GGXRD-R2/Bedman/Frame Data
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System Data[edit]
Defense |
x0.98 |
---|---|
Guts |
0 |
Weight |
[96] Heavy |
Stun Resistance |
60 |
Prejump |
3F |
backdash |
23F (1~>11F invuln) |
Wakeup |
24F (Face Up) / 30F (Face Down) |
Normal Moves[edit]
Universal Mechanics[edit]
Special Moves[edit]
Version | Damage | TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Inv.Invincibility | HitboxHitbox link for this move |
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Special Movement 1(Crouch Walk) 1 or 3 |
- | 45 / ― | - | - | - | - | - | Y | - | - | - | - | - | Click! |
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Special Movement 2(Air Hang) Double Jump |
- | - | - | - | - | - | - | Y | - | - | Total 45 | - | - | Click! |
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→Air Movement Air Hang > direction |
- | - | - | - | - | - | - | Y | - | - | Total 25 | - | - | Click! |
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Dash 66 |
- | - | - | - | - | - | - | Y | - | - | Total 32 | - | 3~14 Guard Point | Click! |
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Task A 236P |
35×2 | 150 / 360 | -7/+2 | - | 2 | All | - | YRP | 18 | 90, until return | Total 49 | -5 | - | Click! |
Aerial Task A j.236P |
35×2 | 150 / 360 | -7/+2 | - | 2 | All | - | YRP | 18 | 90, until return | Total 49 | -5 | - | Click! |
Deja Vu (Task A) 214P |
38×2 | 50 / 240 | -7/+2 | - | 2 | All | - | - | 29 | 90,54 | Total 30 | - | - | Click! |
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Deja Vu (Aerial Task A) j.214P |
38×2 | 50 / 240 | -7/+2 | - | 2 | All | - | - | 29 | 90,56 | Total 30 | - | - | Click! |
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Task A’ 236K |
35 | 150 / 480 | -7/+2 | Initial: 80% | 2 | All | - | YRP | 37 | - | Total 70 | +9 | - | Click! |
Aerial Task A’ j.236K |
35 | 150 / 480 | -7/+2 | Initial: 80% | 2 | All | - | YRP | 37 | - | Total 70 | +9 | - | Click! |
Deja Vu (Task A’) 214K |
42 | 50 / 240 | -7/+2 | Initial: 80% | 2 | All | - | - | 48 | - | Total 30 | +9 | - | Click! |
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Deja Vu (Aerial Task A’) j.214K |
42 | 50 / 240 | -7/+2 | Initial: 80% | 2 | All | - | - | 48 | - | Total 30 | +9 | - | Click! |
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Task B 236S |
14×4 | 250 / 360 | -6/+2 | - | 3 | All | - | YRP | 12 | 4×4 | 26 | -13 | - | Click! |
Aerial Task B j.236S |
14×3 | 200 / 480 | -6/+2 | - | 3 | All | - | YRP | 12 | 6,6,4 | Until Landing + 8 | -5 | - | Click! |
Deja Vu (Task B) 214S |
18×4 | 50 / 120 | -6/+2 | - | 3 | All | - | - | 23 | 16 | Total 30 | +28 | - | Click! |
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Deja Vu (Aerial Task B) j.214S |
18×4 | 50 / 120 | -6/+2 | - | 3 | All | - | - | 23 | 16 | Total 30 | +28 | - | Click! |
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Task C 236H |
30×2, 10 | 200 / 480×2,120 | -6×2,-8/+2×3 | - | 3×2,0 | All, High / Air, All | - | YRP | 11 | 8(17)10,10 | 13 | -2 | 9~Airborne | Click! |
Aerial Task C j.236H |
30,10 [30,30] |
150 / 600,120 | -6,-8/+2*2 -6,-7/+3*2 |
[Initial: 100%, 65%] | 3,0 | High / Air, All | - | YRP | 21 | Until Landing,10 | 11 | ±0 [+3] | - | Click! |
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Deja Vu (Task C) 214H |
36×2, 10 | 50 / 120 | -6×2,-8/+2×3 | - | 3×2,0 | All | - | - | 30 | 8(17)10(6)10 | Total 30 | - | - | Click! |
Deja Vu (Aerial Task C) j.214H |
36, 10 | 50 / 120 | -6,-8/+2×2 | - | 3,0 | All | - | - | 28 | Until Landing (6)10 | Total 30 | - | - | Click! |
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Icon Properties | - | - | - | - | - | - | - | - | - | 421 | - | - | - | Click! |
Deja Vu | - | 50 / ― | - | - | - | - | - | Y | - | - | Total 30 | - | - | Click! |
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Air Deja Vu | - | 50 / ― | - | - | - | - | - | Y | - | - | Total 42+8L | - | - | Click! |
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Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P[+], 2P[+], 6P[+] | 5K[+], 2K[+] | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
6P | - | - | c.S | 2H, 6H | - | Sp |
5K | - | - | c.S, f.S, 2S | 5H, 1H/2H/3H, 6H | 5D, 2D | Jump, Sp |
2K | - | - | c.S, f.S, 2S | 1H/2H/3H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 1H/2H/3H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, | - | Jump, Sp |
2S | - | - | - | 5H, 1H/2H/3H | 5D, 2D | Sp |
5H | - | - | - | 2H | 5D, 2D | Jump (2nd hit), Sp |
1H/2H/3H | - | - | - | - | - | Jump, Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.K | j.P | - | j.S | j.H | j.D | Jump, Sp |
j.S | j.P | - | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | - |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
[edit]
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To edit frame data, edit values in GGXRD-R2/Bedman/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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Click [★] for character's full frame data
System Explanations