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Bedman's general gameplan can be boiled down to two key stages:
1.) Play a slow-paced neutral game where you can frustrate your opponents with your movement options and zoning tools to create knockdown opportunities
2.) Utilize knockdowns with dejavu Task B/Task C to trap and pressure your opponent.
There are a few key important parts in his gameplan however.
Utilizing Task A
One of Bedman's core tools is Task A. Use Task A to cut off a large horizontal area to force your opponents to move in uncomfortable ways or to create openings.
An example of a Task A situation:
- Bedman throws low altitude air Task A, which will scan the ground.
- Opponent must take to the air, in which you can air-to-air them with jS or jP if you're already airborne near them. Alternatively, you can anti-air them with 6P.
- Opponent may air dash over the Task A, which may allow you to anti-air with 6P if you're on the ground and ready for it.
- Opponent blocks the projectile on the ground, which gives you an opening to move in safely with an air dash mix-up/pressure if you're already in the air that is.
As one can see, Task A creates a lot of good situations so having one out is very nice. Do note that Task A is less useful in certain match-ups, such as Chipp or Millia where they have very strong movement options. Task A is also slow to come out and puts Bedman in counterhit recovery, so make sure you're in a safe situation before throwing it.
Hovering to bait out anti-airs
Bedman can still try to force his offense without the use of his zoning tools, but he's at risk of being anti-air'd. This is where having unpredictable movement is powerful. You can make use of Bedman's stall to throw off your opponent's anti-air timings. An example situation:
1.) Bedman jumps and hovers. He's at range to air dash forward with a normal.
2.) Opponent observes this and opts to anti-air.
3.) Bedman player holds the hover and waits until the anti-air whiffs and punishes the whiff recovery.
Making your opponent have less faith in their ability to anti-air is one of the strongest things you can do as a Bedman player. It gives you immense openings and opportunities to vary your offense. Your opponent may resort to air-to-airs more if it comes down to this. Remember to just block in the air if that's the case.
2H and 3H
2H and 3H essentially are long range pokes and can be valuable, but if misused, will easily cause you to lose the game.
2H and 3H should be used to deter your opponent's zoning options. If you can properly react to a May summon or Venom throwing a ball, you can call them out with this. Be careful about whiffing however. Remember that 2H/3H are jump cancel-able so you can always reposition yourself even if this attack is blocked.
You can also take advantage of the big YRC window of 2H and 3H to YRC them when you see them whiff in order to avoid punishment, so it can be a good idea to hold on to some tension before using the move, just as an insurance. Make sure to not waste too much tension on this however, as this can also cause you to lose the round in the longer term.
If 2H and 3H counterhit a grounded opponent, they will be in untech state until they land. You can confirm from any distance into ground Task C by jump canceling the 2H/3H and air dashing with jS, (land), cS, Task C. You can also just do jS and air Task B for a knockdown.
I knocked them down. Now what?
A common stigma that Bedman has is "His oki is so strong once he gets the knockdown". Bedman's true strength isn't on how good his setplay is, but rather how good his ability to loop pressure after scoring a knockdown.
Bedman has three main knockdown situations:
1. Knockdown with no dejavu icons (usually as a result from far 2D or air task B midscreen)
2. Knockdown after Task B
3. Knockdown after Task C
In situation #1, if you're far away, you have to just settle for throwing Task A or air Task A. If you're closer in range, you can go for a high-low air dash mix-up.
In situation #2, if you have them cornered with Task B, you can replay dejavu Task B as they are getting up to force them to block on wake-up. Space yourself so if they blitz or reversal DP, you won't be hit. After you confirmed that they are blocking, you can walk up to them and continue to keep them in blockstun. Here is where Bedman shines. You can easily cancel any grounded normal into dejavu Task B and reset your pressure. If your opponent fails to IB the normal that you cancel into the dejavu, they can't properly escape (especially if it's high attack level normal like 6H, 2H, or 5H). Bedman's post oki situations become a minigame. If your opponent can properly IB the normal that you intend to cancel into dejavu, then they can super jump out and dodge the dejavu Task B in time.
You also don't have to go for blockstrings only. You can go for high-lows or throws even. The more you mix it up, the more stress you can put your opponent in.
Lastly, in situation #3, dejavu Task C is powerful for enforcing high-low mix-up since it is the most active dejavu attack (not counting Task A or Task A prime).
General ground block strings without Dejavu
Note 1: You don't have to complete any of these block strings. If a blockstring ends with 2H, remember to jump cancel to remove the recovery frames.
Note 2: It's recommended to end block strings with cS or 2S because they are even on block. 2H and 3H are good too because you can jump cancel them.
These are two simple blockstrings that are effective at building RISC gauge. 2P->5K is a frametrap if you delay it. If 5K counter hits, 6H can combo. If 6H is blocked, you can do the full sequence and still be safe or you can cancel into Task A. Be careful if you cancel into Task A as some characters can low profile it and punish you (Ky Stun Dipper, Elphelt 2H)
This is also a frametrap. If they mash or attempt to throw, they will get counter hit. Counter hit 5H has a lot of success to hit twice no matter where the opponent is.
A good string for hit confirming lows
2P is a good pressure tool and is only -1 on block. If they are expecting a long block string, this can throw them off. Short block strings can be VERY effective, so keep that in mind.
long block string with many normals. Builds RISC mostly and is mostly immune to FD as these normals all go pretty far and are unlikely to whiff.
if they block both hits of 5H, you can jump cancel into jD for a quick surprise overhead or 2D. jD is the safer choice as you can just move away after the jD connects. Do note that 5H into jD is NOT a true blockstring if 5H is IB'd. If they are prepared for the jD, 2D can get them, but 2D is unsafe if it's blocked at that range. It's generally bad to guess on your offense, so if you know the opponent is good at dealing with the post 5H(2) minigame, just jump away after 5H(2) and FD.
General air block strings
Note: These are assuming Bedman is air dashing onto a grounded opponent
The classic 3 overhead hits. If any of these hit, you can hitconfirm into cS, 5H(1), Task B
Two overhead hits. You can substitute jS for delay jP to be trickier with timings.
A very tricky mix-up that will throw off people who are successful in blocking the typical overhead strings. The jH animation can throw off reaction-based opponents who will attempt to block more high attacks. Do note that mashers may throw or 2P mash you to beat this.
A weird one. if jD connects, Bedman will bounce on them and continue pressure. I included this for the sake of comprehension but its not that useful other than to do something different. Can build RISC, but FD can really change how this interaction works. If they FD jK, jD will always whiff.
The classic. jH into 2K is a pretty tricky high-into-low.
Corner Task B dejavu block strings
Note 1: These can apply in midscreen, but you only get one rep and you can't loop Task B dejavu
Note 2: Mix it up. These are only a few block strings. Make some on your own.
Dejavu Task B->5K->6H(2 or 3)-> Dejavu Task B
The classic looping situation. If the opponent does not IB the correct 6H hit, they will have to take the Dejavu Task B.
Dejavu Task B-> air dash mix-up of your choice
Self explanatory. If they block the mix-up successfully, you can do a blockstring and cancel into dejavu Task B and try again.
Tips and Tricks
Utilizing YRC for good mix-up
Bedman generally doesn't get effective 50/50 mix-ups off of most knockdowns unless he utilizes YRC. YRC does two things primarily:
- Gives Bedman more time to jump, hover, and perform an air dash mix-up after YRC Dejavu Task B/C or YRC Task A
- Throws off the opponent's reversal timing for Blitz Shield or reversals.
YRC-ing corner oki is a good thing to do, so you may want to practice or pocket a few set-ups. Midscreen YRC oki is mostly for corner carry. The damage is seldom worth it.
Emergency get out of the corner with air Task B YRC
If you're in a bad spot in the corner and you manage to be at super jump height, Task B YRC carries a lot of momentum to slingshot yourself to the other side. It's generally too fast to be chase-able.
Task B as a janky rush punch
Task B actually covers a lot of horizontal distance and is very active. For characters that depend on committal horizontal movement (such as Slayer or Johnny), this can be a very powerful call out. It's advised to have 50% tension to make it safe. Use sparingly however.
Don't use Hemi-Jack
Just don't. If you do, you're clearly BMing.
Midscreen Task B Knockdown
Neutral Jump Airdash
- Mixup options: Safe jump/Low/Cross up safe jump
- Strengths: 3 way mix up, 2 out of 3 options are safe jumps
- Weaknessess: 2 out of 3 options are blitzable
- Required Setup: None
Meaty Deja Vu Task B
- Mixup options:
- Required Setup:
Corner Task C Knockdown
- Mixup options:
- Required Setup:
General rule/concept when fighting Bedman
Bedman is a character who wins by "death by a thousand cuts". He requires A LOT of individual hits to win as his damage-per-hit ratio is very bad and his general damage output is weak. His general gameplay is also slow paced. With in this mind, you want to play in such way where you take advantage of RPS situations. Taking calculated risks where the payoff is huge is very much encouraged.
How to burst Bedman
Among the cast, Bedman is one of the easiest characters to burst. You can always burst:
- Task B
- Task C (don't wait too long, or else the burst will whiff when Bedman is falling). Burst as he is rising.
It is ideal to always burst as soon as possible because Bedman does a lot of hits with his attacks. If played right, you can burst twice every round almost.
Dealing with his air dash offense
Bedman's offense can be simplified as an RPS involving 3 plays: Bedman air dashing in with a normal, Bedman delay his air dash with hover, Bedman preemptively jumping with jP or jS
- Bedman air dashing in with a normal beats your blocking. However it is easily beaten with any character's 6P. Some characters have options with 2H to force powerful trades.
- Bedman delaying his air dash will beat your anti-air. However it is easily beaten with most air to airs attempts.
- Bedman preemptively jumping with a normal will beat your air-to-air, but won't hit you if you're just on the ground not doing anything.
It's encouraged to play this RPS in such way to enforce your most rewarding option (frequently it's the anti-air option). Sol and Slayer get good reward off of their 6P, so they may opt for anti-airs more. Elphelt can get strong confirms with her air-to-airs if she has Pineberry, so she may opt for that.
You must AT LEAST PROVE you're willing to 6P his air dash offense if he just does it. Letting Bedman do raw air dash jS or jK on you with 90% success rate is not a good sign.
Remember that Bedman's reward is generally not impressive.
Dealing with 2H and 3H
These two moves can be especially annoying if you're playing a character that tries to set up/summon from a long range as they can deter you from doing so.
If you see Bedman using 2H and 3H a lot preemptively to call out specific things from afar, make sure to take advantage of the recovery to punish him when he whiffs (he will also be in counter hit state for the whole duration of the recovery). Or if you cannot punish, at least take this opportunity to set up something yourself or put yourself in a more favorable position.
Bedman can use YRC to cancel these moves on whiff, so goading him into throwing out these moves in situations where he will have to waste tension just to stay safe is also a good way to punish him for it. For example if the Bedman player likes to 2H or 3H you on your landing when you jump, you can double jump before landing to make him whiff and force him to use a YRC.
Can I beat his forward dash?
If Bedman connects his forward dash, he is unpunishable technically. That doesn't mean you can't put him in a bad position. You can be prepared when he's about to teleport behind you and perform meaty or set-up.
How do I beat Task A prime?
Blitz and OS throw. That's literally it.
Cornered against Dejavu Oki
Being cornered against Bedman when he has dejavu icons is stressful, but if you hold your ground and understand the minigame, it becomes much easier to deal with.
Your goal is to IB the normal that Bedman will cancel his dejavu special into. Your escape methods depend on what dejavu he has in stock. If it's ground Task B dejavu, you can super jump. If it's Task C, you can actually hit him with a fS or low profiling move that advances you forward. You can also air blitz the dejavu Task C as it's rising up and then air dash out.
Potemkin can flick dejavu replays. If he's successful in doing so, he can move out of the corner.
FDing Bedman's blockstring leading into the dejavu cancel will make it harder for him to follow-up with an air dash mix-up.
The LAST thing you want to do against Bedman when he has the oki situation on you is to squirm. Most players lose by stupid mistakes or incorrect execution. Hold your ground and don't be scared.
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