(→6P) |
|||
(5 intermediate revisions by 4 users not shown) | |||
Line 4: | Line 4: | ||
|- | |- | ||
|| | || | ||
[[File:GGXRD-R_Bedman_Portrait.png| | [[File:GGXRD-R_Bedman_Portrait.png|350x500px|center]] | ||
|- | |- | ||
|| | || | ||
Line 23: | Line 23: | ||
{{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;"> | ||
Line 34: | Line 34: | ||
</div> | </div> | ||
==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. | 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. | 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 | *Strong zoning options when properly set-up. | ||
*Unique 8-way airdash that can make it difficult to predict his movements | *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 | *Strong mix-up game and good pressure that can reset into itself. | ||
*Best walk speed in the game complimented by decent ground pokes | *Best walk speed in the game complimented by decent ground pokes. | ||
===Weaknesses=== | ===Weaknesses=== | ||
* | *Flawed reversal options. | ||
*Limited neutral and pressure if he cannot get Deja Vu seals out | *Limited neutral and pressure if he cannot get Deja Vu seals out. | ||
*Air movement is not fast | *Air movement is not fast. | ||
*Large and wide hurtbox | *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. | ||
Line 195: | Line 196: | ||
======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=1H/2H/3H | ||
|input= | |input= | ||
|image=GGXRD_Bedman_2H.png | |image=GGXRD_Bedman_2H.png | ||
Line 214: | Line 215: | ||
|cancel=S |roman=YRP |startup=19 |active=14 |recovery=33 |frameAdv=-28 |inv= | |cancel=S |roman=YRP |startup=19 |active=14 |recovery=33 |frameAdv=-28 |inv= | ||
|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. | |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 | *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 | *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. | ||
*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. | ||
* | |||
}} | }} | ||
}} | }} | ||
Line 238: | Line 238: | ||
|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. | |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. | |||
}} | }} | ||
}} | }} | ||
Line 267: | Line 268: | ||
|cancel=SJ |roman=YRP |startup=10 |active=8 |recovery=22 |frameAdv= |inv= | |cancel=SJ |roman=YRP |startup=10 |active=8 |recovery=22 |frameAdv= |inv= | ||
|description=*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. | ||
}} | }} | ||
Line 284: | Line 286: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 358: | Line 360: | ||
|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= | |cancel=S |roman=YRP |startup=12 |active=6 |recovery=12 |frameAdv=-4 |inv= | ||
|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 | |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. | ||
Line 374: | Line 376: | ||
|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= | |cancel= |roman=YRP |startup=26 |active=7 |recovery=12 |frameAdv=±0 |inv= | ||
|description=*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 409: | Line 412: | ||
|description=*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 534: | Line 538: | ||
*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 633: | 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. | |||
}} | }} | ||
}} | }} | ||
Line 654: | Line 660: | ||
|description=*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. | ||
Line 677: | Line 682: | ||
{{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= | |cancel= |roman=YR |startup=6+8 |active=2×6 |recovery=14 |frameAdv=+11 |inv=1~15 Strike | ||
|description=*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 | *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. | ||
Line 734: | Line 739: | ||
|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 |
---|
Defense Modifier: x0.98
|
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 |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
1H/2H/3H |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.D
j.D |
---|
6P
6P |
---|
6H
6H |
---|
2D
2D |
---|
5D
5D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Task A
Task A 236P (air OK) |
---|
Task A'
Task A' 236K (air OK) |
---|
Task B
Task B 236S (air OK) |
---|
Task C
Task C 236H (air OK) |
---|
Déjà Vu
Déjà Vu 214P/K/S/H(Air OK) |
---|
Air Movement
Air Movement |
---|
Ground Movement
Ground Movement |
---|
Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H |
---|
Hemi Jack
Hemi Jack 632146S |
---|
Instant Kill
Theatre of Pain in IK mode: 236236H |
---|