GGXRD-R2/Bedman: Difference between revisions

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[[File:GGXRD-R_Bedman_Portrait.png|350px|center]]
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{{CharNav |charMainPage=GGXRD-R2/Bedman
{{CharNav |charMainPage=GGXRD-R2/Bedman
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/  
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/
}}
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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==Overview==
==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.<br/>
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.<br/>
 
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.<br/>
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===
===Strengths===
*Strong zoning options when properly set-up<br/>
*Strong zoning options when properly set-up.
*Unique 8-way airdash that can make it difficult to predict his movements<br/>
*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<br/>
*Strong mix-up game and good pressure that can reset into itself.
*Best walk speed in the game complimented by decent ground pokes <br/>
*Best walk speed in the game complimented by decent ground pokes.


===Weaknesses===
===Weaknesses===
*No meterless reversal options<br/>
*Flawed reversal options.
*Limited neutral and pressure if he cannot get Deja Vu seals out<br/>
*Limited neutral and pressure if he cannot get Deja Vu seals out.
*Air movement is not fast<br/>
*Air movement is not fast.
*Large and wide hurtbox<br/>
*Limited mobility on the ground, can't move as fast as others.
*Large and wide hurtbox.
*Weak anti-air options.
*Weak anti-air options.
*Weak damage until properly set-up.
*Weak damage until properly set-up.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
  |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 |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=±0 |inv=
*90% combo proration.
|description=*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.
*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).
*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).
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=22 |tension=264 |risc=7 |prorate=85 |level=2 |guard=Mid
  |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 |roman=YRP |startup=8 |active=6 |recovery=7 |frameAdv=-4 |inv=
*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
|description=*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.
*On counter hit, can combo into 6H.
*On counter hit, can combo into 6H.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |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 |roman=YRP |startup=6 |active=3 |recovery=11 |frameAdv=±0 |inv=
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.
|description=*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.
*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.
*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.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=36 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |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 |roman=YRP |startup=9 |active=2 |recovery=19 |frameAdv=-7 |inv=
*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.
|description=*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.
*Can combo into the 1st hit of 5H but not the second.
*Can combo into the 1st hit of 5H but not the second.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=28×2 |tension=384×2 |risc=6 |prorate= |level=3 |guard=Mid
  |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 |roman=YRP |startup=12 |active=3(3)3 |recovery=18 |frameAdv=-4 |inv=
*Both hits are special cancel-able. but only the second hit is jump cancel-able.
|description=*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.
*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.
*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.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
  |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 |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv=
*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.
|description=*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.
*Can whiff on Eddy if Eddy is not using an attack, 2K is a more reliable answer.
*Can whiff on Eddie if Eddie is not using an attack, 2K is a more reliable answer.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=15 |tension=264 |risc=7 |prorate=80 |level=1 |guard=Low
  |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 |roman=YRP |startup=6 |active=6 |recovery=8 |frameAdv=-2 |inv=
*70% combo proration.
|description=*70% combo proration.
*Bedman's fastest low attack. Good reach.
*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.
*Can combo into cS,5H(1),Task B if done close. Otherwise, combo into 2D for a knockdown.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |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 |roman=YRP |startup=12 |active=3 |recovery=11 |frameAdv=±0 |inv=
*Long range low, but slow startup
|description=*Long range low, but slow startup
*Can combo into 5H, but not at max distance.
*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.
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.
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======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
|name=2H/1H/3H
|name=1H/2H/3H
|input=
|input=
|image=GGXRD_Bedman_2H.png
|image=GGXRD_Bedman_2H.png
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  |header=no
  |header=no
  |version=3H |damage=35 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |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 |roman=YRP |startup=19 |active=14 |recovery=33 |frameAdv=-28 |inv=
*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.
|description=*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 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. Examples: Venom setting balls, Axl's Sparrowhawk Stance, Sin eating, Elphelt Rifle Stance, and Potemkin Flick.
*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.
*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
*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 YRCed practically any time, even when the attack comes out.
*Can be YRC'd during startup or actives, giving you more than enough time to YRC it on whiff.
*1H 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.
*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.
*1H launches on normal hit.
*2H/3H launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.
*2H/3H launches on counter-hit and airborne hit.
*Excellent ender in blockstrings due to range and jump-cancel-able.
*Risk/reward on this move is not in your favor generally, so be very cautious when using it. A poke that can hit your opponent from half screen to near full screen away is strong, but it's also dangerous when used recklessly.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=14 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air
  |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 |roman=YRP |startup=6 |active=6 |recovery=9 |frameAdv= |inv=
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.
|description=*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.
*Very useful air normal to airthrow OS with.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=18 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air
  |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 |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv= |inv=
*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.
|description=*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 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |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 |roman=YRP |startup=10 |active=8 |recovery=22 |frameAdv= |inv=
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
|description=*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.
*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 |tension=264×6 |risc=7 |prorate= |level=2 |guard=High / Air
  |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 |roman=YRP |startup=13 |active=12 |recovery=24 |frameAdv= |inv=
*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.
|description=*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.
*Very useful move to whiff when going for empty air dash into low attacks.
*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.
*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.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=High / Air
  |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= |roman=YRP |startup=11 |active=8 |recovery=24 |frameAdv=6 |inv=
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.
|description=*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.
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |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 |roman=YRP |startup=9 |active=6 |recovery=21 |frameAdv=-13 |inv=1~12 Head
*Anti-air that hits fairly far above Bedman.
|description=*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.
*Invulnerability only exists along Bedman's head and torso. Any attacks connecting to the bed-frame will trade.  
*Invulnerability only exists along Bedman's head and torso for just the first active frame. Any attacks connecting to the bed-frame, or Bedman on later actives, will trade.
*Can combo into new 6H on counter hit, but has to hit opponent fairly low. It's best not to try.
*Can combo into new 6H on counter hit, but has to hit opponent fairly low. It's best not to try.
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |version=6H |damage=24, 18 |tension= |risc= |prorate= |level= |guard=Mid
  |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 |roman=YRP |startup=18 |active=3(7)3 |recovery=21 |frameAdv=-5 |inv=
*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.
|description=*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.
*If either hit is close enough, you can combo into Task B.
*If either hit is close enough, you can combo into Task B.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |version=6HH |damage=18, 24 |tension= |risc= |prorate= |level= |guard=Mid
  |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= |roman=YRP |startup=4 |active=3(11)3 |recovery=16 |frameAdv=±0 |inv=
*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.  
|description=*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.  
*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.  
*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.  
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |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 |roman=YRP |startup=12 |active=6 |recovery=12 |frameAdv=-4 |inv=
*A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way.
|description=*A basic sweep. Good reach, but very slow. <s>Don't poke/swing with this since 2S is superior in nearly every way.</s> 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.
*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.
*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.
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=25 |tension=384 |risc=20 |prorate=80 |level=4 |guard=High
  |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= |roman=YRP |startup=26 |active=7 |recovery=12 |frameAdv=±0 |inv=
*Slow and short range but surprisingly safe on block
|description=*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.
*5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.
*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.
  }}
  }}
}}
}}
Line 390: Line 393:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,10,5x9,0 |tension=0,60x10,0 |risc=6,0 |prorate=Forced: 55% |level=0 |guard=Ground Throw: 75250
  |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= |roman=R |startup=1 |active= |recovery= |frameAdv=+64 |inv=
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.
|description=*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.
*He needs to Red Roman Cancel midscreen to get a combo.
*He needs to Red Roman Cancel midscreen to get a combo.
Line 406: Line 409:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0,4 |guard=Air Throw: 210000
  |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= |roman=R |startup=1 |active= |recovery= |frameAdv=+24 |inv=
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.
|description=*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.
*Bedman is tied for the best range on regular airgrabs in the game.
  }}
  }}
}}
}}
Line 420: Line 424:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=-5000/264 |risc=7 |prorate=50% |level=2 |guard=All
  |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= |roman= |startup=8 |active=3 |recovery=32 |frameAdv=-21 |inv=1~10 Full, 11~27 Foot
*1~10 Full invulnerability, 11~17 Foot invulnerability.
|description=*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.
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.
Line 439: Line 443:
  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |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= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
*Standard Blitz Attack
|description=*Standard Blitz Attack
  }}
  }}
}}
}}
Line 459: Line 463:
  |header=no
  |header=no
  |version=Air |damage=35×2 |tension=150 / 360 |risc=7 |prorate= |level=2 |guard=All
  |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= |roman=YRP |startup=18 |active=90,Refer to notes |recovery=Total 49 |frameAdv=-5 |inv=
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back
|description=*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.
*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.
*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.
Line 479: Line 483:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=Ground |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All
  |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= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Air |damage=35 |tension=150 / 480 |risc=7 |prorate=Initial: 80% |level=2 |guard=All
  |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= |roman=YRP |startup=37 |active= |recovery=Total 70 |frameAdv=+9 |inv=
*Works like Task A, except the startup is much slower
|description=*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.
*On hit you use c.S, 2K, or 2P to convert.  
*On hit you use c.S, 2K, or 2P to convert.  
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=Ground |damage=14×4 |tension=250 / 360 |risc=6 |prorate= |level=3 |guard=All
  |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= |roman=YRP |startup=14 |active=4×4 |recovery=26 |frameAdv=-13 |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Air |damage=14×3 |tension=200 / 480 |risc=6 |prorate= |level=3 |guard=All
  |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= |roman=YRP |startup=12 |active=6,6,4 |recovery=8 After Landing |frameAdv=-5 |inv=
*A good combo ender. Easy to combo into from a variety of hit confirms.
|description=*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.
*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.
*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.
Line 530: Line 534:
  |header=no
  |header=no
  |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
  |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= |roman=YRP |startup=21 |active=Until Landing,10 |recovery=11 |frameAdv=±0[+3] |inv=
|description=*[ ] Indicates high in air
*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.
*Surprisingly safe on block.
*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.
*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.
*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.
Line 579: Line 584:
  |header=no
  |header=no
  |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
  |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= |roman=Y |startup=28 |active=Until Landing (6)10 |recovery=Total 30 |frameAdv= |inv=
*[ ] Indicates high in air
|description=*[ ] 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.
*Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations.
*Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations.
Line 622: Line 627:
  |header=no
  |header=no
  |version=Air Movement |subtitle=Air Hang > direction |damage= |tension= |risc= |prorate= |level= |guard=
  |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= |roman=Y |startup= |active= |recovery=Total 25 |frameAdv= |inv=
*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=*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.
Line 632: Line 637:
** 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.
** 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.
** 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.
  }}
  }}
}}
}}
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  |header=no
  |header=no
  |version=Dash |subtitle=66 |damage= |tension= |risc= |prorate= |level= |guard=
  |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= |roman=Y |startup= |active= |recovery=Total 32 |frameAdv= |inv=3~14 Guard Point
*Bedman has the fastest walking speed in the game.
|description=*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.
*Bedman's forward dash has guard points on frames 3 to 14.  
*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).
*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).
*Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport.
*Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. 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).
*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.
*Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=28×6 |tension=-5000 |risc=7 |prorate= |level=2 |guard=All
  |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= |roman=YR |startup=6+8 |active=2×6 |recovery=14 |frameAdv=+11 |inv=1~15 Strike
*Frame 1~15 Strike Invul.
|description=*Frame 1~15 Strike Invul.
*Bedman's only real reversal option
*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.
*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!
*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/2H or the high air version of Task C.
*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!
*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.
*BURST version is fully invulnerable.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,15 |tension=-5000 |risc=8 |prorate= |level=0 |guard=Unblockable
  |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= |roman=Y |startup=17+183 |active=536 |recovery=Total 73 |frameAdv= |inv=
*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.
|description=*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.
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.
Line 720: Line 726:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All
  |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= |roman= |startup=9+12[5+9] |active=8 |recovery=27 |frameAdv=-18 |inv=9~28 Full[5~21 Full]
|description=*[ ] 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.
*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.
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|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman
|discord=https://discord.gg/vRaTjWu
}}
}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear]]
[[Category:Guilty Gear Characters]]
[[Category:Guilty Gear Characters]]

Revision as of 18:12, 12 September 2017

Bedman
GGXRD-R Bedman Portrait.png

Defense Modifier: x0.98
Guts Rating: 0
Weight: Heavy
Stun Resistance: 60
Prejump:
Backdash Time 23F / Invul: 1-11F
Wakeup (Face Up/Down): /

Movement Options
Floaty 8-way Airdash
Teleport-type Backdash
Guard-point forward dash
  

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

  • Flawed reversal options.
  • 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 anti-air options.
  • Weak damage until properly set-up.


Normal Moves

5P
5P
GGXRD Bedman 5P.png
Is this a headbutt or a... Bedbutt
12 Mid 6 4 6 - -
5K
5K
GGXRD Bedman 5K.png
Low invulnerable poke.
22 Mid 8 6 7 - -
c.S
c.S
GGXRD Bedman c.S.png
The butter of all breads.
28 Mid 6 3 11 - -
f.S
f.S
GGXRD Bedman f.S.png
Decent poke
36 Mid 9 2 19 - -
5H
5H
GGXRD Bedman 5H.png
Swing everywhere. Maybe I'll hit them.
28×2 Mid 12 3(3)3 18 - -
2P
2P
GGXRD Bedman 2P.png
A man's best friend is a mash-able 2P
12 Mid 5 4 7 - -
2K
2K
GGXRD Bedman 2K.png
No longer gatlings into 5H.
15 Low 6 6 8 - -
2S
2S
GGXRD Bedman 2S.png
As low as the bed will get.
30 Low 12 3 11 - -
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.
40 Mid 15 14 29 - - 45 Mid 15 14 25 - - 35 Mid 19 14 33 - -
j.P
j.P
GGXRD Bedman j.P.png
Good and fast air to air poke.
14 High / Air 6 6 9 - -
j.K
j.K
GGXRD Bedman j.K.png
Your best air-to-ground normal, but still meh.
18 High / Air 9 6 21 - -
j.S
j.S
GGXRD Bedman j.S.png
The move you'll learn to love after a neutral tech
28 High / Air 10 8 22 - -
j.H
j.H
GGXRD Bedman j.H.png
No one likes blocking this.
14×6 High / Air 13 12 24 - -
j.D
j.D
GGXRD Bedman j.D.png
No one blocks this on reaction
50 High / Air 11 8 24 - -
6P
6P
GGXRD Bedman6P 2.png
Used to be a reliable anti-air.
32 Mid 9 6 21 - -
6H
6H
GGXRD-R2 Bedman 6H.png
Sting like a bee
24, 18 Mid 18 3(7)3 21 - - 18, 24 Mid 4 3(11)3 16 - -
2D
2D
GGXRD Bedman 2D.png
Catch their feet.
28 Low 12 6 12 - -
5D
5D
GGXRD Bedman 5D.png
Lots of reward if you hit this in the corner
25 High 26 7 12 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Bedman GroundThrow.png
Throw often to scare your foes
0,10,5x9,0 Ground Throw: 75250 1 - -
Air Throw
Air Throw
GGXRD Bedman AirThrow.png
Come on and slam and welcome to the jam!
0,60 Air Throw: 210000 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Bedman 5K.png
LET ME PLAY NEUTRAL
25 All 8 3 32 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Bedman BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Task A
Task A
236P (air OK)
GGXRD Bedman TaskA.png
Here, catch
35×2 All 18 90,Refer to notes Total 49 - - 35×2 All 18 90,Refer to notes Total 49 - -
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
35 All 37 Total 70 - - 35 All 37 Total 70 - -
Task B
Task B
236S (air OK)
GGXRD Bedman TaskB.png
Beyblades
14×4 All 14 4×4 26 - - 14×3 All 12 6,6,4 8 After Landing - -
Task C
Task C
236H (air OK)
GGXRD Bedman TaskC.png
It's raining (bed)men.
30×2, 10 All, High / Air, All 11 8(17)10,10 13 - - 30×2[30×2] High / Air, All 21 Until Landing,10 11 - -
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.
35×2 All 29 90,54 Total 30 - - 35×2 All 29 90,56 Total 30 - - 35 All 48 Total 30 - - 35 All 48 Total 30 - - 14×4 All 23 16 Total 30 - - 26×4 All 23 16 Total 30 - - 30×2, 10 All 30 8(17)10(6)10 Total 30 - - 30×2[30×2] All 28 Until Landing (6)10 Total 30 - -
Air Movement
Air Movement
GGXRD Bedman AirDash.png
Bed-freaking-Neto
Total 45 - - Total 25 - -


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.
- - Total 32 - -


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.
28×6 All 6+8 2×6 14 - -
Hemi Jack
Hemi Jack
632146S
GGXRD Bedman HemiJack.png
The Sheep Lord demands a sacrifice.
0,15 Unblockable 17+183 536 Total 73 - -


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
DESTROY All 9+12[5+9] 8 27 - -



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