Please feel free to make edits, but include edit summaries and sources where applicable.
Content here can be considered incomplete until expertise is given.
Matchups
- 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
Bedman can zone Anji out at fullscreen with relative ease and can play around SpinGuardStartupRecoveryTotal 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 Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Primary Threats: f.SGuardAllStartup11Recovery21Advantage-9, 2SGuardLowStartup10Recovery16Advantage-6 and SpinGuardStartupRecoveryTotal 34~50Advantage-
- Against f.S Bedman can either use 6P or 2K, both of which counterhit and lead into 236SGuardAllStartup14Recovery24Advantage-12
- Against 2S Bedman has two options. The easy, but low reward one is microwalk back 5H > 236PGuardAllStartup16RecoveryTotal 46Advantage-11. This roundstart enables Bedman to start its zoning gameplan since 5H sends Anji almost fullscreen and the subsequent fireball readies an error 6EGuardAllStartup8 [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 6EGuardAllStartup15 [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 FuujinGuardAllStartup16 [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 MidareGuardAllStartup7Recovery30Advantage+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 KouGuardAllStartup12 [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 2PGuardAllStartup5Recovery10Advantage-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 KaiGuardStartup1Recovery10Advantage- 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 !SGuardAllStartup15 [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 !HGuardAll (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]GuardHighStartup28Recovery26Advantage-10. If it's blocked, Bedman can start its guardcrush pressure.
Defense
Anji relies on either basic strike throw or FuujinGuardAllStartup16 [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.
Nagiha is -7 and its hurtbox extends further than it looks. Bedman's 2K > 2D combo punishes this every time unless extremely well spaced.
If done without meter, this can be punished with c.S.
- Fuujin > IssokutobiGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
j.PGuardHighStartup6Recovery9Advantage- is a safe callout but j.SGuardHighStartup10Recovery22Advantage- gives far better reward.
Reversal call 4CCGuardAllStartup9+4Recovery70Advantage-39 after blocking Fuujin punishes all options except Fuujin > Nothing.
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Axl Low
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Axl's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Baiken
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Baiken's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Chipp Zanuff
Chipp is very fast, whereas Bedman is anything but. As such, any missed poke or projectileGuardAllStartup16RecoveryTotal 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 Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Chipp's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Faust
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Faust's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Giovanna
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Giovanna's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Goldlewis Dickinson
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Goldlewis's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Happy Chaos
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Happy Chaos's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Due to the time it takes to set up Steady AimGuard-Startup-RecoveryTotal 18Advantage- and or throw out ScapegoatGuard-Startup10Recovery43 totalAdvantage- Bedman?'s projectiles will constantly beat his zoning as long as both parties start near the same time. By this, reading a ReloadGuard-Startup23RecoveryTotal 23~77Advantage- or FocusGuard-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 Data • Counterstrategy • Reverse Matchup • Videos
Round Start
I-No's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Jack-O
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Jack-O's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Johnny
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Johnny is a character that excels at long-range gameplay with his enormous disjointed normals like f.SGuardAllStartup9Recovery22Advantage-11 and 5HGuardAllStartup13Recovery30Advantage-15, as well as Mist FinerGuardAllStartup7+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 4BAGuardAllStartup16RecoveryTotal 46Advantage-11 and its followupGuardAllStartup8 [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 TrickGuardAllStartup6+1RecoveryTotal 48Advantage-16 is a fantastic fullscreen projectile punish that can punish call 4BA on reaction.
Offense
Defense
Ky Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Ky's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Leo Whitefang
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Leo's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
May
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
May's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Millia Rage
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Millia's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Nagoriyuki
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Nagoriyuki's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Potemkin
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Pot's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Ramlethal Valentine
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Sin Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Sol Badguy
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Sol's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Testament's Button | Loses To | Beats | Trades | Whiffs |
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Neutral
Offense
Defense
Zato-1
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Zato's Button | Loses To | Beats | Trades | Whiffs |
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