(→6P) |
(→j.H) |
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Line 284: | Line 284: | ||
*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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Revision as of 05:04, 11 August 2017
Bedman |
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Defense Modifier: x0.98
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Overview
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.
Strengths
- Strong zoning options when properly set-up
- Unique 8-way airdash that can make it difficult to predict his movements
- Strong mix-up game and good pressure that can reset into itself
- Best walk speed in the game complimented by decent ground pokes
Weaknesses
- No meterless reversal options
- Limited neutral and pressure if he cannot get Deja Vu seals out
- Air movement is not fast
- Large and wide hurtbox
- Weak anti-air options.
- Weak damage until properly set-up.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H/1H/3H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Task A
Task A 236P (air OK) |
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Task A'
Task A' 236K (air OK) |
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Task B
Task B 236S (air OK) |
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Task C
Task C 236H (air OK) |
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Déjà Vu
Déjà Vu 214P/K/S/H(Air OK) |
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Air Movement
Air Movement |
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Ground Movement
Ground Movement |
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Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H |
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Hemi Jack
Hemi Jack 632146S |
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Instant Kill
Theatre of Pain in IK mode: 236236H |
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