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==Overview== | ==Overview== | ||
{{ | {{GGST/CharacterLinks}} | ||
<div id="home-content" class="home-grid"> | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | {{card|width=4 | ||
| header = Overview | | header = Overview | ||
| content = Bedman? is an unorthodox fighter using its specials to set up automatic special moves, via error 6E, after a short period of time. Along with its 8-way air dash, Bedman | | content = Bedman? is an unorthodox fighter using its specials to set up automatic special moves, via error 6E, after a short period of time. Along with its 8-way air dash, Bedman can be a tricky character to fight as and against. | ||
Bedman | Bedman has 3 specials that it primarily shifts between for different screen positions and combines them to create powerful offense and neutral gameplan, given it doesn't block or get hit. The powerful followups to Bedman's special moves are removed if the it blocks, so you must play in an evasive way or risk losing your automatic tools. | ||
Bedman | Bedman's offense and neutral are both pushed over the top once an automatic special move is queued up which allows for long block strings, mixups, and offense form further ranges. [[#call 4BA|call 4BA]] allows for gaps between normals and automatic specials to play, as well as controlling space in neutral. [[#call 4B3|call 4B3]] is a consistent combo ender and OTG tool to set up an explosive error 6E follow-up. [[#call 4B9 (Malfunction)|call 4B9 (Malfunction)]] allows for plus frames and the most powerful error 6E special in pressure with a Guard Crush attached attached to both parts. Enhance Bedman's offense with [[#call 13C|call 13C]] to turn Bedman's strong follow-ups into devastating ones. | ||
Despite Bedman | Despite Bedman's powerful offense when set up, it takes the use of a special to become powerful, meaning that without an error 6E follow-up, Bedman must rely on metered options to continue pressure, go for higher risk options, or opt to end its offense to stay safe. | ||
Bedman | Bedman is an unorthodox character for players who want to run a game plan of controlling or navigating neutral until they are prepared then smothering the competition. | ||
}} | }} | ||
{{GGST/Infobox | {{GGST/Infobox | ||
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}} | }} | ||
{{ReasonsToPick | {{ReasonsToPick | ||
|intro={{Character Label|GGST|Bedman?|24px}} is an aggressive character with unique pressure via automatically activated attacks. | |intro={{Character Label|GGST|Bedman|label=Bedman?|24px}} is an aggressive character with unique pressure via automatically activated attacks. | ||
|pickMe= | |pickMe= | ||
*Complex and tricky pressure, with a variety of high/lows and frametraps that are easy to chain together. | *Complex and tricky pressure, with a variety of high/lows and frametraps that are easy to chain together. | ||
*Projectiles and disjoints that can threaten a significant area. | *Projectiles and disjoints that can threaten a significant area. | ||
*A unique movement option that gives you access to mixups and safe disengagement from pressure. | *A unique movement option that gives you access to mixups and safe disengagement from pressure. | ||
*Playing characters that have little sidekicks, whose extra animations confuse opponents and distract from possible mixups. | |||
|avoidMe= | |avoidMe= | ||
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| header= Unique Mechanic: error 6E | | header= Unique Mechanic: error 6E | ||
| content = | | content = | ||
After {{clr|P|236P}}, {{clr|S|236S}} and {{clr|H|236H}} Bedman | After {{clr|P|236P}}, {{clr|S|236S}} and {{clr|H|236H}} Bedman enters the "error 6E" state, and will perform an automatic attack after a delay. Each of the specials produces a different follow-up attack. | ||
In addition, {{clr|P|214P}} will bypass the delay and instantly perform the attack, while {{clr|K|214K}} will delay the timing. | In addition, {{clr|P|214P}} will bypass the delay and instantly perform the attack, while {{clr|K|214K}} will delay the timing. | ||
error 6E is cancelled after being hit, blocking an attack, or an Area Shift. | |||
When an error 6E move has already started coming out, then blocking will not make it disappear, only getting hit will. During {{MMC|chara=Bedman|game=GGST|input=632146S|label={{clr|S|call 13C}}}}, even getting hit will not stop the projectiles once they are out. | When an error 6E move has already started coming out, then blocking will not make it disappear, only getting hit will. During {{MMC|chara=Bedman|game=GGST|input=632146S|label={{clr|S|call 13C}}}}, even getting hit will not stop the projectiles once they are out. | ||
|header2=8-Way Air Dash | |header2=8-Way Air Dash | ||
|content2=Bedman | |content2=Bedman cannot double jump, and has an 8-way air dash instead of the normal horizontal air dash. This can be performed by holding the dash button with any direction or inputting the same direction in the air twice with the direction held being chosen for movement. If the button is not held Bedman will float in the air briefly before falling to the ground. | ||
* This specific air dash can also be performed during a super jump. | * This specific air dash can also be performed during a super jump. | ||
}} | }} | ||
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|description= | |description= | ||
Jab with higher than average vertical height and horizontal distance, making it useful as a fast anti air. | Jab with higher than average vertical height and horizontal distance, making it useful as a fast anti air. | ||
* Whiffs on all crouchers except Potemkin, Goldlewis, and Bedman | * Whiffs on all crouchers except Potemkin, Goldlewis, and Bedman | ||
* | * On a closer air counter hit it can combo into {{clr|K|5K}} > {{MMC|input=236H|label=[[#call 4B9 (Malfunction)|call 4B9]]}} for a hard knockdown. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Abnormal {{clr|K|5K}} as it's disjointed and the hitbox is slightly off | Abnormal {{clr|K|5K}} as it's disjointed and the hitbox is slightly off compared to the animation, only covering its center. Its many active frames and disjoint make it a solid counter poke in neutral and on defense. It's also used as a combo filler to route into {{MMC|input=236H|label=[[#call 4B9 (Malfunction)|call 4B9]]}} for optimal knockdowns. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
A cornerstone for close range pressure with Bedman | A cornerstone for close range pressure with Bedman as it has good frame advantage, allowing for tick throws and pressure sequences with error 6E follow-ups. Its tall vertical hitbox makes it a high-reward option for anti-airing opponents right over Bedman's head. | ||
* Jump and Dash cancellable. | * Jump and Dash cancellable. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
A prime poking normal in neutral. | A prime poking normal in neutral. Does not naturally combo into {{clr|H|2H}} at all but closer ranges on non-counter hits. | ||
* Slightly disjointed at the tip. | * Slightly disjointed at the tip. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
A move used to safely end blockstrings when Bedman has no error 6E to help them extended their pressure sequence. It's also a prime tool in Bedman's optimal corner combos as it allows them to combo into {{MMC|input=236H|label=[[#call 4B9 (Malfunction)|call 4B9]]}} for their optimal routes. | |||
* Bounces the opponent on the | |||
* Bounces the opponent on regular grounded hit but gives zero reward midscreen. | |||
* Hard Knockdown on Counter Hit. | |||
* Wall bounces the opponent on hit in the corner. | |||
* {{clr|H|5H}} > {{clr|K|214K}} will reduce recovery by 1f. | * {{clr|H|5H}} > {{clr|K|214K}} will reduce recovery by 1f. | ||
}} | }} | ||
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;Uncharged Dust | ;Uncharged Dust | ||
Universal overhead attack that's pretty fast. It can gatling from {{MMC|input=5K|label={{clr|K|5K}}}}, {{MMC|input=2K|label={{clr|K|2K}}}}, or {{MMC|input=c.S|label={{clr|S|c.S}}}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[GGST/Offense#Roman Cancels|Roman Cancel]]. | Universal overhead attack that's pretty fast. It can gatling from {{MMC|input=5K|label={{clr|K|5K}}}}, {{MMC|input=2K|label={{clr|K|2K}}}}, or {{MMC|input=c.S|label={{clr|S|c.S}}}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[GGST/Offense#Roman Cancels|Roman Cancel]] or error 6E follow ups if timed well. | ||
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* Holding any upwards direction during the hitstop of Charged Dust will perform a [[GGST/Offense#Homing_Jump|Homing Jump]]: | * Holding any upwards direction during the hitstop of Charged Dust will perform a [[GGST/Offense#Homing_Jump|Homing Jump]]: | ||
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance. | ** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance. | ||
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Bedman | ** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Bedman at +23 instead of neutral (+-0). | ||
<!-->(Please verify) ** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]].--> | <!-->(Please verify) ** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]].--> | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Bedman | Bedman's fastest {{keyword|abare}} at 5 frames which makes this Bedman's default abare button. The range is fairly average with it being hard to combo into 6P at tip range | ||
* Similarly to {{clr|P|5P}}, can combo into {{clr|S|236S}} on Counter Hit. | * Similarly to {{clr|P|5P}}, can combo into {{clr|S|236S}} on Counter Hit. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Bedman | Bedman's quickest low attack. Because it always combos into {{clr|D|2D}} it can be used as a decent neutral counter poke and on defense as a slower abare option. | ||
* Will always combo into {{clr|D|2D}} for a hard knockdown. | * Will always combo into {{clr|D|2D}} for a hard knockdown. | ||
* Has more range than Bedman | * Has more range than Bedman's {{clr|K|5K}} for close range poking, but isn't disjointed. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Low hitting {{clr|S|2S}} makes it a | Low hitting {{clr|S|2S}} makes it a solid poke tool primarly used for fishing for counter hits with its disjoint. Has the same range as {{clr|S|f.S}} but also the same issues with combos not working at ranges. Used very often in pressure and cancelled into {{clr|H|2H}} to buy time to get an error 6E out. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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A travelling multi-hitting low attack. Very easy to hit confirm, but risky on block without error 6E. It has no safe meterless cancel options, with {{MMC|input=236P|label={{clr|P|236P}}}} still being punishable on block. | A travelling multi-hitting low attack. Very easy to hit confirm, but risky on block without error 6E. It has no safe meterless cancel options, with {{MMC|input=236P|label={{clr|P|236P}}}} still being punishable on block. | ||
This move's low-hitting property makes it very hard to {{keyword|DP}}ed out. Also good for keeping the opponent blocking when waiting for error 6E to activate, but be sure to change the cancel timing when expecting a reversal or abare attempt. | This move's low-hitting property makes it very hard to be {{keyword|DP}}ed out. Also good for keeping the opponent blocking when waiting for error 6E to activate, but be sure to change the cancel timing when expecting a reversal or abare attempt. | ||
Buffering this move after {{clr|S|f.S}} can be risky, as its long recovery makes it punishable after {{clr|S|f.S}} hits an airborne backdash. | |||
* The last hit launches the opponent. | * The last hit launches the opponent. | ||
* There is a 3f gap between an instant {{clr|S|2S}} > {{clr|H|2H}} cancel, | * There is a 3f gap between an instant {{clr|S|2S}} > {{clr|H|2H}} cancel, allowing the opponent to jump out of this string if done from further range. | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Surprisingly Bedman's best grounded poke. It has the same range as {{clr|S|2S}} and {{clr|S|f.S}}, but because those two afformentioned buttons never combo into {{clr|H|2H}} at further ranges, {{clr|D|2D}} can be used as a solid, long reaching poke that always gives reward on hit. It either can give them hard knockdown or a confirm into {{MMC|game=GGST|chara=Bedman|input=236S|label={{clr|S|236S}}}} at all ranges. | |||
Unlike {{clr|S|2S}} and {{clr|S|f.S}}, Bedman does not have access to gattlings from this move, so it's always a commitment when used in pressure. | |||
* {{clr|D|2D}} > {{clr|K|214K}} is -8 on block, saving 2 frames of recovery. | * {{clr|D|2D}} > {{clr|K|214K}} is -8 on block, saving 2 frames of recovery. | ||
* {{clr|D|2D}} is the only Bedman | * {{clr|D|2D}} is the only Bedman's move allowing a fully charged {{MMC|game=GGST|chara=Bedman|input=236H|label={{clr|H|236[H]}}}} to meaty the opponent. | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Bedman | Bedman's universal anti-air. | ||
Much like {{character Label|GGST|Faust}}'s {{MMC|game=GGST|chara=Faust|input=6P|hitboxMode=true|label={{clr|P|6P}}}}, this move does not cover the space behind Bedman | Much like {{character Label|GGST|Faust}}'s {{MMC|game=GGST|chara=Faust|input=6P|hitboxMode=true|label={{clr|P|6P}}}}, this move does not cover the space behind Bedman very well, making it difficult to anti-air approaches from directly overhead, or deep airdashes that pass overhead. | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Slow overhead that is special cancelable. Its slow speed makes it fairly reactable but can be a powerful tool when mixed up with PRC and other options. Unfortunately, there is no disjoint, which means the opponent can sometimes trade or outright beat this move. 6H also sees use as a combo tool from | Slow overhead that is special cancelable. Its slow speed makes it fairly reactable but can be a powerful tool when mixed up with PRC and other options. Unfortunately, there is no disjoint, which means the opponent can sometimes trade or outright beat this move. {{clr|H|6H}} also sees use as a combo tool from {{clr|S|c.S}} and {{clr|K|5K}} air hit. | ||
* Ground bounces the opponent on hit. | * Ground bounces the opponent on hit. | ||
* {{clr|H|6H}} > {{clr|K|214K}} is -6 on block, saving 10 frames of recovery. | * {{clr|H|6H}} > {{clr|K|214K}} is -6 on block, saving 10 frames of recovery. | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Solid air button that excels at hitting opponents above Bedman | Solid air button that excels at hitting opponents above Bedman | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.K | |input=j.K | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.K|recovery= | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.K|recovery=21|specialRecovery=0}} | ||
|description= | |description= | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.S | |input=j.S | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.S|recovery= | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.S|recovery=22|specialRecovery=0}} | ||
|description= | |description= | ||
Bedman | Bedman's go-to air to air button as it has high range and some disjoint. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | }} | ||
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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.H|recovery=0|specialRecovery=3}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.H|recovery=0|specialRecovery=3}} | ||
|description= | |description= | ||
Each hit must be blocked high, which is great for mixups as Bedman | Each hit must be blocked high, which is great for mixups as Bedman's height can control the amount of hits, but it can also be difficult to combo into grounded buttons. | ||
[[GGST/Bedman | [[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.K|active=0|recovery=0|specialRecovery=21|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move is active but has a variable active window}})</small> | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.K|active=0|recovery=0|specialRecovery=21|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move is active but has a variable active window}})</small> | ||
|description= | |description= | ||
Must be special canceled to combo from. {{clr|D|j.D}} stalls in the air, so it can be used as an option to bait anti-airs. Beyond combos the main use of {{clr|D|j.D}} is following up with Bedman | Must be special canceled to combo from. {{clr|D|j.D}} stalls in the air, so it can be used as an option to bait anti-airs. Beyond combos the main use of {{clr|D|j.D}} is following up with Bedman's 8-way air dash. | ||
* Jump cancellable when landing. | * Jump cancellable when landing. | ||
* Ground bounces airborne opponents. | |||
}} | }} | ||
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Bedman can meterlessly combo into an OTG {{MMC|chara=Bedman|game=GGST|input=236S|label={{clr|S|236S}}}} after a throw for additional damage and an error 6E state while maintaining frame advantage. | Bedman can meterlessly combo into an OTG {{MMC|chara=Bedman|game=GGST|input=236S|label={{clr|S|236S}}}} after a throw for additional damage and an error 6E state while maintaining frame advantage. | ||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard | * Hard Knockdown on hit. | ||
* Counter Hit state during recovery. | * Counter Hit state during recovery. | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=j.6D or j.4D | |input=j.6D or j.4D | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |||
|description= | |description= | ||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard | * Hard Knockdown on hit. | ||
* Counter Hit state during recovery until landing. | * Counter Hit state during recovery until landing. | ||
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{{InputBadge|{{clr|P|236P}} (Air OK)}} | {{InputBadge|{{clr|P|236P}} (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=236P, j.236P | |input=236P, j.236P | ||
|versioned=input | |versioned=input | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P| | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P|title='''call 4BA''' ({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})|recovery=33|isProjectile=yes|frcStart=17|frcEnd=17}} | ||
|description= | |description= | ||
Spike projectile with minor tracking properties. | Spike projectile with minor tracking properties. | ||
Nice tool to fight at fullscreen, as well as keeping out some characters. Although risky it sometimes is needed to be used after {{clr|H|2H}} on block to reduce the fear of being punished. The move has counterhit recovery, and Bedman | Nice tool to fight at fullscreen, as well as keeping out some characters. Although risky it sometimes is needed to be used after {{clr|H|2H}} on block to reduce the fear of being punished. The move has counterhit recovery, and Bedman is also unable to act out of the air version until it lands. | ||
}} | |||
===<big>error 6E {{clr|P|P}}</big>=== | |||
{{InputBadge|Automatically after {{clr|P|236P}}}} or {{InputBadge|{{clr|P|214P}} after {{clr|P|236P}}}} | |||
{{GGST Move Card | |||
|input=!P, 13C !P | |||
|versioned=input | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=!P|title='''Automatic'''|isProjectile=yes|startup=8|recovery=0|active=1}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=!P|title='''call 0x$0.20'''|isProjectile=yes|startup=14|active=1|recovery=16|}} | |||
|description= | |||
A bolt of electricity that flies out towards the opponent. Also has slight tracking. Bedman recovers very quickly and, when done in the air, can often perform {{clr|P|236P}} after. | |||
---- | ---- | ||
; | ; call 13C | ||
Magic enhanced bolt. Deals more damage than the regular version and causes the opponent to fly into the air on hit. | Magic enhanced bolt. Deals more damage than the regular version and causes the opponent to fly into the air on hit. | ||
* Guard Crushes on block. | * Guard Crushes on block. | ||
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{{InputBadge|{{clr|S|236S}} (Air OK)}} | {{InputBadge|{{clr|S|236S}} (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=236S, j.236S | |input=236S, j.236S | ||
|versioned=input | |versioned=input | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236S}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236S|title='''call 4B3'''}} | ||
|description= | |description= | ||
Fast, approaching spinning attack. | Fast, approaching spinning attack. | ||
Bedman | Bedman's preferred combo ender in areas where he's too far out to get a {{MMC|chara=Bedman|game=GGST|input=236H|label={{clr|H|236H}}}} or in air-to-air situations out of {{clr|S|j.S}} where he's too high up to continue the combo on landing. The resulting knockdown, while not a hard knockdown, allows Bedman to put a lot of pressure onto the opponent with the move's respective error 6E followup. | ||
It moves very far across the stage, can be used as an approach tool. Be ready to Roman Cancel it on block or whiff. Bedman is also unable to act out of the air version until it hits the ground. | |||
Can be used after a grab due to it hitting off the ground. | Can be used after a grab due to it hitting off the ground. | ||
-- | }} | ||
===<big>error 6E {{clr|S|S}}</big>=== | |||
{{InputBadge|Automatically after {{clr|S|236S}}}} or {{InputBadge|{{clr|P|214P}} after {{clr|S|236S}}}} | |||
{{GGST Move Card | |||
|input=!S, 13C !S | |||
|versioned=input | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=!S|title='''Automatic'''|isProjectile=yes|startup=15|active=1|recovery=0}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=!S|title='''call 0x$0.20'''|isProjectile=yes|startup=21|active=1|recovery=9}} | |||
|description= | |||
Forward advancing explosion. | Forward advancing explosion. | ||
Very useful for keeping the opponent locked down after ending a combo. Expires a few character distances away. | Very useful for keeping the opponent locked down after ending a combo. Expires a few character distances away. | ||
---- | ---- | ||
; | ; call 13C | ||
Does more damage and has more hits than the regular version. Travels fullscreen and is larger. | Does more damage and has more hits than the regular version. Travels fullscreen and is larger. | ||
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{{InputBadge|{{clr|H|236H}} (Hold OK)}} | {{InputBadge|{{clr|H|236H}} (Hold OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=236H, | |input=236H, 236{H}, 236[H] | ||
|versioned=input | |versioned=input | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236H}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236H|title='''Uncharged call 4B9'''|startup=24}} | ||
{{#invoke:GGST-FrameChart|drawFrameData|input=236H|title='''Fully Charged call 4B9'''|startup=67}} | |||
|description= | |description= | ||
Slow short-ranged arm swing that causes an explosion. | Slow short-ranged arm swing that causes an explosion. | ||
Guard Crushes on block, giving Bedman | Guard Crushes on block, giving Bedman significant frame advantage. It’s also useful as a Wall Break ender due to its charge properties and single-hit damage. | ||
Functions as an oppressive okizeme tool thanks to its high advantage. Note that its slow startup and extended hurtbox can make it vulnerable to counter-pokes in neutral. | Functions as an oppressive okizeme tool thanks to its high advantage. Note that its slow startup and extended hurtbox can make it vulnerable to counter-pokes in neutral. | ||
Line 352: | Line 375: | ||
* Ground Bounces, allowing for a combo if close enough, also causes a Hard Knockdown on landing. | * Ground Bounces, allowing for a combo if close enough, also causes a Hard Knockdown on landing. | ||
* Can be charged, which enhances the properties on hit and on block. | * Can be charged, which enhances the properties on hit and on block. | ||
-- | }} | ||
===<big>error 6E {{clr|H|H}}</big>=== | |||
{{InputBadge|Automatically after {{clr|H|236H}}}} or {{InputBadge|{{clr|P|214P}} after {{clr|H|236H}}}} | |||
{{GGST Move Card | |||
|input=!H, 13C !H | |||
|versioned=name | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=13C !H|name=|title='''Automatic'''|isProjectile=yes|startup=34|active=1|recovery=0}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=13C !H|name=|title='''call 0x$0.20'''|isProjectile=yes|startup=40|active=1|recovery=0}} | |||
|description= | |||
Short range head bomb. | Short range head bomb. | ||
Also Guard Crushes on block, allowing Bedman | Also Guard Crushes on block, allowing Bedman to go for its mixups. | ||
* The properties of this move are also enhanced by delaying the initial attack. | * The properties of this move are also enhanced by delaying the initial attack. | ||
---- | ---- | ||
; | ; call 13C | ||
The head explosion is enhanced with magic. | The head explosion is enhanced with magic. | ||
* Has larger area of effect, more damage and better frames on block. | * Has larger area of effect, more damage and better frames on block. | ||
Line 368: | Line 400: | ||
{{InputBadge|{{clr|P|214P}} (Air OK)}} | {{InputBadge|{{clr|P|214P}} (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input= | |input=214P | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214P|title='''call 0x$0.20'''|recovery=30|startup=0|active=0}} | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input= | |||
|description= | |description= | ||
Makes any stocked error 6E follow-up | Makes any stocked error 6E follow-up occur immediately. Will briefly halt all momentum when used. | ||
Primarily useful tool when it’s used in mixups or pressure; {{clr|H|236H}} in particular can reset offense against opponents reluctant to challenge. Keep in mind its fairly long animation, which can make it prone to mashing or punishes if it's used too predictably. | Primarily useful tool when it’s used in mixups or pressure; {{clr|H|236H}} in particular can reset offense against opponents reluctant to challenge. Keep in mind its fairly long animation, which can make it prone to mashing or punishes if it's used too predictably. | ||
Line 383: | Line 411: | ||
{{InputBadge|{{clr|K|214K}} (Air OK)}} | {{InputBadge|{{clr|K|214K}} (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input= | |input=214K | ||
|versioned=input | |versioned=input | ||
|frameChart={{#invoke:FrameChart|drawFrameData|recovery=24|frcStart=8|frcEnd=8}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and still reset the timer on error 6E.}})</small> | |frameChart={{#invoke:FrameChart|drawFrameData|recovery=24|frcStart=8|frcEnd=8}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and still reset the timer on error 6E.}})</small> | ||
|description= | |description= | ||
Resets the timer on any error 6E attacks. | Resets the timer on any error 6E attacks. Will briefly halt all momentum when used. | ||
*Cancelling moves with a lot of recovery frames, such as {{clr|H|2H}}, {{clr|D|2D}}, and {{clr|H|6H}} into {{clr|K|214K}} leaves Bedman | *Cancelling moves with a lot of recovery frames, such as {{clr|H|2H}}, {{clr|D|2D}}, and {{clr|H|6H}} into {{clr|K|214K}} leaves Bedman less minus on block. The frame data is available [[GGST/Bedman/Frame Data#call_0x0$1.00_frame_data|here]]. | ||
}} | }} | ||
Line 401: | Line 429: | ||
|frameChart={{#invoke:FrameChart|drawFrameData|startup=4|recovery=10|startupIsFirstActive=no|frcStart=4|frcEnd=4}} | |frameChart={{#invoke:FrameChart|drawFrameData|startup=4|recovery=10|startupIsFirstActive=no|frcStart=4|frcEnd=4}} | ||
|description= | |description= | ||
Bedman | Bedman turns berserk and gains various power-ups for a limited time. | ||
During call 13C, Bedman | During call 13C, Bedman gets a 10% damage buff to all of its moves and a 10% defense buff from damage. All error 6E follow-ups gain enhanced properties on both hit and block. Additionally, error 6E follow-ups trigger a Wall Break near the Wall, grant a Hard Knockdown on Area Shift, and are unburstable, similar to Overdrives. Finally, Bedman's projectiles no longer disappear when Bedman is hit. | ||
call 13C's low total duration leaves Bedman | call 13C's low total duration leaves Bedman fairly advantageous on block after {{clr|H|5H}} and {{clr|H|6H}}, which allows for its activation during pressure sequences. | ||
It also plays a useful role in combos, acting as a pseudo Roman Cancel, which allows links such as {{clr|H|5H}} > call 13C > {{clr|S|c.S}} in the corner for great damage. | It also plays a useful role in combos, acting as a pseudo Roman Cancel, which allows links such as {{clr|H|5H}} > call 13C > {{clr|S|c.S}} in the corner for great damage. | ||
The biggest drawback of call 13C is its very punishing Tension Penalty duration, which locks Bedman | The biggest drawback of call 13C is its very punishing Tension Penalty duration, which locks Bedman from gaining Tension for almost 8 seconds (460F). However, this drawback can be mitigated by triggering a Wall Splat soon after activating call 13C, preferably with one of the Error 6E follow-ups, for both knockdown pressure and meter gain. | ||
* Buff lasts for 5 seconds (300 frames). | * Buff lasts for 5 seconds (300 frames). | ||
* 13C error 6E followups are unburstable on hit or block. | |||
}} | }} | ||
Line 419: | Line 448: | ||
|input=632146H | |input=632146H | ||
|versioned=input | |versioned=input | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=632146H}} | |||
|description= | |description= | ||
Short ranged energy explosion. Bedman | Short ranged energy explosion. Bedman's only invincible reversal and its go-to combo ender on a Wall Splat. As a reversal, call 4CC is on the slower side, making it more vulnerable to safe jumps and even grounded attacks that can recover in time to block call 4CC. | ||
* Fully Invincible on start-up. | * Fully Invincible on start-up. | ||
* Causes a Wall Break in the corner, which gives a Hard Knockdown after Area Shift. | * Causes a Wall Break in the corner, which gives a Hard Knockdown after Area Shift. | ||
* Is a projectile so cannot be parried by {{Character Label|GGST|Baiken|label=Baiken's}} {{MMC|chara=Baiken|input=236P|label=Hiiragi}} and will clash with other projectiles. | * Is a projectile so cannot be RRC (only PRC) nor parried by {{Character Label|GGST|Baiken|label=Baiken's}} {{MMC|chara=Baiken|input=236P|label=Hiiragi}} and will clash with other projectiles. | ||
}} | }} | ||
Revision as of 19:05, 19 May 2023
Overview
Bedman? is an unorthodox fighter using its specials to set up automatic special moves, via error 6E, after a short period of time. Along with its 8-way air dash, Bedman can be a tricky character to fight as and against.
Bedman has 3 specials that it primarily shifts between for different screen positions and combines them to create powerful offense and neutral gameplan, given it doesn't block or get hit. The powerful followups to Bedman's special moves are removed if the it blocks, so you must play in an evasive way or risk losing your automatic tools.
Bedman's offense and neutral are both pushed over the top once an automatic special move is queued up which allows for long block strings, mixups, and offense form further ranges. call 4BA allows for gaps between normals and automatic specials to play, as well as controlling space in neutral. call 4B3 is a consistent combo ender and OTG tool to set up an explosive error 6E follow-up. call 4B9 (Malfunction) allows for plus frames and the most powerful error 6E special in pressure with a Guard Crush attached attached to both parts. Enhance Bedman's offense with call 13C to turn Bedman's strong follow-ups into devastating ones.
Despite Bedman's powerful offense when set up, it takes the use of a special to become powerful, meaning that without an error 6E follow-up, Bedman must rely on metered options to continue pressure, go for higher risk options, or opt to end its offense to stay safe.
Bedman is an unorthodox character for players who want to run a game plan of controlling or navigating neutral until they are prepared then smothering the competition.Damage Received Mod |
×0.96 |
Guts Rating |
0 |
Prejump |
5F |
Backdash |
24F Duration |
1-6F Invuln |
1-17F Airborne |
Unique Movement Options |
8-Way Air Dash, No Double Jump |
Fastest Attack |
2P (5F) |
Reversals |
call 4CC (9+4F) |
Bedman? is an aggressive character with unique pressure via automatically activated attacks. | |
Pick if you like | Avoid if you dislike |
|
|
After 236P, 236S and 236H Bedman enters the "error 6E" state, and will perform an automatic attack after a delay. Each of the specials produces a different follow-up attack.
In addition, 214P will bypass the delay and instantly perform the attack, while 214K will delay the timing.
error 6E is cancelled after being hit, blocking an attack, or an Area Shift.
When an error 6E move has already started coming out, then blocking will not make it disappear, only getting hit will. During call 13CGuardStartup4RecoveryTotal 14Advantage-, even getting hit will not stop the projectiles once they are out.Bedman cannot double jump, and has an 8-way air dash instead of the normal horizontal air dash. This can be performed by holding the dash button with any direction or inputting the same direction in the air twice with the direction held being chosen for movement. If the button is not held Bedman will float in the air briefly before falling to the ground.
- This specific air dash can also be performed during a super jump.
Normal Moves
5P
Jab with higher than average vertical height and horizontal distance, making it useful as a fast anti air.
- Whiffs on all crouchers except Potemkin, Goldlewis, and Bedman
- On a closer air counter hit it can combo into 5K > call 4B9GuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 for a hard knockdown.
Gatling Options: 5P, 2P, 6P, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | All | 8 | 7 | 14 | -7 |
Abnormal 5K as it's disjointed and the hitbox is slightly off compared to the animation, only covering its center. Its many active frames and disjoint make it a solid counter poke in neutral and on defense. It's also used as a combo filler to route into call 4B9GuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 for optimal knockdowns.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Small | -4 | 1500 | 1000 | 300 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
43 | All | 7 | 6 | 10 | +1 |
A cornerstone for close range pressure with Bedman as it has good frame advantage, allowing for tick throws and pressure sequences with error 6E follow-ups. Its tall vertical hitbox makes it a high-reward option for anti-airing opponents right over Bedman's head.
- Jump and Dash cancellable.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | All | 11 | 6 | 17 | -9 |
A prime poking normal in neutral. Does not naturally combo into 2H at all but closer ranges on non-counter hits.
- Slightly disjointed at the tip.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -6 | 2000 | 1000 | 300 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
51 | All | 13 | 4 | 22 | -7 |
A move used to safely end blockstrings when Bedman has no error 6E to help them extended their pressure sequence. It's also a prime tool in Bedman's optimal corner combos as it allows them to combo into call 4B9GuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 for their optimal routes.
- Bounces the opponent on regular grounded hit but gives zero reward midscreen.
- Hard Knockdown on Counter Hit.
- Wall bounces the opponent on hit in the corner.
- 5H > 214K will reduce recovery by 1f.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +29 | 2500 | 1000 | 300 |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Dust Attack | 50 | High | 20 | 3 | 26 | -15 | |
Charged Dust Attack | 62 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal overhead attack that's pretty fast. It can gatling from 5KGuardAllStartup8Recovery14Advantage-7, 2KGuardLowStartup6Recovery10Advantage-2, or c.SGuardAllStartup7Recovery10Advantage+1 for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel or error 6E follow ups if timed well.
- Charged Dust
- Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
- Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Bedman at +23 instead of neutral (+-0).
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.
- error 6E goes away during homing.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Very Small | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
23 | All | 5 | 4 | 10 | -2 |
Bedman's fastest abare An attack during the opponent's pressure, intended to interrupt it. at 5 frames which makes this Bedman's default abare button. The range is fairly average with it being hard to combo into 6P at tip range
- Similarly to 5P, can combo into 236S on Counter Hit.
Gatling Options: 5P, 2P, 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +1 | 500 | 1500 | 300 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
27 | Low | 6 | 4 | 10 | -2 |
Bedman's quickest low attack. Because it always combos into 2D it can be used as a decent neutral counter poke and on defense as a slower abare option.
- Will always combo into 2D for a hard knockdown.
- Has more range than Bedman's 5K for close range poking, but isn't disjointed.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | Low | 12 | 3 | 22 | -11 |
Low hitting 2S makes it a solid poke tool primarly used for fishing for counter hits with its disjoint. Has the same range as f.S but also the same issues with combos not working at ranges. Used very often in pressure and cancelled into 2H to buy time to get an error 6E out.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -8 | 1125 | 1000 | 300 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
8x5 | Low | 16 | 10 | 30 | -15 |
A travelling multi-hitting low attack. Very easy to hit confirm, but risky on block without error 6E. It has no safe meterless cancel options, with 236PGuardAllStartup16RecoveryTotal 46Advantage-11 still being punishable on block.
This move's low-hitting property makes it very hard to be DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.ed out. Also good for keeping the opponent blocking when waiting for error 6E to activate, but be sure to change the cancel timing when expecting a reversal or abare attempt.
Buffering this move after f.S can be risky, as its long recovery makes it punishable after f.S hits an airborne backdash.
- The last hit launches the opponent.
- There is a 3f gap between an instant 2S > 2H cancel, allowing the opponent to jump out of this string if done from further range.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2x4, 3 | Large | KD +22 | 225×5 | 1000 | 100×5 |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
38 | Low | 12 | 6 | 21 | -10 |
Surprisingly Bedman's best grounded poke. It has the same range as 2S and f.S, but because those two afformentioned buttons never combo into 2H at further ranges, 2D can be used as a solid, long reaching poke that always gives reward on hit. It either can give them hard knockdown or a confirm into 236SGuardAllStartup14Recovery24Advantage-12 at all ranges.
Unlike 2S and f.S, Bedman does not have access to gattlings from this move, so it's always a commitment when used in pressure.
- 2D > 214K is -8 on block, saving 2 frames of recovery.
- 2D is the only Bedman's move allowing a fully charged 236[H]GuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 to meaty the opponent.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | HKD +47 | 1500 | 1000 | 300 |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
37 | All | 11 | 6 | 24 | -16 | 1-2 Upper Body 3-16 Above Knees |
Bedman's universal anti-air.
Much like Faust's 6PGuardAllStartup9Recovery32Advantage-21, this move does not cover the space behind Bedman very well, making it difficult to anti-air approaches from directly overhead, or deep airdashes that pass overhead.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | KD +19 | 1500 | 1000 | 500 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
63 | High | 25 | 6 | 30 | -16 |
Slow overhead that is special cancelable. Its slow speed makes it fairly reactable but can be a powerful tool when mixed up with PRC and other options. Unfortunately, there is no disjoint, which means the opponent can sometimes trade or outright beat this move. 6H also sees use as a combo tool from c.S and 5K air hit.
- Ground bounces the opponent on hit.
- 6H > 214K is -6 on block, saving 10 frames of recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Large | KD +28 | 1875 | 1000 | 500 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24 | High | 6 | 4 | 9 |
Solid air button that excels at hitting opponents above Bedman
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | High | 8 | 4 | 21 |
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | High | 10 | 4 | 22 |
Bedman's go-to air to air button as it has high range and some disjoint.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
9x6 | High | 15 | 2x6 | 24 | +10 (IAD) |
Each hit must be blocked high, which is great for mixups as Bedman's height can control the amount of hits, but it can also be difficult to combo into grounded buttons.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | +13 (IAD) | 225×6 | 1000 | 50×6 |
- RISC Gain is scaled to a 5-hit attack, giving it functionally slightly more RISC Gain than expected.Potential bug
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
49 | High | 17 | Until Landing | 21 after Landing | -11 |
Must be special canceled to combo from. j.D stalls in the air, so it can be used as an option to bait anti-airs. Beyond combos the main use of j.D is following up with Bedman's 8-way air dash.
- Jump cancellable when landing.
- Ground bounces airborne opponents.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | -8/-7 | 1125 | 1000 | 500 |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 |
Bedman can meterlessly combo into an OTG 236SGuardAllStartup14Recovery24Advantage-12 after a throw for additional damage and an error 6E state while maintaining frame advantage.
- Can throw the opponent either forward or backwards.
- Hard Knockdown on hit.
- Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +57 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 6 hits of 2 Damage, then 8 hits of 1 damage, then a final hit of 60 damage.
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 |
- Can throw the opponent either forward or backwards.
- Hard Knockdown on hit.
- Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +56 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage decreases as height increases (+53 to +56).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- first does 3 hits of 2 damage, then 14 hits of 1 damage, then a final hit of 60 damage.
Special Moves
call 4BA
236P (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236P | 32 | All | 16 | Total 46 | -11 | ||
j.236P | 32 | All | 16 | -10 (IAS) |
Spike projectile with minor tracking properties.
Nice tool to fight at fullscreen, as well as keeping out some characters. Although risky it sometimes is needed to be used after 2H on block to reduce the fear of being punished. The move has counterhit recovery, and Bedman is also unable to act out of the air version until it lands.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236P | 4 | Very Small | -8 | 500 | 1000 | 300 | 12% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.236P | 4 | Very Small | -7 (IAS) | 500 | 1000 | 300 | 12% | 100 |
236P:
- Activates a 150 frame Error 6E timer on frame 16 (first active frame).
- Hitstop:0F
- Standing Hitstun:22F
- Crouching Hitstun:23F
- Ground Block:19F
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: -
- Clash Hits: -
j.236P:
- Activates a 150 frame Error 6E timer on frame 16 (first active frame).
- Hitstop:0F
- Standing Hitstun:22F
- Crouching Hitstun:23F
- Ground Block:19F
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: -
- Clash Hits: -
- Moves backwards during initial movement on frames 20 up to 29 (max height)
- Decreases Tension Balance during the initial movement, for a total of -3734 Tension Balance.
- Increases Negative value during the initial movement, for a total 200~1690 Negative value (amount varies and increases with distance to the opponent).
error 6E P
Automatically after 236P or 214P after 236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
!P | 32 | All | 8 [14] | Total 0 [Total 30] | +20 [+3] | ||
13C !P | 70 | All (Guard Crush) | 8 [14] | Total 0 [Total 30] | +47 [+30] |
A bolt of electricity that flies out towards the opponent. Also has slight tracking. Bedman recovers very quickly and, when done in the air, can often perform 236P after.
- call 13C
Magic enhanced bolt. Deals more damage than the regular version and causes the opponent to fly into the air on hit.
- Guard Crushes on block.
- Hard Knockdown on hit or on Area Shift.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
!P | 2 | Very Small | +23 [+6] | 500 | 1000 | 700 | 12% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
13C !P | 4 | Very Small | HKD +105 [HKD +88] | 500 | 1000 | 12% |
!P:
- Automatically activates 150 frames after call 4BA.
- Projectile spawns on frame 7.
- Hitstop: 7f.
13C !P:
- Automatically activates 150 frames after call 4BA.
- Projectile spawns on frame 7.
- Guard Crush duration: 39f (26 more blockstun than regular version).
- Hitstop: 7f.
call 4B3
236S (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S | 9x5 | All | 14 | 18 | 24 | -12 | |
j.236S | 9x5 | All | 14 | 18 | 24 | -13 (IAS) |
Fast, approaching spinning attack.
Bedman's preferred combo ender in areas where he's too far out to get a 236HGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 or in air-to-air situations out of j.S where he's too high up to continue the combo on landing. The resulting knockdown, while not a hard knockdown, allows Bedman to put a lot of pressure onto the opponent with the move's respective error 6E followup.
It moves very far across the stage, can be used as an approach tool. Be ready to Roman Cancel it on block or whiff. Bedman is also unable to act out of the air version until it hits the ground.
Can be used after a grab due to it hitting off the ground.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 80% | 2 | Very Small | KD +30 | 300×5 | 1000 | 60×5 | 25% | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.236S | 80% | 2 | Very Small | KD | 300×5 | 1000 | 60×5 | 25% | 150 |
236S:
- Activates a 180 frame Error 6E timer on frame 15 (first active frame).
j.236S:
- Activates a 180 frame Error 6E timer on frame 15 (first active frame).
error 6E S
Automatically after 236S or 214P after 236S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
!S | 9x5 | All | 15 [21] | 3x5 | Total 0 [Total 30] | +36 [+26] | |
13C !S | 10x9 | All | 15 [21] | 4x9 | Total 0 [Total 30] | +62 [+52] |
Forward advancing explosion.
Very useful for keeping the opponent locked down after ending a combo. Expires a few character distances away.
- call 13C
Does more damage and has more hits than the regular version. Travels fullscreen and is larger.
- Causes a Hard Knockdown on Area Shift.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
!S | 80% | 2 | Very Small | KD +83 [KD +73] | 100×5 | 2000 | 140×5 | 12% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
13C !S | 100% | 4 | Very Small | HKD +132 [HKD +122] | 100×9 | 1000 | 0 | 12% |
!S:
- Automatically activates 180 frames after call 4B3.
- Projectile spawns on frame 7.
- Hitstop: 6f.
13C !S:
- Automatically activates 180 frames after call 4B3.
- Projectile spawns on frame 7.
- Hitstop: 7f.
call 4B9 (Malfunction)
236H (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236H | 55 | All (Guard Crush) | 24~38 | 9 | 23 | +3 | |
236{H} | 70 | All (Guard Crush) | 39~66 | 9 | 23 | +11 | |
236[H] | 100 | All (Guard Crush) | 67~75 | 9 | 23 | +19 |
Slow short-ranged arm swing that causes an explosion.
Guard Crushes on block, giving Bedman significant frame advantage. It’s also useful as a Wall Break ender due to its charge properties and single-hit damage.
Functions as an oppressive okizeme tool thanks to its high advantage. Note that its slow startup and extended hurtbox can make it vulnerable to counter-pokes in neutral.
- Ground Bounces, allowing for a combo if close enough, also causes a Hard Knockdown on landing.
- Can be charged, which enhances the properties on hit and on block.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236H | 90% | 4 | Large | HKD +73 | 2500 | 2000 | 700 | 50% | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236{H} | 90% | 4 | Large | HKD +80 | 2500 | 2000 | 700 | 50% | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[H] | 90% | 4 | Large | HKD +88 | 2500 | 2000 | 700 | 50% | 150 |
236H:
- Activates a 180 frame Error 6E timer on frames 24~38 (first active frame).
- Guard Crush duration: 34f.
236{H}:
- Activates a 180 frame Error 6E timer on frames 39~66
- Guard Crush duration: 42f
236[H]:
- Activates a 180 frame Error 6E timer on frames 67~75
- Guard Crush duration: 50f
error 6E H
Automatically after 236H or 214P after 236H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236H Error 6E | 55 | All (Guard Crush) | 34 [40] | 9 | Total 0 [Total 30] | +49 | |
13C !H | 121 | All (Guard Crush) | 34 [40] | 9 | Total 0 [Total 30] | +64 |
Short range head bomb.
Also Guard Crushes on block, allowing Bedman to go for its mixups.
- The properties of this move are also enhanced by delaying the initial attack.
- call 13C
The head explosion is enhanced with magic.
- Has larger area of effect, more damage and better frames on block.
- Causes Hard Knockdown on hit and Area Shift.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236H Error 6E | 4 | Very Small | HKD +107 | 500 | 2000 | 700 | 25% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
13C !H | 100% | 4 | Very Small | HKD +116 | 500 | 1000 | 0 | 25% |
236H Error 6E:
- Automatically activates 180 frames after call 4B9 (Malfunction).
- Projectile spawns on frame 7.
- Guard Crush duration: 34f
13C !H:
- Automatically activates 180 frames after call 4B9 (Malfunction).
- Projectile spawns on frame 7.
- Guard Crush duration: 49f on any charge (1f less than regular Full Charge).
call 0x$0.20
214P (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
- | - | - | - | Total 30 |
Makes any stocked error 6E follow-up occur immediately. Will briefly halt all momentum when used.
Primarily useful tool when it’s used in mixups or pressure; 236H in particular can reset offense against opponents reluctant to challenge. Keep in mind its fairly long animation, which can make it prone to mashing or punishes if it's used too predictably.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 |
- Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
- Clash Level: -
- Clash Hits: -
call 0x$1.00
214K (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214K | - | - | - | - | Total 24 |
Resets the timer on any error 6E attacks. Will briefly halt all momentum when used.
- Cancelling moves with a lot of recovery frames, such as 2H, 2D, and 6H into 214K leaves Bedman less minus on block. The frame data is available here.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | 50 |
214K:
- Resets timer on frame 7.
Overdrives
call 13C
632146S (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146S | 4 | 300 | Total 14 |
Bedman turns berserk and gains various power-ups for a limited time.
During call 13C, Bedman gets a 10% damage buff to all of its moves and a 10% defense buff from damage. All error 6E follow-ups gain enhanced properties on both hit and block. Additionally, error 6E follow-ups trigger a Wall Break near the Wall, grant a Hard Knockdown on Area Shift, and are unburstable, similar to Overdrives. Finally, Bedman's projectiles no longer disappear when Bedman is hit.
call 13C's low total duration leaves Bedman fairly advantageous on block after 5H and 6H, which allows for its activation during pressure sequences.
It also plays a useful role in combos, acting as a pseudo Roman Cancel, which allows links such as 5H > call 13C > c.S in the corner for great damage.
The biggest drawback of call 13C is its very punishing Tension Penalty duration, which locks Bedman from gaining Tension for almost 8 seconds (460F). However, this drawback can be mitigated by triggering a Wall Splat soon after activating call 13C, preferably with one of the Error 6E follow-ups, for both knockdown pressure and meter gain.
- Buff lasts for 5 seconds (300 frames).
- 13C error 6E followups are unburstable on hit or block.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146S |
632146S:
- Buff activates during super freeze on frame 4 and can be Purple Roman Cancelled immediately after end of super freeze.
- S and H error 6E's gain increased hitboxes
- P error 6E gains a Guard Crush property
- Tension Penalty lasts an extended 460F (7⅔ seconds) compared to the standard 180F (3 seconds).
call 4CC
632146H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146H | 133 | All | 9+4 | 3 | 70 | -39 | 1-13F Full |
Short ranged energy explosion. Bedman's only invincible reversal and its go-to combo ender on a Wall Splat. As a reversal, call 4CC is on the slower side, making it more vulnerable to safe jumps and even grounded attacks that can recover in time to block call 4CC.
- Fully Invincible on start-up.
- Causes a Wall Break in the corner, which gives a Hard Knockdown after Area Shift.
- Is a projectile so cannot be RRC (only PRC) nor parried by Baiken's HiiragiGuard-Startup1Recovery32Advantage- and will clash with other projectiles.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146H | 100% | 4 | HKD +43 | 500 | 1000 | 0 |
632146H:
- Projectile spawns during super freeze on frame 9 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: 1
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 2 Color 12 is included in Additional Colors Pack #2 |