GGXRD-R2/Bedman: Difference between revisions

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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.
*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.
**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.
*Can combo into new 6H on counter hit, but has to hit opponent fairly low. It's best not to try.
*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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  }}
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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=26×4 |tension=50 / 120 |risc=6 |prorate= |level=3 |guard=All
  |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).
*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.
*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.
*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 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 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.
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.
*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 has no life bar and is almighty.
*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.

Revision as of 21:50, 30 April 2018

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): 24F / 30F

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/Weaknesses

Strengths Weaknesses
  • Strong zoning options when properly set-up.
  • Possesses both a unique 8-way airdash and a guard point teleport dash 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 complemented by decent ground pokes.
  • Has a rewarding throw game that is complemented by his fast walk speed.
  • Very bad defense. His 6P is unreliable and his Dead Angle Attack is the worst in the game, his reversal super can be thrown out of, and his counter-teleport dash is not instant.
  • 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 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 - - 14×4 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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