJ | |||
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal. | *Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal. | ||
*One of your best air moves to go for after an air tech. | *One of your best air moves to go for after an air tech. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=14×6 | |damage=14×6 |tension=264×6 |risc=7 |prorate= |level=2 |guard=High / Air | ||
|cancel=S |roman=YRP |startup=13 |active=12 |recovery=24 |frameAdv= |inv= |description= | |||
|cancel=S | |||
*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. | *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. | *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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=50 | |damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=High / Air | ||
|cancel= |roman=YRP |startup=11 |active=8 |recovery=24 |frameAdv=6 |inv= |description= | |||
|cancel= | |||
*Instant overhead on the entire cast. Very important part of Bedman's mix-up. | *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 convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=32 | |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid | ||
|cancel=S |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv=-13 |inv=1~12 Head |description= | |||
|cancel=S | |||
*Anti-air that hits fairly far above Bedman. | *Anti-air that hits fairly far above Bedman. | ||
*Can combo into cS into Task C or just go into Task C raw. | *Can combo into cS into Task C or just go into Task C raw. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=6H | |version=6H |damage=24, 18 |tension= |risc= |prorate= |level= |guard=Mid | ||
|cancel=S |roman=YRP |startup=18 |active=3(7)3 |recovery=21 |frameAdv=-5 |inv= |description= | |||
|cancel=S | |||
*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. | *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. | *Combos from counterhit 5K and 6P. | ||
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}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=6HH | |version=6HH |damage=18, 24 |tension= |risc= |prorate= |level= |guard=Mid | ||
|cancel= |roman=YRP |startup=4 |active=3(11)3 |recovery=16 |frameAdv=±0 |inv= |description= | |||
|cancel= | |||
*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. | *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. | *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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28 | |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Low | ||
|cancel=S |roman=YRP |startup=12 |active=6 |recovery=12 |frameAdv=-4 |inv= |description= | |||
|cancel=S | |||
*A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way. | *A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way. | ||
*Easy to combo into from a variety of normals. | *Easy to combo into from a variety of normals. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=25 | |damage=25 |tension=384 |risc=20 |prorate=80 |level=4 |guard=High | ||
|cancel= |roman=YRP |startup=26 |active=7 |recovery=12 |frameAdv=±0 |inv= |description= | |||
|cancel= | |||
*Slow and short range but surprisingly safe on block | *Slow and short range but surprisingly safe on block | ||
*Bedman's only standing overhead. j.D however is far faster. | *Bedman's only standing overhead. j.D however is far faster. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=0,10,5x9,0 | |damage=0,10,5x9,0 |tension=0,60x10,0 |risc=6,0 |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250 | ||
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+64 |inv= |description= | |||
|cancel= | |||
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous. | *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. | *Midscreen throws gives good corner carry and plenty of time to set up a mixup. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=0,60 | |damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0,4 |guard=Air Throw: 210000 | ||
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+24 |inv= |description= | |||
|cancel= | |||
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up. | *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. | *Now ground bounces a little, allowing you to RC and combo with 2P,cS,6P, or 1H. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=25 | |damage=25 |tension=-5000/264 |risc=7 |prorate=50% |level=2 |guard=All | ||
|cancel= |roman= |startup=8 |active=3 |recovery=32 |frameAdv=-21 |inv=1~10 Full, 11~27 Foot |description= | |||
|cancel= | |||
*1~10 Full invulnerability, 11~17 Foot invulnerability. | *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. | *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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Uncharged | |version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid | ||
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Max Charge | |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid | ||
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=? |description= | |||
|cancel= | |||
*Standard Blitz Attack | *Standard Blitz Attack | ||
}} | }} | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |damage=35×2 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All | ||
|cancel= |roman=YRP |startup=18 |active=90,Refer to notes |recovery=Total 49 |frameAdv=-5 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=35×2 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All | ||
|cancel= |roman=YRP |startup=18 |active=90,Refer to notes |recovery=Total 49 |frameAdv=-5 |inv= |description= | |||
|cancel= | |||
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back | *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. | *On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All | ||
|cancel= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv= |description= | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All | ||
|cancel= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv= |description= | |||
|cancel= | |||
*Works like Task A, except the startup is much slower | *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 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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |damage=14×4 |tension=250 / 360 |risc=6 |prorate= |level=3 |guard=All | ||
|cancel= |roman=YRP |startup=14 |active=4×4 |recovery=26 |frameAdv=-13 |inv= |description= | |||
|cancel= | |||
}} | }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=14×3 |tension=200 / 480 |risc=6 |prorate= |level=3 |guard=All | ||
|cancel= |roman=YRP |startup=12 |active=6,6,4 |recovery=8 After Landing |frameAdv=-5 |inv= |description= | |||
|cancel= | |||
*A good combo ender. Easy to combo into from a variety of hit confirms. | *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. | *Instant air Task B recovers much more quickly than the ground version. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Ground | |version=Ground |damage=30×2, 10 |tension=200 / 480×2,120 |risc=6×2,8 |prorate= |level=3×2,0 |guard=All, High / Air, All | ||
|cancel= |roman=YRP |startup=11 |active=8(17)10,10 |recovery=13 |frameAdv=-2 |inv=9~Airborne }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air | |version=Air |damage=30×2[30×2] |tension=150 / 600,120 |risc=6,8[6,7] |prorate=[―,Forced 65] |level=3,0[3,1] |guard=High / Air, All | ||
|cancel= |roman=YRP |startup=21 |active=Until Landing,10 |recovery=11 |frameAdv=±0[+3] |inv= |description=*[ ] Indicates high in air | |||
|cancel= | |||
*One of Bedman's typical combo ender, good damage and knockdown. | *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. | *Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Task A | |version=Task A |subtitle=214P |damage=35×2 |tension=50 / 240 |risc=7 |prorate= |level=2 |guard=All | ||
|cancel= |roman=Y |startup=29 |active=90,54 |recovery=Total 30 |frameAdv= |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Task A | |version=Air Task A |subtitle=214P |damage=35×2 |tension=50 / 240 |risc=7 |prorate= |level=2 |guard=All | ||
|cancel= |roman=Y |startup=29 |active=90,56 |recovery=Total 30 |frameAdv= |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Task A’ | |version=Task A’ |subtitle=214K |damage=35 |tension=50 / 240 |risc=7 |prorate=Initial: 80% |level=2 |guard=All | ||
|cancel= |roman=Y |startup=48 |active= |recovery=Total 30 |frameAdv=+9 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Task A’ | |version=Air Task A’ |subtitle=214K |damage=35 |tension=50 / 240 |risc=7 |prorate=Initial: 80% |level=2 |guard=All | ||
|cancel= |roman=Y |startup=48 |active= |recovery=Total 30 |frameAdv=+9 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Task B | |version=Task B |subtitle=214S |damage=14×4 |tension=50 / 120 |risc=6 |prorate= |level=3 |guard=All | ||
|cancel= |roman=Y |startup=23 |active=16 |recovery=Total 30 |frameAdv=+28 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Task B | |version=Air Task B |subtitle=214S |damage=26×4 |tension=50 / 120 |risc=6 |prorate= |level=3 |guard=All | ||
|cancel= |roman=Y |startup=23 |active=16 |recovery=Total 30 |frameAdv=+28 |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Task C | |version=Task C |subtitle=214H |damage=30×2, 10 |tension=50 / 120 |risc=6×2,8 |prorate= |level=3×2,0 |guard=All | ||
|cancel= |roman=Y |startup=30 |active=8(17)10(6)10 |recovery=Total 30 |frameAdv= |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Task C | |version=Air Task C |subtitle=214H |damage=30×2[30×2] |tension=50 / 120 |risc=6,8[6,7] |prorate= |level=3,0[3,1] |guard=All | ||
|cancel= |roman=Y |startup=28 |active=Until Landing (6)10 |recovery=Total 30 |frameAdv= |inv= |description= | |||
|cancel= | |||
*[ ] 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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Air Hang | |version=Air Hang |subtitle=Double Jump |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=Y |startup= |active= |recovery=Total 45 |frameAdv= |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Movement | |version=Air Movement |subtitle=Air Hang > direction |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=Y |startup= |active= |recovery=Total 25 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions. | *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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Crouch Walk | |version=Crouch Walk |subtitle=1 or 3 |damage= |tension=45 / ― |risc= |prorate= |level= |guard= | ||
|cancel= |roman=Y |startup= |active= |recovery= |frameAdv= |inv= }} | |||
|cancel= | |||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Dash | |version=Dash |subtitle=66 |damage= |tension= |risc= |prorate= |level= |guard= | ||
|cancel= |roman=Y |startup= |active= |recovery=Total 32 |frameAdv= |inv=3~14 Guard Point |description= | |||
|cancel= | |||
*Bedman has the fastest walking speed in the game. | *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 can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls. | ||
Line 1,266: | Line 675: | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=28×6 | |damage=28×6 |tension=-5000 |risc=7 |prorate= |level=2 |guard=All | ||
|cancel= |roman=YR |startup=6+8 |active=2×6 |recovery=Total 39 |frameAdv=+11 |inv=1~15 Strike |description= | |||
|cancel= | |||
*Frame 1~15 Strike Invul. | *Frame 1~15 Strike Invul. | ||
*Bedman's only real reversal option | *Bedman's only real reversal option | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=0,15 | |damage=0,15 |tension=-5000 |risc=8 |prorate= |level=0 |guard=Unblockable | ||
|cancel= |roman=Y |startup=17+183 |active=536 |recovery=Total 73 |frameAdv= |inv= |description= | |||
|cancel= | |||
*Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice. | *Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice. | ||
*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 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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=DESTROY | |damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All | ||
|cancel= |roman= |startup=9+12[5+9] |active=8 |recovery=27 |frameAdv=-18 |inv=9~28 Full[5~21 Full] |description=*[ ] Indicates during Hell Fire | |||
|cancel= | |||
*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. | *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. |
Revision as of 00:06, 11 August 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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