GGXRD-R2/Bedman/Frame Data

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System Data[edit]

Defense

x0.98

Guts

0

Weight

[96] Heavy

Stun Resistance

60

Prejump

3F

backdash

23F (1~>11F invuln)

Wakeup

24F (Face Up) / 30F (Face Down)

Normal Moves[edit]

Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility HitboxHitbox link for this move
5P 12 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 6 4 6 ±0 - Click!
5K 22 264 -7/+10 Initial: 85% 2 Mid SJ YRP 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 6 3 11 ±0 - Click!
f.S 36 264 -7/+10 Initial: 90% 2 Mid SJ YRP 9 2 19 -7 - Click!
5H 28×2 384×2 -6/+14 - 3 Mid S YRP 12 3(3)3 18 -4 - Click!
  • 2nd hit pulls in opponent
2P 12 144 -8/+3 Initial: 90% 0 Mid CS YRP 5 4 7 -1 - Click!
2K 15 264 -7/+6 Initial: 70% 1 Low S YRP 6 6 8 -2 - Click!
2S 30 264 -7/+10 - 2 Low S YRP 12 3 11 ±0 - Click!
1H 45 384 -6/+20 - 4 Mid S YRP 15 14 25 -20 - Click!
  • Pulls in opponent on hit
2H 40 384 -6/+20 Initial: 90% 4 Mid S YRP 15 14 29 -24 - Click!
  • Pulls in opponent on hit
3H 35 384 -6/+20 Initial: 90% 4 Mid S YRP 19 14 33 -28 - Click!
  • Pulls in opponent on hit
j.P 14 144 -8/+3 - 0 High / Air CSJ YRP 6 6 9 - - Click!
j.K 18 264 -7/+6 - 1 High / Air SJ YRP 9 6 21 - - Click!
j.S 28 264 -7/+10 - 2 High / Air SJ YRP 10 8 22 - - Click!
j.H 14×6 264×6 -7/+10 - 2 High / Air S YRP 13 12 24 - - Click!
j.D 50 384 -6/+20 Initial: 90% 4 High / Air - YRP 11 8 24 +6 - Click!
  • Recovery becomes 12F on hit or block
6P 32 264 -7/+10 - 2 Mid S YRP 9 6 21 -13 1-4 Upper Body
5-8 Head
Click!
6H 24,18 384 -6/+10 - 4 Mid S YRP 18 3(7)3 21 -5 - Click!
6HH 18,24 384 -6/+10 - 4 Mid - YRP 10 3(11)5 14 ±0 - Click!
2D 28 264 -7/+10 - 2 Low S YRP 12 6 12 -4 - Click!
5D 25 384 -20/+20 Initial: 80% 4 High - YRP 26 7 12 ±0 - Click!

Universal Mechanics[edit]

Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility HitboxHitbox link for this move
Ground Throw 0,10×10,0 0,60×10,0 -6,-0/NA Forced: 55% 0 Ground Throw: 75250 - R 1 - - +64 - Click!
  • Frame Advantage listed is on successful throw
  • Stun: 5x10
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0,4 Air Throw: 210000 - R 1 - - +24 - Click!
  • Frame Advantage listed is on successful throw
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 8 3 32 -21 1~10 Full
11~27 Foot
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz Click!
  • 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)
Blitz Attack
Max Charge
50 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz Click!
  • 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

Special Moves[edit]

Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility HitboxHitbox link for this move
Special Movement 1(Crouch Walk)
1 or 3
- 45 / ― - - - - - Y - - - - - Click!
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
- - - - - - - Y - - Total 45 - - Click!
  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction
- - - - - - - Y - - Total 25 - - Click!
  • Can cancel into Attacks from 2F onwards
Dash
66
- - - - - - - Y - - Total 32 - 3~14 Guard Point Click!
  • On successful guard point, 15F recovery
  • Guard point recovery in invulnerable
  • Can cancel into jump 1-12F
Task A
236P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 - Click!
Aerial Task A
j.236P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 - Click!
Deja Vu (Task A)
214P
38×2 50 / 240 -7/+2 - 2 All - - 29 90,54 Total 30 - - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
j.214P
38×2 50 / 240 -7/+2 - 2 All - - 29 90,56 Total 30 - - Click!
  • Deja Vu starts at 6F
Task A’
236K
35 150 / 480 -7/+2 Initial: 80% 2 All - YRP 37 - Total 70 +9 - Click!
Aerial Task A’
j.236K
35 150 / 480 -7/+2 Initial: 80% 2 All - YRP 37 - Total 70 +9 - Click!
Deja Vu (Task A’)
214K
42 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
42 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 - Click!
  • Deja Vu starts at 6F
Task B
236S
14×4 250 / 360 -6/+2 - 3 All - YRP 12 4×4 26 -13 - Click!
Aerial Task B
j.236S
14×3 200 / 480 -6/+2 - 3 All - YRP 12 6,6,4 Until Landing + 8 -5 - Click!
Deja Vu (Task B)
214S
18×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
18×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 - Click!
  • Deja Vu starts at 6F
Task C
236H
30×2, 10 200 / 480×2,120 -6×2,-8/+2×3 - 3×2,0 All, High / Air, All - YRP 11 8(17)10,10 13 -2 9~Airborne Click!
Aerial Task C
j.236H
30,10
[30,30]
150 / 600,120 -6,-8/+2*2
-6,-7/+3*2
[Initial: 100%, 65%] 3,0 High / Air, All - YRP 21 Until Landing,10 11 ±0 [+3] - Click!
  • Values in [] are when Task C is done from high altitude
Deja Vu (Task C)
214H
36×2, 10 50 / 120 -6×2,-8/+2×3 - 3×2,0 All - - 30 8(17)10(6)10 Total 30 - - Click!
Deja Vu (Aerial Task C)
j.214H
36, 10 50 / 120 -6,-8/+2×2 - 3,0 All - - 28 Until Landing (6)10 Total 30 - - Click!
  • Values in [] are when Deja Vu (Task C) is done from high altitude
Icon Properties - - - - - - - - - 421 - - - Click!
Deja Vu - 50 / ― - - - - - Y - - Total 30 - - Click!
  • Deja Vu starts at 6F
Air Deja Vu - 50 / ― - - - - - Y - - Total 42+8L - - Click!
  • Deja Vu starts at 6F

Overdrives[edit]

Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility HitboxHitbox link for this move
Sinusoidal Helios
632146H
[632146D]
28×6
35×6
-5000/0 -7/+10 - 2 All - YR 6+8 2×6 Total 39 +11 1-15 Strike
[1-15 All]
Click!

Values in [ ] are for Burst version

Hemi Jack
632146S
0,15 -5000/0 -8/NA - 0 Unblockable - Y 17+183 536 Total 59 - - Click!
  • Stun: 800
  • Sheep disappears after getting hit 3 times


Instant Kill[edit]

Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility HitboxHitbox link for this move
Theater Of Pain
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S 2H, 6H - Sp
5K - - c.S, f.S, 2S 5H, 1H/2H/3H, 6H 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 1H/2H/3H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, - Jump, Sp
2S - - - 5H, 1H/2H/3H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump (2nd hit), Sp
1H/2H/3H - - - - - Jump, Sp
6H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png 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.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc