GGST/Bedman/Matchups

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< GGST‎ | Bedman(Redirected from GGST/Bedman?/Matchups)



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

 Anji Mito"Don't get spinned and you will be fine"
Even

Bedman can zone Anji out at fullscreen with relative ease and can play around SpinGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- in midrange decently well. However Anji has the tools to punish reckless gameplay and his abare An attack during the opponent's pressure, intended to interrupt it. options versus Bedman are extremely good, making the overall matchup relatively even for both sides. Bedman should focus on zoning, using quick buttons and playing patiently without overly relying on hover and commital buttons to win against this character.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start

Primary Threats: f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 and SpinGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-


  • Against f.S Bedman can either use 6P or 2K, both of which counterhit and lead into 236SGGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12
  • Against 2S Bedman has two options. The easy, but low reward one is microwalk back 5H > 236PGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11. This roundstart enables Bedman to start its zoning gameplan since 5H sends Anji almost fullscreen and the subsequent fireball readies an error 6EGGST Bedman error 6E P.pngGuardAllStartup8 [14]RecoveryTotal 0 [Total 30]Advantage+20 [+3] follow up. The more difficult punish is to do microwalk back into 2H > 236S. This will give Bedman instant access to its pressure with a 236S error 6EGGST Bedman error 6E S.pngGuardAllStartup15 [21]RecoveryTotal 0 [Total 30]Advantage+36 [+26] follow up.
  • 236K is the trickiest to work around. Bedman has few options. Either it can play patiently and do nothing, do a hard callout with run up throw or backdash to try and build distance to start zoning Anji from afar. An interest option is jump Hover dash j.H that makes almost all Anji's options from spin whiff (exception being charged FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]). Afterwards it can safely land and make Anji block.

Neutral

The crux of Bedman's neutral versus Anji is to abuse his slow movement and attempt to zone him out with 236P and 214P with spark error6E follow-up at full to midscreen ranges. At midscreen range, Anji can jump instant air dash over 236P and land a counterhit on Bedman, giving him big punish. Fortunately for Bedman, this does not work against the 214P version of its fireball due to its much faster recovery. If Anji attempts to jump it, Bedman can call it out with 6P > 236S on normal hit and with 6P > 236H on counterhit. Because of his slower movement speed, it is easier to react to his approaches in neutral and play reactively.

Anji can counterplay this by using MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 should Bedman be too close to him after triggering his spin with a projectile. However this situation results in an RPS where neither are in significant favour. Bedman can call out constant spins with run up throw or simply waiting and taking its turn after the spin ends. If Bedman is too close, Anji can use Midare to try and catch Bedman, sometimes forcing it to spend meter to get back to safety.

Using hover movement to bait Anji's 6P is extremely risky and often not worth it. Anji can use KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- on reaction to hit Bedman out of the air and giving him big punish. Bedman should try and avoid doing hover movement above Anji if possible.

Bedman's normals boast better range than Anji's, however they are slower and susceptible to Spin. If Anji is near Bedman while spinning, its best option is to simply wait and play reactively with its faster buttons like 2K and 5K.

Offense

Anji has a fantastic 2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 for mashing out of Bedman's pressure, so good Bedman has to keep those frametraps on point and gaps as small as possible to punish his abare An attack during the opponent's pressure, intended to interrupt it. attempts. The only other notable move that Anji has that can give Bedman trouble on its own offense is Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- as it can trigger on Bedman's error follow ups, so it has to be wary when Anji has 50% tension. Other than that Anji has no noteable defensive options versus Bedman, making pressuring him relatively straightfoward.

Dealing with Kachoufuugetsu Kai (counter super)

While trying to bait Anji's counter super in blockstrings is always a gamble that does not have a clear answer, Bedman can almost safely pressure Anji on his wake up using its error6E.

  • 236S knockdown: Using 214P after scoring Beyblade knockdown leaves into a rather advantegous and safe situations for Bedman as two of the follow things can happen:
    • Anji uses his counter super and !SGGST Bedman error 6E S.pngGuardAllStartup15 [21]RecoveryTotal 0 [Total 30]Advantage+36 [+26] will trigger it. Bedman blocks after and is left at +1 frame advantage, allowing you to continue pressure after.
    • Anji blocks or gets hit, which means Bedman can simply continue its offense or get a combo.
  • 236H knockdown: In the corner, c.S OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." > jump > j.214P with !HGGST Bedman error 6E H.pngGuardAll (Guard Crush)Startup34 [40]RecoveryTotal 0 [Total 30]Advantage+49 will safely trigger Anji's counter super and Bedman can land behind him, giving him long enough to get a full punish even with fully charged 5[D]GGST Bedman 5D.pngGuardHighStartup28Recovery26Advantage-10. If it's blocked, Bedman can start its guardcrush pressure.

Defense

Anji relies on either basic strike throw or FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] RPS on his offense. Bedman has decent callouts for all of Anji's options:

  • Fuujin > Nothing:

Done after conditioning, Bedman's 2K > 2D punishes this.

  • Fuujin > NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7:

Nagiha is -7 and its hurtbox extends further than it looks. Bedman's 2K > 2D combo punishes this every time unless extremely well spaced.

  • Fuujin > RinGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9:

If done without meter, this can be punished with c.S.

  • Fuujin > IssokutobiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7

j.PGGST Bedman jP.pngGuardHighStartup6Recovery9Advantage- is a safe callout but j.SGGST Bedman jS.pngGuardHighStartup10Recovery22Advantage- gives far better reward.

Reversal call 4CCGGST Bedman 632146H 2.pngGuardAllStartup9+4Recovery70Advantage-39 after blocking Fuujin punishes all options except Fuujin > Nothing.

Asuka R

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Axl Low

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Baiken

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bedman

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Chipp Zanuff

Chipp is very fast, whereas Bedman is anything but. As such, any missed poke or projectileGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 can give Chipp a way in, and it can be very hard to get him off of you with Bedman's poor defense options. This also means that he can be very hard to pin down and trap into your pressure game, as he can easily escape should you give him the chance. He can dodge you with ease, whereas you can't dodge him, so if you can get your hands on him, hold onto that opening for as long as possible.

Thankfully, should you open Chipp up, his low health can it worth the hassle of getting him there.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Giovanna

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Goldlewis Dickinson

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Happy Chaos

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs

Neutral


Due to the time it takes to set up Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage- and or throw out ScapegoatGGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- Bedman?'s projectiles will constantly beat his zoning as long as both parties start near the same time. By this, reading a ReloadGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- or FocusGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage- with a projectile turn the tide of zoning to Bedman?'s favor. Plus he HAS to run forward since Bedman? doesn't use ammo.

Offense


Defense



I-No

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Jack-O

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Johnny

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs
f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11 5PGGST Bedman 5P.pngGuardAllStartup6Recovery8Advantage-2 2PGGST Bedman 2P.pngGuardAllStartup5Recovery10Advantage-2 6PGGST Bedman 6P 1.pngGuardAllStartup11Recovery24Advantage-16

5KGGST Bedman 5K.pngGuardAllStartup8Recovery14Advantage-7

2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2 f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9 2SGGST Bedman 2S.pngGuardLowStartup12Recovery22Advantage-11

5HGGST Bedman 5H.pngGuardAllStartup13Recovery22Advantage-7 2HGGST Bedman 2H.pngGuardLowStartup16Recovery30Advantage-15 2DGGST Bedman 2D.pngGuardLowStartup12Recovery21Advantage-10

2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10 2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2 5PGGST Bedman 5P.pngGuardAllStartup6Recovery8Advantage-2 6PGGST Bedman 6P 1.pngGuardAllStartup11Recovery24Advantage-16 f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9 2SGGST Bedman 2S.pngGuardLowStartup12Recovery22Advantage-11

5HGGST Bedman 5H.pngGuardAllStartup13Recovery22Advantage-7 2HGGST Bedman 2H.pngGuardLowStartup16Recovery30Advantage-15 2DGGST Bedman 2D.pngGuardLowStartup12Recovery21Advantage-10

2PGGST Bedman 2P.pngGuardAllStartup5Recovery10Advantage-2 5KGGST Bedman 5K.pngGuardAllStartup8Recovery14Advantage-7

Neutral


Johnny is a character that excels at long-range gameplay with his enormous disjointed normals like f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11 and 5HGGST Johnny 5H.pngGuardAllStartup13Recovery30Advantage-15, as well as Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15. This can give Bedman some trouble due to its large frame and poor movement, as Johnny is quite effective at keeping Bedman out of its optimal attack range.

That being said, call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 and its followupGGST Bedman error 6E P.pngGuardAllStartup8 [14]RecoveryTotal 0 [Total 30]Advantage+20 [+3] outrange anything Johnny is capable of doing, meaning Bedman can still force Johnny to approach if he is at fullscreen. Ironically, Johnny can have trouble navigating past Bedman's zoning as his committal step dash and slow moves make him susceptible to getting clipped by projectiles, though he is not helpless against it. In particular, this tactic becomes less threatening once Johnny gets 50% Tension, as Joker TrickGGST Johnny 236236S 2.pngGuardAllStartup6+1RecoveryTotal 48Advantage-16 is a fantastic fullscreen projectile punish that can punish call 4BA on reaction.

Offense


Defense


Ky Kiske

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Leo Whitefang

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



May

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Millia Rage

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Nagoriyuki

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Potemkin

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Ramlethal Valentine

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Neutral


Offense


Defense



Sin Kiske

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Sol Badguy

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Testament

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Zato-1

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


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