GGST/Bedman/Strategy

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< GGST‎ | Bedman



Neutral

Neutral with Bedman is very reactive, depending on what the opponent does, Bedman will want to switch up how it approaches or reacts accordingly. Ultimately, Bedman’s primary goal with neutral is to force the opponent to make more risky decisions against it and capitalize on their mistakes.

Round Start

5K is Bedman’s primary aggressive button to press at round start, while it doesn’t hit round start on its own, its disjoint allows it to beat many f.S’s and similar pokes if they extend into 5K’s hitbox. 5K’s major issue is its lack of a low hitbox, causing it to lose to pokes that go under it.

Outside of 5K, Bedman’s round start is usually more defensive then most characters because of its lack of fast pokes to challange the opponent with, preferring to back off with a backdash to make distance to start its zoning or jumping back and airdashing back in with a poke such as j.S to put itself on offense.

White Wild AssaultGGST Bedman 236D.pngGuardAllStartup20Recovery20Advantage+7 allows Bedman to beat most round start options, but is committal because of its 50% burst cost and can be easily countered by an opponent calling it out with a throw or avoiding it by jumping.

Fullscreen

Fullscreen neutral involves playing around what the opponent does to deal with Bedman's tracking projectile, 236P. Playing reactively while still having a presence from full screen in the form of a tracking projectile forces the opponent to begin taking risks to approach Bedman that they would not in normal circumstances. Being able to capitalize on the risks that the opponent takes by playing reactively is KEY to playing Neutral with Bedman.


While chaining together 236P and 214P (!P) from the other side of the stage does a good job at keeping the opponent full screen if they don’t know how to deal with it properly, the reward on hit for both projectiles is menial. This, combined with some moves that low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. like  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 and  I-No's Stroke The Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 being able to slide under both projectiles makes the strategy fairly unrewarding outside of securing kills on low health opponents. Instead, the slightly more risky but far more rewarding approach of applying Error 6E with 236P and then moving to the opponent to play a closer neutral with the threat of an error is a much more stable strategy, the error covers Bedman’s slow ground movement and allows it to be more aggressive while playing neutral closer.

Midscreen

Midscreen is where Bedmans neutral becomes much more orthodox. Pokes like 2S and 2D allow it to play a defensive neutral game without an error, while also allowing it to begin an oppressive offense with an error stocked. f.S is another option for a poke, while being shorter in range than 2S and 2D, it is faster. On hit, 2S and f.S struggle to convert into anything unless the opponent is cornered, which gives both a simple combo of 5H > 236H for a knockdown into okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., while 2D will always guarantee a 236S or a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. to start oki with.

Midscreen is also where Bedman’s air game can shine, j.S is a magnificent button that can act as an Air to Air, as an air approach, or as a defensive poke. Bedman’s unique 8-way airdash allows it to psych the opponent out by airdashing in an unpredicted direction and make them mistime anti-airs, as well as simply approach from the air with a button like j.S. Bedman is also able to manipulate the trajectory of the airdash by pressing Faultless Defense shortly after airdashing (A Faultless Defense Cancel/FDC), Bedman can airdash up forward and FDC to change the airdashes trajectory making an anti-air whiff under it, allowing it to whiff punish accordingly.

White Wild Assault, while being an expensive option, is a very good tool for Bedman to use in neutral for a variety of reasons;

  • It’s Invulnerability on Frame 9 allows Bedman to use it to surprise the opponent by going on the offensive, going through their pokes.
  • It is +7 on block, keeping it at an advantage if the opponent blocks.
  • It’s unusually large hitbox in comparison to other White Wild Assaults gives it an edge on dealing with characters that have better zoning then it does like  Axl, which Bedman usually struggles to deal with.

Close Range

In a close range scramble situation, c.S is among the slowest of Bedman’s options, despite this, it is still decently fast and gives it the best reward on both hit and block out of any button

2K is much more limited in usage but is much faster than c.S, making it an exceptional poke in close range scramble situations, it also has a gatling into 2D which gives heavy knockdown.

Much like 2K, 2P is Bedman's fastest normal and is a superb button to press in scramble situations. While not having a gatling into anything but itself and 6P, Bedman can convert off of a 2P > 2P > 236S, giving it an error to play offense with.

In terms of air game, j.P is a very good air to air button, providing Bedman with a combo into j.236S that allows it to begin offense.

j.H, with its multiple hits gives Bedman a tool to stall until error pops so it can begin it’s more conventional pressure strings, j.H also has a habit of hitting the opponent with its later hits if they mistime the transition from standing block to crouching block, allowing for a simple 2K > 2D conversion.

Offense

Bedman's offense without any stocked errors is very weak, with few threatening options, but with errors it has very powerful pressure. Using automatic errors, you can do extended blockstrings and some high/low mixups with j.H and 5D, as well as potent tick throws with the plus frames errors give you. However, this pressure has some significant and unavoidable gaps (notably, the 3 frame gap between f.S/2S and 2H). Also, Faultless Defense weakens Bedman's pressure considerably and is very difficult to deal with, though at least FDing Bedman is very expensive due to its many multi-hit moves.

Wild Assault Usage

Bedman rushes forward and delivers an enormous slap with its right hand, costing 50% of its Burst meter while also draining some of the opponent's Burst. A strong tool that complements Bedman's already great pressure game and gives it a good way to break through its opponent's neutral.

Being a White Wild Assault, it behaves quite differently from the more common Blue and Orange variants, functioning more as a raw offensive tool than a combo extender. The main feature of White Wild Assault is the full-body invulnerability A state where a character cannot be hit. A common component of reversal moves. it gives on frame 9. This gives it plenty of utility in a large variety of situations, like breaking through the disjointed normals of characters like  Axl Low or  Johnny, ignoring the projectiles of characters like  Testament or  Asuka, getting an aggressive headstart at the start of a round, or really just any situation where you need to get in on your opponent unimpeded, a situation Bedman can encounter quite frequently with its poor movement and large frame.

What happens after landing a Wild Assault is a mixed bag, though it always drains some Burst from the opponent. It is very unrewarding on an uncharged hit, only yielding a hard knockdown. On a charged hit, it launches the opponent high into the air, which can usually only be meaningfully followed up on at close range due to the nature of Bedman's normals and combo structure, naturally being easier on counter hit. On block, however, this move is extremely threatening, causing a Guard Crush that can be up to +12 when fully charged. This is a fantastic boon to Bedman's already powerful pressure game, as it gives it yet another resource with which to reset and extend its pressure sequences alongside Tension and error 6E.

  • Can be canceled into from normals just like a special move, though it cannot be canceled out of like the other colors of Wild Assault
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Gives full body invulnerability on frame 9. Allows Bedman to blow through just about anything, from projectiles to normals and even supers like  Potemkin's Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100
    • This also makes it a uniquely strong callout against invincible reversals like  Ramlethal's MortobatoGGST Ramlethal Valentine Mortobato.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43}
  • Launches opponent away on uncharged hit, launches up on charged hit
  • Causes Hard Knockdown on hit
    • This also includes when breaking the wall, just like an Overdrive. When paired with Bedman's ability to keep its error 6E follow-up after Area Shift, this can give it some very threatening pressure post-wall break, especially if call 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage- was activated before breaking the wall.
  • Causes Guard Crush on block

Errorless Pressure

Without errors, you are mostly restricted to very straightforward and weak pressure. You must rely on standard strike/throw pressure, either frametrapping them with slightly delayed gatlings to keep them scared of trying to escape or taking larger gambles when they're playing passively such as throwing them or resetting pressure.

Unlike characters with very threatening strike/throw pressure, such as  Sol or  Gio, Bedman does not have easy access to any plus frames other than c.S nor does it have fast forward movement to make throws truly threatening. It's frametraps also aren't especially frightening, especially midscreen. It also lacks strong pressure resets (as 236H is both very slow and only +3), so it's pressure will almost certainly have to end pretty fast.

Because of these shortcomings, getting errors to run Bedman's best offense is a priority. This can be done by getting a hit during errorless pressure, but it can also be done by spending meter. Whenever you end a blockstring with a special, especially 236S and 236H, you can roman cancel and start running your best pressure.

It's important to remember that 2H in particular is very risky on-block without an error to back it up because of its forward movement, as all of Bedman's attacking specials are either interruptible or punishable when done from very close range.

Error Pressure

Errors are potent tools in blockstrings, but they have to be used properly. Activating errors manually with 214P is useful, but errors are far more useful when allowed to activate automatically. Automatic errors can allow you to reset pressure, and even potentially meterlessly combo from 5D if timed properly (usually immediately after a safejump). As useful as these are, errors are even more useful when used with a technique called Error Chaining.

Rather than relying on error activations to provide you with a single reset in pressure, Error Chaining allows you to reap the benefits of error activations while simultaneously stocking a new error to allow you to continue error pressure. Error Chaining is mostly done in two major ways. Both of these methods of Error Chaining have pros and cons, so be sure to pick the right one for the situation.

  • Using 236P during the startup of an automatic error activation, gaining the plus frames from the error while also stocking a new !P. This is mostly done with !H, but can also be done with !S.
  • Using an automatic error activation to cover the startup of 236H. This leaves you with plus frames from 236H as well as a newly stocked !H. This technique is rather weak when done with a non-charged 236HGGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3, but very useful when done with at least a partial chargeGGST Bedman 236H.pngGuardAll (Guard Crush)Startup39~66Recovery23Advantage+11.

Error Chaining with 236P gives you the weakest error, !P, but results in the most plus frames when done with !H, sometimes even enough to allow you to perform a high/low mixup with airdash forward j.H or airdash down-forward 2K. This technique can be done with !S, but gives much lower reward, only allowing you to reset pressure, but this can still be useful, especially in situations where !S pushes the opponent too far way to land 236H.

In contrast, Error Chaining with 236H doesn't give as many plus frames but is the easiest to do, as you can perform a partial charge 236{H} with both !S and !H, and it stocks the error that is strongest in pressure, !H. It is possible to do this technique with !P, but this is both harder to time properly and less rewarding, not allowing you to charge 236H at all without opening up a significant gap in pressure.

Error Chaining is a very strong technique that forms the backbone of Bedman's strongest error based pressure, but it can not open up an opponent dedicated to blocking on its own. Be sure to use techniques such as throwing and high/low mixups when possible. Not only will these help you to hit a blocking opponent, but they will also make opponents more likely to try to escape your offense, leading to them getting hit by tight error pressure. Be sure to mix it up.

How to Stall for Errors

2H is Bedman's main tool in blockstrings to buy time for errors to activate due to it hitting a total of 5 times. In addition to naturally wasting plenty of time, 2H's many hits can all be special canceled from, allowing you to adapt to exactly how much time you have before errors activate, letting you Error Chain at the perfect time. In addition, 2H has forward momentum, keeping you close to the opponent for stronger offense.

2H is an extremely important tool in error pressure, just be sure to be careful using it without errors.

How to Mixup

Other than standard strike/throw mixups (which can actually be pretty potent when done in combination with plus frames from errors), Bedman's primary way of mixing up the opponent is with high/low mixups utilizing j.H. In any situation that you can use j.H in pressure, such as in safejumps, you can instead make j.H whiff (usually by airdashing down-forward to land before it becomes active) and do 2K.

Usually a mixup like this would not be effective because the low option hits later than the high option, allowing the defender to easily fuzzy guard simply by blocking high then low. However, j.H multi-hit nature makes this defense pointless, as attempting to fuzzy guard will simply result in them being hit by j.H's later hits. This mixup still has weaknesses, though. It may not be vulnerable to fuzzy guarding, but it is vulnerable to delayed throw attempts. You may not always be in range of throws, but in most safejump situations you are.

This particular weakness can be averted by doing this mixup while the opponent is in lengthy blockstun, such as when they block !H. This can be setup by performing a 236P error chain while you have !H, both to cover !H's startup and to stock !P (which also happens to help this mixup's other problem of giving low reward after hitting with 2K, as after 2K > 2D in the corner, 214P (!P) pops the opponent up to combo more, though the wall will probably break fast). Be aware that this particular setup can potentially have very large gaps depending on when exactly !H activates. Be sure to lab this out rather than doing this on the fly.

In addition to occasionally using 2K, you can also mixup the opponent with 5D, using automatic error activations to meterlessly combo off of it or make it safe. This requires specific timings to line it up with your errors, but is usually done after safejumps with a simple c.S > 5D, but this will be covered more in-depth in each error's own section.

Each Error in Pressure

Using !P

!P is the weakest error in blockstrings, however, there is reason to use 236P in pressure, so you may still find yourself with this as your stocked error from time to time. There are only a few ways to utilize !P in pressure, and they don't allow for continued Error Chaining. The easiest is to manually activate it with 214P. This typically isn't a good idea with most errors, but manual !P is either gapless or a tight frametrap off of all normals, and is +3 on block, though it is difficult to continue pressure after.

The other use is to use !P to cover the startup of 236H. This doesn't allow you to easily charge it, so you still end up at +3 with not many ways to continue pressure, but at least you will stock a !H, even if it does only have niche use in neutral.

It is possible to meterlessly combo off of 5D with this error after sequences like 236P > !H, 9 > 66 > j.H > c.S > 5D, but this can be a bit finnicky.

Using !S

This is an error you will have a lot, as 236S is Bedman's most common combo ender and stocks this. !S is useful in the corner, allowing you to easily Error Chain with partial charge 236H so you can continue pressure with !H, but that's mostly it. If you safejump in the corner after 236S, you can easily setup a meterless combo off of 5D, but this almost always immediately breaks the wall, which is very bad for Bedman, so don't do this often.

Midscreen, !S is unfortunately poor, pushing the opponent too far away to let you Error Chain with 236H, so you usually have to Error Chain with 236P, which leads to very poor pressure.

Using !H

!H is by far Bedman's best error in blockstrings. The only downside is it's extremely lengthy startup, but this can be mitigated by Error Chaining with 236P, which naturally covers the long startup and leaves you plus enough that you can either mix up the opponent with j.H or 2K (this leaves very large gap if 236P hits too close to !H landing) or if you are very close, you can even run up after 236P and do a partial charge 236H to do even more !H pressure.

If error pressure is started after a combo that ends in 236H, then doing a safejump will stall enough time that Error Chaining with 236P is no longer necessary to cover !H's startup, though it can still be done to setup a mixup.

After a safejump you can also immediately do a mixup with 5D. In the corner this will usually immediately break the wall, though !H's good damage means this can still be useful, especially to end the round. This mixup can also be done midscreen, and even gives greater reward there since you can combo into another 236H to reset the situation. Be careful, though, as even the slightest amount of FD will make 5D whiff.

Okizeme

The exact offense that Bedman is able to do after a knockdown varies heavily by what the preceding combo was, as that not only determines how advantaged you are after the combo but also what error is available to you. 236S is your most easily accessed combo ender, but gives the worst okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., especially midscreen, whereas 236H is much harder to access but results in Bedman's best offense by far.

Post-236S Okizeme

Okizeme after 236S varies drastically depending on whether it ends in the corner or not.

In the corner, you can follow up 236S with an immediate safejump, performed by jumping forward and then immediately airdashing down and doing j.K. It is possible to airdash down-forward instead to be slightly closer to the opponent, but this means you are close enough to be thrown between j.K and c.S. This can be fixed by doing j.S instead, but this is vulnerable to the opponent doing wakeup 6P which will force you to block it.

After 236S midscreen, the situation is very poor. Not only can you not safejump, but you can't even meaty with c.S. Instead, 2S is the best meaty option, allowing you to follow up with 2H. However, meaty 2S can be easily backdashed. This can be called out by either doing 2H or running up further before doing 2S, neither of which are truly meaty.

Post-236H Okizeme

236H is Bedman's best combo ender by far, but you will usually only be able to combo into it in the corner or after 6H. Other than that it requires either a counterhit or spending valuable meter, but the benefit is so high that Roman Cancelling after 236S to end a combo with 236H is one of Bedman's most common ways to spend meter.

236H always allows for a followup safejump with j.H. This is performed by running forward slightly and then jumping and doing an immediate forward airdash cancelled into j.H. Unfortunately, this safejump is not only manually timed, but the timing varies depending on the preceding combo. This means that you will simply have to practice this a lot in different situations to get a feel for it.

Fortunately, the safejump is very easily autotimed in the corner by doing OTG c.S jump cancelled into immediate airdash forward j.H. Be aware that doing this OTG very slightly delays when your pressure will start, resulting in !H activating earlier in your pressure. This is not usually a detriment, but it must be taken into account.

If you find yourself in a situation where you absolutely cannot afford to mess up the manually timed safejump then you may want to instead use 214P (!H) to hit the opponent with a meaty !H. This is allows you to avoid or block a wakeup DP by holding back for a small period after 214P while still allowing you to then run up and force them to block a partial charge 236{H} . This is results in generally weaker pressure than the safejump but is easier to time to be DP safe.

  • Meaty !H can be autotimed in the corner by doing OTG 2H > 214P(!H), but there's almost no reason to do this because the OTG c.S safejump in the corner is also autotimed and leads to much better pressure.
  • While meaty !H is usually worse than safejumping with j.H, it can be useful to be safe to Baiken's and Anji's parries which beat normal safejumps, as well as to make DPs whiff completely to prevent opponents stealing their turn with DP rrc.

Post-Throw Okizeme

After throwing the opponent either midscreen, you can perform a safejump by immediately jumping, whiffing j.P, and doing airdash forward j.H. If you are throwing in the corner, you can also do the same OTG c.S safejump that you can do after a 236H knockdown.

In the corner, rather than safejumping you may choose to do OTG 236S. This allows you to stock an error to greatly strengthen your follow up pressure, but you give up the opportunity to safejump and instead must meaty with c.S. Against opponents with a DP available you will have to rely on manually baiting DPs, or you may choose to do the safejump instead for safer but less threatening pressure.

Wallslump Setups

Looping wallslumps can be useful for Bedman since its post-wallbreak situation is so poor, and it has relatively easy ways to get wallslumps in the first place since 2H doesn't launch until the last hit, and if the wall is very low health Bedman can even get wallslumps off of a 2K starter with an !P stored by doing 2K > 214P(!P), 2P. However, Bedman's wallslump setups have a critical weakness to invincible reversals. In order to setup a good mixup after wallslumps, Bedman must meaty with fully charged 236[H], which the opponent can safely react to with a wake-up reversal. If the opponent doesn't have an invincible reversal available, though, wallslumps are a very strong tool.

After wallsplatting a grounded opponent with any normal that doesn't launch, cancel into 214K and then start charging 236H. After they block it, dash in for a c.S and do a blockstring until you can error chain with 236P. If done properly, you will have enough advantage to be able to IAD(6) j.H for an overhead or IAD(3) j.H (whiff) 2K for a low. Both the overhead and the low allow you to put the opponent into another wallslump.

(Other than the 236[H], this pressure sequence is not unique to wallslumps, and is in fact one of Bedman's best ways to wallslump the opponent in the first place.)

Doing wallslump loops without 236[H] is NOT ADVISED, but if you absolutely must, then 214K > 8 > IAD(3) > 8 > IAD(6) > j.H is a safejump. This can be paired with IAD(3) j.H (whiff) 2K for a low, but this can be fuzzy thrown. You can IAD(2) j.H (whiff) 2K instead, but this is reactable. Also, neither of these lows allow for repeated wallslumping. Again, because of the lack of a good mixup, wallslumping without 236[H] is NOT ADVISED.

A little bit about 5K hurtboxes

During 5K startup Bedman's hurtbox is slightly reduced from the bottom. This can help with spacing traps in some situations.

Dealing with FD

WIP

Using Install

WIP

Quick-Access Safejump Table

Starter Setup Position Notes
2D 66 > Jump > j.66(6) > j.H Anywhere Manually timed. Not possible at max range.
236S Jump > j.66(2) > j.K Corner Can be performed with j.S, but this is vulnerable to wakeup 6P. With a 2K > 2D starter against  Leo specifically, this must be performed with a superjump, though this results in you being pushed too far away to follow up with c.S if Leo uses Faultless Defense.
236H 66 > Jump > j.66(6) > j.H Anywhere (Midscreen) Manually timed, timing varies depending on the combo done before 236H.
Throw Jump > j.P (whiff), j.66(6) > j.H Anywhere (Midscreen) The whiffed j.P autotimes the airdash j.H.
After OTG c.S OTG c.S > Jump > j.66(6) > j.H Corner Usually done after 236H and Throw. If the preceding combo is heavily scaled by the end, then this will tie unfavorably with 3 frame attacks. This can be beaten by superjumping instead of regular jumping.

Defense

WIP

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