GGXRD-R2/Bedman

From Dustloop Wiki
Bedman
GGXRD-R Bedman Portrait.png
Movement Options
Floaty 8-way Airdash
Teleport-type Backdash
Guard-point forward dash
Play-style
Pressure, Aggressive Zoning

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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 6 4 6 ±0 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD Bedman 5P.png
Niche, but good.
GGXRD-R2 Bedman 5P-Hitbox.pngGGXRD-R2 Bedman 5P-Hitbox2.png

{{{text}}}

5K
5K
GGXRD Bedman 5K.png
Low invulnerable poke.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 Mid 8 3 15 -4 2 10 7 SJ YRP 264 Initial: 85% 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
GGXRD Bedman 5K.png
Low invulnerable. The longer you play Bedman, the more you will start to appreciate this move.
GGXRD-R2 Bedman 5K-Hitbox.png


{{{text}}}

c.S
c.S
GGXRD Bedman c.S.png
The butter of all breads.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 6 3 11 ±0 2 10 7 SJ YRP 264
GGXRD Bedman c.S.png
The butter of all breads.
GGXRD-R2 Bedman c.S-Hitbox.png

{{{text}}}

f.S
f.S
GGXRD Bedman f.S.png
Decent poke
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 9 2 19 -7 2 10 7 SJ YRP 264 Initial: 90%
GGXRD Bedman f.S.png
Decent poke
GGXRD-R2 Bedman f.S-Hitbox.png

{{{text}}}

5H
5H
GGXRD Bedman 5H.png
Swing everywhere. Maybe I'll hit them.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×2 Mid 12 3(3)3 18 -4 3 14 6 S YRP 384×2
GGXRD Bedman 5H.png
Swing everywhere. Maybe I'll hit them.
GGXRD Bedman 5H hitbox1.pngGGXRD Bedman 5H hitbox2.png
2nd hit pulls in opponent

{{{text}}}

2P
2P
GGXRD Bedman 2P.png
A man's best friend is a mash-able 2P
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 5 4 7 -1 0 3 8 CS YRP 144 Initial: 90%
GGXRD Bedman 2P.png
A man's best friend is a mash-able 2P
GGXRD-R2 Bedman 2P-Hitbox.png

{{{text}}}

2K
2K
GGXRD Bedman 2K.png
No longer gatlings into 5H.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
15 Low 6 6 8 -2 1 -7/+6 S YRP 264 Initial: 70%
GGXRD Bedman 2K.png
GGXRD-R2 Bedman 2K-Hitbox.pngGGXRD-R2 Bedman 2K-Hitbox2.png


{{{text}}}

2S
2S
GGXRD Bedman 2S.png
As low as the bed will get.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 12 3 11 ±0 2 -7/+10 S YRP 264
GGXRD Bedman 2S.png
As low as the bed will get.
GGXRD Bedman 2S hitbox1.pngGGXRD Bedman 2S hitbox2.png

{{{text}}}

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.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H


2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 15 14 29 -24 4 20 6 S YRP 384 Initial: 90%
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit
1H


1H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 Mid 15 14 25 -20 4 20 6 S YRP 384
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit
3H


3H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 19 14 33 -28 4 20 6 S YRP 384 Initial: 90%
GGXRD Bedman 2H.pngGGXRD Bedman 2H diagram.png
Poke at three different spots. • Just don't whiff.
GGXRD Bedman 2H hitbox1.pngGGXRD Bedman 2H hitbox2.png
Pulls in opponent on hit

{{{text}}}

j.P
j.P
GGXRD Bedman j.P.png
Good and fast air to air poke.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 High / Air 6 6 9 0 3 8 CSJ YRP 144
GGXRD Bedman j.P.png
Good and fast air to air poke.
GGXRD Bedman j.P hitbox.png

{{{text}}}

j.K
j.K
GGXRD Bedman j.K.png
Your best air-to-ground normal, but still meh.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 9 6 21 1 6 7 SJ YRP 264
GGXRD Bedman j.K.png
Your best air-to-ground normal, but still meh.
GGXRD Bedman j.K hitbox.png

{{{text}}}

j.S
j.S
GGXRD Bedman j.S.png
The move you'll learn to love after a neutral tech
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High / Air 10 8 22 2 10 7 SJ YRP 264
GGXRD Bedman j.S.png
The move you'll learn to love after a neutral tech; but PLEASE don't make it a habit.
GGXRD Bedman j.S hitbox.png


{{{text}}}

j.H
j.H
GGXRD Bedman j.H.png
No one likes blocking this.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×6 High / Air 13 12 24 2 10 7 S YRP 264×6
GGXRD Bedman j.H.png
No one likes blocking this.
GGXRD Bedman j.H hitbox.png

{{{text}}}

j.D
j.D
GGXRD Bedman j.D.png
No one blocks this on reaction
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High / Air 11 8 24 +6 4 20 6 YRP 384 Initial: 90%
GGXRD Bedman j.D.png
No one blocks this on reaction.
GGXRD-R2 Bedman j.D-Hitbox.pngGGXRD-R2 Bedman j.D-Hitbox2.png
Recovery becomes 12F on hit or block


{{{text}}}

6P
6P
GGXRD Bedman6P 2.png
Used to be a reliable anti-air.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 6 21 -13 2 10 7 S YRP 264 1-4 Upper Body
5-8 Head
GGXRD Bedman 6P.png
Self-defense taken literally
GGXRD Bedman 6P hitbox.pngGGXRD-R2 Bedman 6P hitbox2.png


{{{text}}}

6H
6H
GGXRD-R2 Bedman 6H.png
Sting like a bee
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H


6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24,18 Mid 18 3(7)3 21 -5 4 10 6 S YRP 384
GGXRD-R2 Bedman 6H.png
GGXRD-R2 Bedman 6H hitbox1.png

{{{text}}}

6HH


6HH
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18,24 Mid 10 3(11)5 14 ±0 4 10 6 YRP 384
GGXRD-R2 Bedman 6H hitbox2.png

{{{text}}}

2D
2D
GGXRD Bedman 2D.png
Catch their feet.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 12 6 12 -4 2 10 7 S YRP 264
GGXRD Bedman 2D.png
GGXRD Bedman 2D hitbox.png

{{{text}}}

5D
5D
GGXRD Bedman 5D.png
Lots of reward if you hit this in the corner
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 26 7 12 ±0 4 20 20 YRP 384 Initial: 80%
GGXRD Bedman 5D.png
GGXRD Bedman 5D hitbox1.pngGGXRD Bedman 5D hitbox2.png


{{{text}}}


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Bedman GroundThrow.png
Throw often to scare your foes
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,10×10,0 Ground Throw: 75250 1 +64 0 NA 6, 0 R 0,60×10,0 Forced: 55%
GGXRD Bedman GroundThrow.png
Throw often to scare your foes.
Frame Advantage listed is on successful throw
Stun: 5×10

{{{text}}}

Air Throw
Air Throw
GGXRD Bedman AirThrow.png
Come on and slam and welcome to the jam!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 210000 1 +24 0,4 NA 6, 0 R 480 Forced: 65%
GGXRD Bedman AirThrow.png
Dunk 'em good!
Frame Advantage listed is on successful throw
Stun: 30

{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Bedman 5K.png
LET ME PLAY NEUTRAL
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 8 3 32 -21 2 10 7 -5000 / 264 Initial: 50% 1~10 Full
11~27 Foot
GGXRD Bedman 5K.png
GGXRD-R2 Bedman 5K-Hitbox.png

{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Bedman BlitzAttack.png
Get to the point
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Bedman BlitzAttack.png
GGXRD-R Bedman BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Bedman BlitzAttack.png
GGXRD-R Bedman BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

{{{text}}}


Special Moves

Task A
Task A
236P (air OK)
GGXRD Bedman TaskA.png
Here, catch
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground


236P
Task A
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×2 All 18 90, until return Total 49 -5 2 2 7 YRP 150 / 360
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Air


j.236P
Air Task A
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×2 All 18 90, until return Total 49 -5 2 2 7 YRP 150 / 360
GGXRD Bedman TaskA.png
Here, catch.
GGXRD Bedman TaskA hitbox.png

{{{text}}}

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
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground


236K
Task A’
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 37 Total 70 +9 2 2 7 YRP 150 / 480 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
The next dimension to your mix-ups. This is where the fun begins...
GGXRD Bedman TaskA hitbox.png
Air


j.236K
Air Task A’
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 37 Total 70 +9 2 2 7 YRP 150 / 480 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
The next dimension to your mix-ups. This is where the fun begins...
GGXRD Bedman TaskA hitbox.png

{{{text}}}

Task B
Task B
236S (air OK)
GGXRD Bedman TaskB.png
Beyblades
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground


236S
Task B
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×4 All 12 4×4 26 -13 3 2 6 YRP 250 / 360
GGXRD Bedman TaskB.png
Will it blend?
GGXRD Bedman TaskB hitbox.png
Air


j.236S
Air Task B
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×3 All 12 6,6,4 Until Landing + 8 -5 3 2 6 YRP 200 / 480
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png

{{{text}}}

Task C
Task C
236H (air OK)
GGXRD Bedman TaskC.png
It's raining (bed)men.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground


236H
Task C
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30×2, 10 All, High / Air, All 11 8(17)10,10 13 -2 3×2,0 2×3 6×2, 8 YRP 200 / 480×2,120 9~Airborne
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Air


j.236H
Air Task C
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30,10
[30,30]
High / Air, All 21 Until Landing,10 11 ±0 [+3] 3,0 2×2 [3×2] 6, 8 [6, 7] YRP 150 / 600,120 [Initial: 100%, 65%]
GGXRD Bedman TaskC.png
It's raining (bed)men.
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Values in [] are when Task C is done from high altitude

{{{text}}}

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.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Task A
214P


214P
Déjà Vu (Task A)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38×2 All 29 90,54 Total 30 2 2 7 50 / 240
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Air Task A
j.214P


j.214P
Déjà Vu (Air Task A)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38×2 All 29 90,56 Total 30 2 2 7 50 / 240
GGXRD Bedman TaskA.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Task A'
214K


214K
Déjà Vu (Task A’)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 All 48 Total 30 +9 2 2 7 50 / 240 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Air Task A'
j.214K


j.214K
Déjà Vu (Aerial Task A’)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 All 48 Total 30 +9 2 2 7 50 / 240 Initial: 80%
GGXRD Bedman TaskA.pngGGXRD Bedman TaskAdash.png
GGXRD Bedman TaskA hitbox.png
Deja Vu starts at 6F
Task B
214S


214S
Déjà Vu (Task B)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×4 All 23 16 Total 30 +28 3 2 6 50 / 120
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png
Deja Vu starts at 6F
Air Task B
j.214S


j.214S
Déjà Vu (Air Task B)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×4 All 23 16 Total 30 +28 3 2 6 50 / 120
GGXRD Bedman TaskB.png
GGXRD Bedman TaskB hitbox.png
Deja Vu starts at 6F
Task C
214H


214H
Déjà Vu (Task C)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×2, 10 All 30 8(17)10(6)10 Total 30 3×2,0 2×3 6×2, 8 50 / 120
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Air Task C
j.214H


j.214H
Déjà Vu (Air Task C)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36, 10 All 28 Until Landing (6)10 Total 30 3,0 2×2 6, 8 50 / 120
GGXRD Bedman TaskC.png
GGXRD Bedman TaskC hitbox1.pngGGXRD Bedman TaskC hitbox2.pngGGXRD Bedman TaskC hitbox3.png
Values in [] are when Deja Vu (Task C) is done from high altitude

{{{text}}}

Air Movement
Air Movement
GGXRD Bedman AirDash.png
Bed-freaking-Neto
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Hang
Air Movement
Hang > Direction


Hover > Direction
Air Movement
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 25 Y
GGXRD Bedman AirDash.png
Can cancel into Attacks from 2F onwards

{{{text}}}


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.
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Crouch Walk
1 or 3


Crawl
Crouch Walk
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Y 45 / ―
GGXRD Bedman CrouchWalk.png
Fastest walking speed in the game. He also has a backwards and forwards crawl.
Tension gain only on down forward direction
Dash
66


Dash
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 32 Y 3~17 Guard Point
GGXRD Bedman Dash.png
Why beat offense directly when you can just go around it?
On successful guard point, 15F recovery
Guard point recovery ia invulnerable
Can cancel into jump 1-14F

{{{text}}}


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.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H
Sinusoidal Helios
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×6
[35×6]
All 6+8 2×6 Total 39 +11 2 10 7 YR -5000/0 1-15 Strike
[1-15 All]
GGXRD Bedman SinusoidalHelios.pngGGXRD Bedman SinusoidalHelios2.png
Brings a new meaning to 'wakeup super'
GGXRD Bedman SinusoidalHelios hitbox1.pngGGXRD Bedman SinusoidalHelios hitbox2.png
Reversal hitbox • Max size
Values in [ ] are for Burst version
Minimum damage: 20% [50%]


{{{text}}}

Hemi Jack
Hemi Jack
632146S
GGXRD Bedman HemiJack.png
The Sheep Lord demands a sacrifice.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146S
Hemi Jack
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,15 Unblockable 17+183 536 Total 59 0 NA 8 Y -5000/0
GGXRD Bedman HemiJack.png
The Sheep Lord demands a sacrifice.
GGXRD Bedman HemiJack hitboxes.png
Stun: 10,263
Sheep disappears after getting hit 3 times
Minimum damage: 20%


{{{text}}}


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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

{{{text}}}


Navigation


Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Bedman/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.