GGST/Bedman: Difference between revisions

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==Overview==
==Overview==
{{Overview/navigation}}
{{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? can be a tricky character to fight as and against.
| 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? 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 bed blocks, so you must play in an evasive way or risk losing your automatic tools.
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|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.
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?'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.
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.  
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.
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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? enters the "error 6E" state, and will perform an automatic attack after a delay. Each of the specials produces a different follow-up attack.  
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.
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|header2=8-Way Air Dash
|header2=8-Way Air Dash
|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.
|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.
* 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?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
[[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 from what it visually looks like. 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.
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?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[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? 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.
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?/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}}
[[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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* Slightly disjointed at the tip.
* Slightly disjointed at the tip.


[[GGST/Bedman?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[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.  
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 regular grounded hit but gives zero reward midscreen.
* Bounces the opponent on regular grounded hit but gives zero reward midscreen.
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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? at +23 instead of neutral (+-0).
** 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?'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
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?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
[[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?'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.
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?'s {{clr|K|5K}} for close range poking, but isn't disjointed.
* Has more range than Bedman's {{clr|K|5K}} for close range poking, but isn't disjointed.
[[GGST/Bedman?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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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.
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?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[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.
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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.
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.  
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?'s move allowing a fully charged {{MMC|game=GGST|chara=Bedman|input=236H|label={{clr|H|236[H]}}}} to meaty the opponent.
* {{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?'s universal anti-air.
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? very well, making it difficult to anti-air approaches from directly overhead, or deep airdashes that pass overhead.  
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=
Solid air button that excels at hitting opponents above Bedman?
Solid air button that excels at hitting opponents above Bedman


[[GGST/Bedman?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
[[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
}}
}}


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|description=
|description=


[[GGST/Bedman?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[GGST/Bedman/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.S|recovery=22|specialRecovery=0}}
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.S|recovery=22|specialRecovery=0}}
|description=
|description=
Bedman?'s go-to air to air button as it has high range and some disjoint.
Bedman's go-to air to air button as it has high range and some disjoint.


[[GGST/Bedman?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
[[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?'s height can control the amount of hits, but it can also be difficult to combo into grounded buttons.
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?/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[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?'s 8-way air dash.
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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{{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=
{{#invoke:FrameChart|drawFrameData
|startup  = 2
|active  = 3
|specialRecovery = 10
}}
* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* Hard Knockdown on hit.
* Hard Knockdown on hit.
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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? is also unable to act out of the air version until it lands.
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.
}}
}}


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{{#invoke:GGST-FrameChart|drawFrameData|input=!P|title='''call 0x$0.20'''|isProjectile=yes|startup=14|active=1|recovery=16|}}
{{#invoke:GGST-FrameChart|drawFrameData|input=!P|title='''call 0x$0.20'''|isProjectile=yes|startup=14|active=1|recovery=16|}}
|description=
|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.
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
; call 13C
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Fast, approaching spinning attack.
Fast, approaching spinning attack.


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.  
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.
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.
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Slow short-ranged arm swing that causes an explosion.  
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.
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.
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Short range head bomb.
Short range head bomb.
   
   
Also Guard Crushes on block, allowing Bedman? to go for its mixups.
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.
----
----
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{{InputBadge|{{clr|P|214P}} (Air OK)}}
{{InputBadge|{{clr|P|214P}} (Air OK)}}
{{GGST Move Card
{{GGST Move Card
|input=(236P) 214P, (236S) 214P, (236H) 214P, 13C (236P) 214P, 13C (236S) 214P, 13C (236H) 214P
|input=214P
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214P|title='''call 0x$0.20'''|recovery=30|startup=0|active=0}}
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=(236P) 214P|title='''(call 4BA) call 0x$0.20'''|isProjectile=yes|frcStart=8|frcEnd=8}}
{{#invoke:GGST-FrameChart|drawFrameData|input=(236S) 214P|title='''(call 4B3) call 0x$0.20'''|recovery=0|isProjectile=yes|frcStart=8|frcEnd=8}}
{{#invoke:GGST-FrameChart|drawFrameData|input=(236H) 214P|title='''(call 4B9) call 0x$0.20'''|recovery=0|isProjectile=yes|isProjectile=yes|frcStart=8|frcEnd=8}}
{{#invoke:FrameChart|drawFrameData|title='''Bedman? during call 0x$0.20'''|recovery=30|frcStart=8|frcEnd=8}}<small>({{tt|Note|The squares with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile from any error 6E follow-up.}})</small>
|description=
|description=
Makes any stocked error 6E follow-up to occur immediately. Will also briefly halt all momentum any time it's used.
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 420: Line 415:
|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. Also pauses momentum any time it's used.
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? less minus on block. The frame data is available [[GGST/Bedman/Frame Data#call_0x0$1.00_frame_data|here]].
*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 434: 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? turns berserk and gains various power-ups for a limited time.
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.
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 {{clr|H|5H}} and {{clr|H|6H}}, which allows for its activation during pressure sequences.
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? 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.
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.
* 13C error 6E followups are unburstable on hit or block.
Line 455: Line 450:
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=632146H}}
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=632146H}}
|description=
|description=
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.
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.

Revision as of 19:05, 19 May 2023

Overview

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.
Bedman?
GGST Bedman Portrait.png
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
  • 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.
  • 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.
  • Generally weak defense, with buttons on the slower side and only a metered reversal.
  • Labbing combos and pressure routes that have to account for automatic follow-up attacks.
  • Occasional inability to convert off your best pokes at long range.
  • Playing characters that are literally furniture, whose large size opens them up to easier punish opportunities.


Unique Mechanic: error 6E

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 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage-, even getting hit will not stop the projectiles once they are out.
8-Way Air Dash

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

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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 All 6 4 8 -2
Total: 17

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
Total: 28

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
Total: 22

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
Total: 33

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
Total: 38

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 4B9GGST Bedman 236H.pngGuardAll (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.

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
Uncharged 50 High 20 3 26 -15
Charged 62 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast. It can gatling from 5KGGST Bedman 5K.pngGuardAllStartup8Recovery14Advantage-7, 2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2, or c.SGGST Bedman cS.pngGuardAllStartup7Recovery10Advantage+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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Very Small KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • 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:

  • 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
Total: 18

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
Total: 19

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
Total: 36

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
Total: 55

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 236PGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 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.

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
Total: 38

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 236SGGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-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]GGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 to meaty the opponent.

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
Total: 40

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
Total: 60

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.

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
Total: 18

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
Total: 32

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
Total: 35

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)
Total: 29

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
Total: 28
(NoteThe red line indicates that the move is active but has a variable active window)

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
Total: 42

Bedman can meterlessly combo into an OTG 236SGGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 42
Total: 14
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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)
call 4BA (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
Total: 48

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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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]
Automatic
Total: 8
call 0x$0.20
Total: 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.

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)
call 4B3
Total: 55

Fast, approaching spinning attack.

Bedman's preferred combo ender in areas where he's too far out to get a 236HGGST Bedman 236H.pngGuardAll (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.

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]
Automatic
Total: 15
call 0x$0.20
Total: 30

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.

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
Uncharged call 4B9
Total: 55
Fully Charged call 4B9
Total: 98

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.

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
Automatic
Total: 34
call 0x$0.20
Total: 40

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.

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
call 0x$0.20
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.

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
Total: 24
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and still reset the timer on error 6E.)

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
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.

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
Total: 85

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 HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and will clash with other projectiles.

Colors

GGST Bedman color 1.png
GGST Bedman color 2.png
GGST Bedman color 3.png
GGST Bedman color 4.png
GGST Bedman color 5.png
GGST Bedman color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Bedman color 7.png
GGST Bedman color 8.png
GGST Bedman color 9.png
GGST Bedman color 10.png
GGST Bedman color 11.png
GGST Bedman color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Bedman color 13.png
GGST Bedman color 14.png
GGST Bedman color 15.png
Color 13
Color 14
Color 15
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 DLC
Colors 7-11 are included in Season Pass 2
Color 12 is included in Additional Colors Pack #2

Navigation

To edit frame data, edit values in GGST/Bedman/Data.
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