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*Air movement is not fast<br/> | *Air movement is not fast<br/> | ||
*Opponents can disrupt his gameplan by destroying his Deja Vu seals<br/> | *Opponents can disrupt his gameplan by destroying his Deja Vu seals<br/> | ||
*Large and wide | *Large and wide hurtbox<br/> | ||
*Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/> | *Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/> | ||
*Needs specific knockdowns to truly get a dangerous set-ups going<br/> | *Needs specific knockdowns to truly get a dangerous set-ups going<br/> | ||
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|description= | |description= | ||
*Effective anti-air but dangerous on whiff. | *Effective anti-air but dangerous on whiff. | ||
*On hit | *On hit combos into C.S for an air combo or Task C knockdown + oki. | ||
*Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly. | *Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly. | ||
*Hitbox is quite wide. It can hit opponents behind you. | *Hitbox is quite wide. It can hit opponents behind you. | ||
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|input= | |input= | ||
|image=RIP6H.jpg | |image=RIP6H.jpg | ||
|caption= In loving memory (2014-2017) | |caption= In loving memory (2/20/2014-3/30/2017) | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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*Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move. | *Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move. | ||
We have gathered here today, not to mourn the death of 6H, but to celebrate its life. There has never been a better couple between number and letter than 6 and H. The 6H we know may be gone, it will forever live in our hearts. | We have gathered here today, not to mourn the death of 6H, but to celebrate its life. There has never been a better couple between number and letter than 6 and H. The 6H we know may be gone, but it will forever live in our hearts. | ||
I first met 6H when I picked up Guilty Gear Xrd Sign on the Japanese PSN store on December 2015. Our first encounter was a bit awkward. 6H was too fast for his own good; in fact, he was so fast that he didn't even cross up properly. The opponent could block 6H both ways! 6H was such a silly button back then, but he was still charming as ever. It filled me with joy to see 6H grow so much after the 1.1 patch where it was slower and more delayed. The young restless 6H grew into a patient 6H. 6H became famous and loved by all Bedman players. GcYoshi13 would sing praises of 6H and before | I first met 6H when I picked up Guilty Gear Xrd Sign on the Japanese PSN store on December 2015. Our first encounter was a bit awkward. 6H was too fast for his own good; in fact, he was so fast that he didn't even cross up properly. The opponent could block 6H both ways! 6H was such a silly button back then, but he was still charming as ever. It filled me with joy to see 6H grow so much after the 1.1 patch where it was slower and more delayed. The young restless 6H grew into a patient 6H. 6H became famous and loved by all Bedman players. GcYoshi13 would sing praises of 6H and before every evening, he would take out his holy bible and thank the Lord for food, shelter, and 6H. Also the Lord that GcYoshi13 thanked was Daisuke Ishiwatari and the bible he held was Tuna Empire's most influential NTR manga: Slave Wife. | ||
6H's best friend Task B and Task A' are here with us as well to pay respects to 6H. Task A' would tell me stories of how the two would team up and use YRC to break people's ankles. Task B would love to do the honors of providing a hard knockdown after 6H. 6H is survived by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours. | 6H's best friend Task B and Task A' are here with us as well to pay respects to 6H. Task A' would tell me stories of how the two would team up and use YRC to break people's ankles. Task B would love to do the honors of providing a hard knockdown after 6H. 6H is survived by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours. | ||
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*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. | *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. | ||
*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 and intelligently fellow believer and the Sheep shall grant you salvation as a reward for your great neutral. | *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 and intelligently fellow believer and the Sheep shall grant you salvation as a reward for your great neutral. | ||
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles. However this will push our Sheep Lord away from the opponent, and thus postpone their tragic demise. Use 3H to try to | *The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles. However this will push our Sheep Lord away from the opponent, and thus postpone their tragic demise. Use 3H to try to hit the opponent if they dare fight back. Death to the heretics. | ||
hit the opponent if they dare fight back. Death to the heretics. | |||
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty. | *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 Lord 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 Lord 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}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Bedman]] | ||
Latest revision as of 04:32, 25 December 2023
Bedman |
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Defense Modifier: x0.94 Guts Rating: 0 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 23F Backdash Invincibility: 1-11F
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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 an icon 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
- Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals
- Has great air normals for every need
- Fantastic anti-air 6P
- Versatile and tricky movement, especially in the air
- Tied with Potemkin for highest base defense modifier
- Has a rewarding throw game that is supported by his fast walk speed
- Very dangerous mix-ups and has very elaborate and tricky set-ups
- Has a decent reversal super as it has slow startup but is + on block
- Forward dash parry can be used especially to disrupt opponents' projectile game
Weaknesses
- No meterless reversal options, and his meter reversal options have glaring flaws
- Ground normals tend to have a lot of recovery and are not that fast
- Limited neutral and pressure if he cannot get Deja Vu seals out
- Combo damage is average at best, Bedman depends on his okizeme setups to win rounds
- Air movement is not fast
- Opponents can disrupt his gameplan by destroying his Deja Vu seals
- Large and wide hurtbox
- Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner
- Needs specific knockdowns to truly get a dangerous set-ups going
- Unconventional playstyle, movement options and a lot of character specific combos/confirms make him harder to learn than most characters
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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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 |
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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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