GGXRD/Bedman/Frame Data

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< GGXRD‎ | Bedman
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System Data

Defense Modifier: x0.94

Guts Rating: 0

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 23F

Backdash Invincibility: 1-11F


Normal Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
12 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 6 4 6 ±0 -
5K
22 264 -7/+10 Initial: 85% 2 Mid SJ YRP 8 3 15 -4 Lower body
c.S
28 264 -7/+10 - 2 Mid SJ YRP 6 3 11 ±0 -
f.S
36 264 -7/+10 Initial: 90% 2 Mid S YRP 9 2 19 -7 -
5H
28×2 384×2 -6/+14 - 3 Mid S YRP 12 3(3)3 18 -4 -
2P
12 144 -8/+3 Initial: 90% 0 Mid CS YRP 5 4 7 -1 -
2K
15 264 -7/+6 Initial: 80% 1 Low S YRP 6 6 8 -2 -
2S
30 264 -7/+10 - 2 Low S YRP 12 3 11 ±0 -
1H
45 384 -6/+20 - 4 Mid S YRP 15 14 25 -20 -
  • Pulls in opponent on hit
2H
40 384 -6/+20 Initial: 90% 4 Mid S YRP 15 14 29 -24 -
  • Pulls in opponent on hit
3H
35 384 -6/+20 Initial: 90% 4 Mid S YRP 19 14 33 -28 -
  • Pulls in opponent on hit
j.P
14 144 -8/+3 - 0 High / Air CSJ YRP 6 6 9 - -
j.K
18 264 -7/+10 - 1 High / Air SJ YRP 9 6 21 - -
j.S
28 264 -7/+10 - 2 High / Air SJ YRP 10 8 22 - -
j.H
14×6 264×6 -7/+10 - 2 High / Air S YRP 13 12 24 - -
j.D
50 384 -6/+20 Initial: 90% 4 High / Air - YRP 11 8 24 +6 -
  • Recovery becomes 12F on hit or block
6P
32 264 -7/+10 - 2 Mid S YRP 9 6 21 -13 1~14 Upper Body
6H
60 384 -6/+20 - 4 Mid S YRP 27 6 27 -14 14~20 Strike
  • Staggers opponent on CH. Max duration 47F
  • Stagger Frame Adv: +3 to +27
2D
28 264 -7/+10 - 2 Low S YRP 12 6 12 -4 -
5D
25 384 -20/+20 Initial: 80% 4 High - YRP 26 7 12 ±0 -

Universal Mechanics

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,10×10,0 0,60×10,0 -6,-0/NA Forced: 55% 0 Ground Throw: 78750 - R 1 - - +64 -
  • 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 -
  • 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

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Special Movement 1(Crouch Walk)
1 or 3
- 45 / ― - - - - - Y - - - - -
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
- - - - - - - Y - - Total 45 - -
  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction
- - - - - - - Y - - Total 25 - -
  • Can cancel into Attacks from 2F onwards
Dash
- - - - - - - Y - - Total 39 - 4~18 Guard Point
  • On successful guard point, 15F recovery
  • Recovers faster than opponent by 1F
  • Guard point recovery in invulnerable
Task A
236P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 -
Aerial Task A
j.214P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 -
Deja Vu (Task A)
214P
35×2 50 / 240 -7/+2 - 2 All - - 29 90,54 Total 30 - -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A)
35×2 50 / 240 -7/+2 - 2 All - - 29 90,56 Total 30 - -
  • Deja Vu starts at 6F
Task A’
236K
35 150 / 480 -7/+2 Initial: 80% 2 All - YRP 37 - Total 70 +9 -
Aerial Task A’
j.236K
35 150 / 480 -7/+2 Initial: 80% 2 All - YRP 37 - Total 70 +9 -
Deja Vu (Task A’)
214K
35 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
35 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 -
  • Deja Vu starts at 6F
Task B
236S
14×4 250 / 360 -6/+2 - 3 All - YRP 14 4×4 26 -13 -
Aerial Task B
j.236S
14×3 200 / 480 -6/+2 - 3 All - YRP 12 6,6,4 8 After Landing -5 -
Deja Vu (Task B)
214S
14×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
26×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 -
  • Deja Vu starts at 6F
Task C
236H
30×2, 10 200 / 480×2,120 -6×2,-8/+2×2,+2 - 3×2,0 All, High / Air, All - YRP 11 8(17)10,10 13 -2 9~Airborne
Aerial Task C
j.236H
30×2[30×2] 150 / 600,120 -6,-8[-6,-7]/+2,+2[+3,+3] [―,Forced 65] 3,0[3,1] High / Air, All - YRP 21 Until Landing,10 11 ±0[+3] -
  • [ ] Indicates high in air
Deja Vu (Task C)
214H
30×2, 10 50 / 120 -6×2,-8/+2×2,+2 - 3×2,0 All - - 30 8(17)10(6)10 Total 30 - -
  • Deja Vu starts at 6F
Deja Vu (Aerial Task C)
j.214H
30, 10[30×2] 50 / 120 -6,-8[-6,-7]/+2,+2[+3,+3] - 3,0[3,1] All - - 28 Until Landing (6)10 Total 30 - -
  • Deja Vu starts at 6F / [ ] Indicates high in air
Icon Properties
- - - - - - - - - 421 - - -
Deja Vu
- 50 / ― - - - - - Y - - Total 30 - -
  • Deja Vu starts at 6F

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Sinusoidal Helios
632146H
28×6 -5000 -7/+10 - 2 All - YR 6+8 2×6 Total 39 +11 1~15 Strike
Hemi Jack
632146S
0,15 -5000 -8/NA - 0 Unblockable - Y 17+183 536 Total 73 - -
  • Stun: 800


Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
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]
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

Gatling Table

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 5D, 2D Jump, Sp
2K - - c.S, f.S, 2S 5H, 1H/2H/3H , 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H - 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)

Older Frame Data


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc