GGST/Bedman: Difference between revisions

From Dustloop Wiki
(→‎call 0x$1.00: Fleshed section out)
(→‎call 13C: Fleshed section out)
Line 490: Line 490:
|frameChart={{#invoke:FrameChart|drawFrameData|startup=4|recovery=10|isProjectile=yes|startupIsFirstActive=no|frcStart=4|frcEnd=4}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from call 13C}})</small>
|frameChart={{#invoke:FrameChart|drawFrameData|startup=4|recovery=10|isProjectile=yes|startupIsFirstActive=no|frcStart=4|frcEnd=4}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from call 13C}})</small>
|description=
|description=
Bedman turns berserk and gains various power-ups for a limited time.
An {{keyword|Install}} super in which Bedman becomes supercharged with some sort of sinister energy 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. More importantly, all error 6E follow-ups gain enhanced properties on both hit and block, trigger a Wall Break if the opponent is near the Wall, grant a Hard Knockdown on Area Shift, and are unburstable, similar to Overdrives. Finally, Bedman's 6E 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.
The low total duration of call 13C's install animation leaves Bedman fairly advantageous on block after {{clr|H|5H}} and {{clr|H|6H}}, which allows for its activation during pressure sequences. It can also be used in combos 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 out of gaining Tension for almost 8 seconds (460F). However, this drawback can be mitigated by triggering a Wall Break and getting {{keyword|Positive Bonus}} shortly 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.
}}
}}



Revision as of 02:15, 28 August 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 that it doesn't block or get hit. The powerful followups to Bedman's special moves are removed if 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 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 (13F)
 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 performing 236P, 236S and 236H Bedman enters the "error 6E" state, and will perform an automatic followup attack after a 3-second delay. Each of the aforementioned specials produce a different follow-up attack that closely mimics their original properities.

In addition, 214P will bypass the delay and instantly perform the attack, while 214K will reset the timing to 3 seconds.

The Error 6E state is removed after being hit or blocking an attack.

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.
  • There is a minimum time requirement of 12f in the mandatory hover state before Bedman can airdash.

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 it extended its pressure sequence. It's also a prime tool in Bedman's optimal corner combos as it allows it 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
Dust Attack 50 High 20 3 26 -15
Charged Dust Attack 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
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
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

Bedman's best grounded poke.

2D has the same range as 2S and f.S, but because those two aforementioned 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 gatlings 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, high damage overhead that is special cancelable.

Its slow speed makes it fairly reactable but can be a powerful tool when mixed up with PRC and Error 6E during pressure. 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

A fast, low hitting air button. Useful as a air-to-air and during f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

j.K is also a reliable safejump option in the corner.

Gatling Options: j.D

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

A standard air throw. Bedman can follow up with OTG 236S in the corner, dealing extra damage and storing an error.

With very specific timing, it's possible to meterlessly combo with an automatic error 6E activation.

  • 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.

Wild Assault

236D (Chargeable)

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
236D 30 All (Guard Crush) 20~31 3 20 +7 9-22F Strike
236[D] 50 All (Guard Crush) 32 3 30 +12 9-34F Strike

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

Bedman fires a spike projectile with minor tracking properties from its right hand.

A decent tool for fighting at fullscreen, as well as keeping out some characters. Although risky, it sometimes used after 2H on block to reduce the fear of being punished.

  • Bedman is in counterhit state for the full duration of the move
  • Bedman is unable to do anything after performing 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

Bedman's head discharges a bolt of electricity that slightly tracks the opponent.

When manually done via 214PGGST Bedman 214P.pngGuard-Startup-RecoveryTotal 30Advantage- Bedman recovers very quickly and, when done in the air, can often perform another 236PGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 after.


call 13C

The bolt becomes enhanced with some kind of sinister magic, making it significantly stronger.

  • Deals more damage than the regular version and causes the opponent to fly into the air on hit.
  • Guard Crushes on block.
  • Causes an Area Shift if the opponent is near the wall
  • 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

Bedman turns into a drill (somehow) and advances forward with a fast, multi-hitting spin attack.

Generally your preferred combo ender in cases where it's impossible to land 236HGGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 (a.k.a. most cases), in air-to-air situations where he's too high up to continue the combo on landing, and when mashing 2P on defense. While not a hard knockdown, the resulting knockdown is advantageous enough to let Bedman continue pressuring the opponent with the move's impending error 6E followup.

  • Bedman cannot do anything after the air version until it hits the ground.
  • Serves as a passable neutral skip/approach tool with Roman Cancel, but otherwise the enormous recovery makes it a death sentence on block or whiff.
  • Can be used after a grab due to it hitting off the ground, which adds some damage and stocks an error while still leaving Bedman at advantage.

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

A forward advancing, multi-hitting series of explosions.

A useful error that sees use in combos and pressure due to its fantastic corner carry and frame advantage.

  • Useful for denying space and keeping the opponent locked down after ending a combo.
  • Expires a few character distances away.
  • Can keep opponents in the air long enough to fully charge 236HGGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 mid-combo

call 13C

The explosions become enhanced by some kind of sinister magic, making them significantly stronger.

  • Does more damage and has more hits than the regular version.
  • Travels fullscreen and has larger hitboxes.
  • Causes a Hard Knockdown on hit and will cause an Area Shift if the opponent is near the wall.
  • Gives a Hard Knockdown after 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

A slow, chargeable, short-ranged swing with Bedman's broken arm that causes an explosion. Probably the most versatile of Bedman's main three special moves.

This move mainly sees use as a pressure tool and blockstring ender as it inflicts Guard Crush on block, putting Bedman at significant frame advantage and dealing a nice bit of chip damage. This gives Bedman very powerful pressure in the corner, and allows it to perform up long block sequences that can quickly drain an opponent's health through chip, siphon their meter should they FD, and crank their RISC to high heaven, provided you're willing to dump some resources.

Malfunction's uses are not just limited to on-block situations, either, as it is also a powerful combo tool. Its generous vertical launch and high damage give Bedman access to some of its strongest combos in the corner, and it makes for a great combo ender due to its knockdown. It can even be used as a Wall Break ender due to its single-hit damage, espcially when charged.

Speaking of which, holding the H input will "charge" the move, delaying the explosion while greatly enhancing its damage, launch height, and blockstun. At full charge, Malfunction nearly does as much damage as a super, and leaves Bedman at a whopping +19 on block. While setting this up is very difficult, the payoff tends to speak for itself.

Note that its slow startup and extended hurtbox can make it vulnerable to counter-pokes in neutral.

  • Launches on hit, 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
!H 55 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +49
!{H} 70 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +57
![H] 100 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +65
13C !H 121 All (Guard Crush) 34 [40] 9 Total 0 [Total 30] +64
Automatic
Total: 34
call 0x$0.20
Total: 40

Bedman's head pops off and explodes shortly after.

Like Malfunction, this Guard Crushes on block and launches on hit, albeit without that move's poor frame data. This gives Bedman access to some of its strongest mixups, blockstrings, and combos, especially when paired with Roman Cancels.

  • The properties of this move are determined by the charge level of the initial move (higher damage, blockstun, etc.)
  • The projectile will dissipate if Bedman takes damage before it explodes.

call 13C

Bedman's head bomb becomes enhanced with some form of sinister magic, powering it up significantly.

  • Has larger area of effect, deals more damage, and gives better advantage on block.
  • Causes Hard Knockdown on hit and will cause an Area Shift if the opponent is near the wall.
  • Gives a Hard Knockdown after Area Shift
  • Damage and Guard Crush duration are not affected by the charge level of the initial move
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
!H 4 Very Small HKD +107 500 2000 700 25%
!{H} 4 Very Small HKD +112 500 2000 700 25%
![H] 4 Very Small HKD +116 500 2000 700 25%
13C !H 100% 4 Very Small HKD +116 500 1000 0 25%

!H:

  • Automatically activates 180 frames after call 4B9 (Malfunction).
  • Projectile spawns on frame 7.
  • Guard Crush duration: 34f


!{H}:

  • Automatically activates 180 frames after call 4B9 (Malfunction).
  • Projectile spawns on frame 7.
  • Guard Crush duration: 42f


![H]:

  • Automatically activates 180 frames after call 4B9 (Malfunction).
  • Projectile spawns on frame 7.
  • Guard Crush duration: 50f


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
call 0x$0.20
Total: 30

Makes any stocked error 6E follow-up occur immediately.

An invaluable tool that is at the core of Bedman's gameplay. Whether you're zoning with 236PGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11, doing combos, mixing your opponent, or applying pressure, this move will likely see some use, as it gives you access to Bedman's best moves immediately. Keep in mind its fairly long animation, which can make you prone to punishes if it's used too predictably.

  • Will briefly halt all momentum when used. This can be used to stall in the air for a short time.
  • Is counter hit punishable for the entire duration of the move

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.)

Resets the timer on Bedman's currently stocked error 6E attack to 3 seconds.

A situational option that lets Bedman vary the timing of its error pressure. Because of how easy it can be to lose a stocked error, and because using another special move will change/reset the error, holding onto one for longer is rarely that useful. As a result, this move is mostly used to stall in the air and reduce the recovery of slower normals.

  • Will briefly halt all momentum when used, allowing Bedman to briefly stall in the air.
  • Has a shorter animation than 214PGGST Bedman 214P.pngGuard-Startup-RecoveryTotal 30Advantage-, so it can be used to reduce the long recovery of certain moves, such as 2H, 2D, and 6H. The full cancel data is available here.
  • Bedman is in counter-hit state for the entire duration of the move

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
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from call 13C)

An Install A move, usually a super, which changes the properties of the character themself, usually for the better. super in which Bedman becomes supercharged with some sort of sinister energy 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. More importantly, all error 6E follow-ups gain enhanced properties on both hit and block, trigger a Wall Break if the opponent is near the Wall, grant a Hard Knockdown on Area Shift, and are unburstable, similar to Overdrives. Finally, Bedman's 6E projectiles no longer disappear when Bedman is hit.

The low total duration of call 13C's install animation leaves Bedman fairly advantageous on block after 5H and 6H, which allows for its activation during pressure sequences. It can also be used in combos 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 out of gaining Tension for almost 8 seconds (460F). However, this drawback can be mitigated by triggering a Wall Break and getting Positive Bonus A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall. shortly 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).

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.
Systems Pages
Application & Advanced Information
Archived Information