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|backdashTime=23F | |backdashTime=23F | ||
|backdashInv=1-11F | |backdashInv=1-11F | ||
|faceDown=30F | |||
|faceUp=24F | |||
}} | }} | ||
;Movement Options | ;Movement Options | ||
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|description=*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. | ||
* | **This restricts followups on hit with cS having very short range. Going straight into task C is more reliable, but depending on character and height they might be able to tech in the middle of task C and punish Bedman. | ||
* | *Hurtbox extends on first active frame so this move is prone to trade against almost anything. | ||
*'''[2.1]''' 6P now has a lot of untech on CH allowing strong combos on trade making it a bit more useful again, granted the move you trade with doesn't knock you down on CH. | |||
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*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. | ||
*If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with cS or 2P without it being an OTG hit. Opponent has to be a fairly light or mid weight class and it's preferred that the 6HH hit raw as opposed to being off of throw. | *If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with cS or 2P without it being an OTG hit. Opponent has to be a fairly light or mid weight class and it's preferred that the 6HH hit raw as opposed to being off of throw. | ||
*'''[2.1]''' First hit can now be special cancelled. | |||
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*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. | ||
*To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin | *To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin. | ||
*'''[2.1]''' Drills forward much faster than before allowing combos from further ranges against more characters. | |||
*'''[2.1]''' Bedman recovers a slight distance away from the opponent, also in the corner. He recovered pretty much point blank on hit in previous versions. | |||
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*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. | ||
*Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames. | *Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames. | ||
*'''[2.1]''' Task C YRC doesn't lock Bedman to one direction in the air anymore, will now turn towards opponent. | |||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Air Task B |subtitle=214S |damage= | |version=Air 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= |roman=Y |startup=23 |active=16 |recovery=Total 30 |frameAdv=+28 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
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*If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC. | *If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC. | ||
*You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A. | *You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A. | ||
*'''[2.1]''' Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu. | |||
'''Task A''' | '''Task A''' | ||
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern. | *If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern. | ||
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*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). | ||
* | *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 | *Due to its fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations. | ||
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick. | *The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick. | ||
*'''[2.1]''' Forward dash can be jump cancelled during guardpoint frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames. | |||
**This new forward dash can be used to do his jD instant overhead from further ranges. | |||
**Like Slayer the prejump frames can be cancelled by doing a special, keeping Bedman on the ground. | |||
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|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= | |cancel= |roman=Y |startup=17+183 |active=536 |recovery=Total 73 |frameAdv= |inv= | ||
|description=*Summons our savior, the evil, black, giant, sheep that will | |description=*Summons our savior, the evil, black, giant, sheep that will appear above and behind the opponent. It takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice. | ||
*The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him. | |||
*The Sheep Lord is too great for manual labor and refuses to smite non-believers who are on the ground, preferring to loom over their shoulder until they come to him in the air. | |||
*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. | ||
*Non-believers can attack and knock away the Sheep. Their efforts are not fruitless however, for the Sheep can only sustain 3 strikes. | |||
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep | |||
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait. | *The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait. | ||
*The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself. | *The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself. | ||
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}} | }} | ||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category:Guilty Gear]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category: | [[Category:Bedman]] |
Revision as of 21:50, 30 April 2018
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/Weaknesses
Strengths | Weaknesses |
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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
1H/2H/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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