GGXRD-R2/Bedman/Frame Data

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 Bedman


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Bedman x0.98 0 3F [96] Heavy 23F (1~11F invuln) 28 24F 30F 8-way Airdash
Crawling
Forward Dash (32F. 3~14 Guard Point)

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 ±0 6 4 6 CSJ Initial: 90% 144 12 3 8 YRP
5K Mid 2 -4 8 3 15 SJ 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
Initial: 85% 264 22 10 7 YRP
c.S Mid 2 ±0 6 3 11 SJ 264 28 10 7 YRP
f.S Mid 2 -7 9 2 19 SJ Initial: 90% 264 36 10 7 YRP
5H Mid 3 -4 12 3(3)3 18 S 384×2 28×2 14 6 YRP
2P Mid 0 -1 5 4 7 CS Initial: 90% 144 12 3 8 YRP
2K Low 1 -2 6 6 8 S Initial: 70% 264 15 -7/+6 YRP
2S Low 2 ±0 12 3 11 S 264 30 -7/+10 YRP
1H Mid 4 -20 15 14 25 S 384 45 20 6 YRP
2H Mid 4 -24 15 14 29 S Initial: 90% 384 40 20 6 YRP
3H Mid 4 -28 19 14 33 S Initial: 90% 384 35 20 6 YRP
j.P High / Air 0 6 6 9 CSJ 144 14 3 8 YRP
j.K High / Air 1 9 6 21 SJ 264 18 6 7 YRP
j.S High / Air 2 10 8 22 SJ 264 28 10 7 YRP
j.H High / Air 2 13 12 24 S 264×6 14×6 10 7 YRP
j.D High / Air 4 +6 11 8 24 Initial: 90% 384 50 20 6 YRP
6P Mid 2 -13 9 6 21 S 1-4 Upper Body
5-8 Head
264 32 10 7 YRP
6H Mid 4 -5 18 3(7)3 21 S 384 24,18 10 6 YRP
6HH Mid 4 ±0 10 3(11)5 14 384 18,24 10 6 YRP
2D Low 2 -4 12 6 12 S 264 28 10 7 YRP
5D High 4 ±0 26 7 12 Initial: 80% 384 25 20 20 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 0 +64 1 Forced: 55% 0,60×10,0 0,10×10,0 NA 6, 0 R
Air Throw Air Throw: 210000 0,4 +24 1 Forced: 65% 480 0,60 NA 6, 0 R
DAA All 2 -21 8 3 32 1~10 Full
11~27 Foot
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Crawl 45 / ― Y
Hover Total 45 Y
Hover > Direction Total 25 Y
Dash Total 32 3~17 Guard Point Y
236P All 2 -5 18 90, until return Total 49 150 / 360 35×2 2 7 YRP
j.236P All 2 -5 18 90, until return Total 49 150 / 360 35×2 2 7 YRP
214P All 2 29 90,54 Total 30 50 / 240 38×2 2 7
j.214P All 2 29 90,56 Total 30 50 / 240 38×2 2 7
236K All 2 +9 37 Total 70 Initial: 80% 150 / 480 35 2 7 YRP
j.236K All 2 +9 37 Total 70 Initial: 80% 150 / 480 35 2 7 YRP
214K All 2 +9 48 Total 30 Initial: 80% 50 / 240 42 2 7
j.214K All 2 +9 48 Total 30 Initial: 80% 50 / 240 42 2 7
236S All 3 -13 12 4×4 26 250 / 360 14×4 2 6 YRP
j.236S All 3 -5 12 6,6,4 Until Landing + 8 200 / 480 14×3 2 6 YRP
214S All 3 +28 23 16 Total 30 50 / 120 18×4 2 6
j.214S All 3 +28 23 16 Total 30 50 / 120 18×4 2 6
236H All, High / Air, All 3×2,0 -2 11 8(17)10,10 13 9~Airborne 200 / 480×2,120 30×2, 10 2×3 6×2, 8 YRP
j.236H High / Air, All 3,0 ±0 [+3] 21 Until Landing,10 11 [Initial: 100%, 65%] 150 / 600,120 30,10
[30,30]
2×2 [3×2] 6, 8 [6, 7] YRP
214H All 3×2,0 30 8(17)10(6)10 Total 30 50 / 120 36×2, 10 2×3 6×2, 8
j.214H All 3,0 28 Until Landing (6)10 Total 30 50 / 120 36, 10 2×2 6, 8
Icon Properties 421
214X Total 30 50 / ― Y
j.214X Total 42+8L 50 / ― Y

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H All 2 +11 6+8 2×6 Total 39 1-15 Strike
[1-15 All]
-5000/0 28×6
[35×6]
10 7 YR
632146S Unblockable 0 17+183 536 Total 59 -5000/0 0,15 NA 8 Y

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -18 9+12
[5+9]
8 27 9~28 Full
[5~21 Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Bedman 5P.pngGuardMidStartup6Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Bedman 2P.pngGuardMidStartup5Recovery7Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Bedman 6P.pngGuardMidStartup9Recovery21Advantage-13 - - c.S 2H, 6H - Special, Super
5KGGXRD Bedman 5K.pngGuardMidStartup8Recovery15Advantage-4 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Bedman 2K.pngGuardLowStartup6Recovery8Advantage-2 - - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGXRD Bedman c.S.pngGuardMidStartup6Recovery11Advantage±0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Bedman f.S.pngGuardMidStartup9Recovery19Advantage-7 - - 2S 5H, 2H - Jump, Special, Super
2SGGXRD Bedman 2S.pngGuardLowStartup12Recovery11Advantage±0 - - - 5H, 2H 5D, 2D Special, Super
5HGGXRD Bedman 5H.pngGuardMidStartup12Recovery18Advantage-4 - - - 2H 5D, 2D Jump (2nd hit), Special, Super
2HGGXRD Bedman 2H.pngGuardMidStartup15Recovery29Advantage-24 - - - - - Jump, Special, Super
6HGGXRD-R2 Bedman 6H.pngGuardMidStartup18Recovery21Advantage-5 - - - - - Special, Super
5DGGXRD Bedman 5D.pngGuardHighStartup26Recovery12Advantage±0 - - - - - Homing Jump, Homing Dash
2DGGXRD Bedman 2D.pngGuardLowStartup12Recovery12Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Bedman j.P.pngGuardHigh / AirStartup6Recovery9Advantage- j.P j.K j.S j.H j.D Jump, Special
j.KGGXRD Bedman j.K.pngGuardHigh / AirStartup9Recovery21Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGXRD Bedman j.S.pngGuardHigh / AirStartup10Recovery22Advantage- j.P - - j.H j.D Jump, Special
j.HGGXRD Bedman j.H.pngGuardHigh / AirStartup13Recovery24Advantage- - - - - - Special
j.DGGXRD Bedman j.D.pngGuardHigh / AirStartup11Recovery24Advantage+6 - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 2H includes 1H and 3H as well
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Bedman


To edit frame data, edit values in GGXRD-R2/Bedman/Data.
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