GGXRD-R2/Bedman/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x0.98
Guts Rating: 0
Weight: Heavy
Stun Resistance: 60
Prejump:
Backdash Time 23F / Invul: 1-11F
Wakeup (Face Up/Down): 24F / 30F

Normal Moves

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
5P 12 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 6 4 6 ±0 - Click!
5K 22 264 -7/+10 Initial: 85% 2 Mid SJ YRP 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
Click!
c.S 28 264 -7/+10 - 2 Mid SJ YRP 6 3 11 ±0 - Click!
f.S 36 264 -7/+10 Initial: 90% 2 Mid SJ YRP 9 2 19 -7 - Click!
5H 28×2 384×2 -6/+14 - 3 Mid S YRP 12 3(3)3 18 -4 - Click!
2P 12 144 -8/+3 Initial: 90% 0 Mid CS YRP 5 4 7 -1 - Click!
2K 15 264 -7/+6 Initial: 70% 1 Low S YRP 6 6 8 -2 - Click!
2S 30 264 -7/+10 - 2 Low S YRP 12 3 11 ±0 - Click!
1H 45 384 -6/+20 - 4 Mid S YRP 15 14 25 -20 - Click!
  • Pulls in opponent on hit
2H 40 384 -6/+20 Initial: 90% 4 Mid S YRP 15 14 29 -24 - Click!
  • Pulls in opponent on hit
3H 35 384 -6/+20 Initial: 90% 4 Mid S YRP 19 14 33 -28 - Click!
  • Pulls in opponent on hit
j.P 14 144 -8/+3 - 0 High / Air CSJ YRP 6 6 9 - - Click!
j.K 18 264 -7/+10 - 1 High / Air SJ YRP 9 6 21 - - Click!
j.S 28 264 -7/+10 - 2 High / Air SJ YRP 10 8 22 - - Click!
j.H 14×6 264×6 -7/+10 - 2 High / Air S YRP 13 12 24 - - Click!
j.D 50 384 -6/+20 Initial: 90% 4 High / Air - YRP 11 8 24 +6 - Click!
  • Recovery becomes 12F on hit or block
6P 32 264 -7/+10 - 2 Mid S YRP 9 6 21 -13 1-8 Upper Body
9-12 Head
Click!
6H 24,18 384 -6/+8x2 - 4 Mid S YRP 18 3(7)3 21 -5 - Click!
6HH 18,24 384 -6/+8x2 - 4 Mid - YRP 4 3(7)3 11 ±0 - Click!
2D 28 264 -7/+10 - 2 Low S YRP 12 6 12 -4 - Click!
5D 25 384 -20/+20 Initial: 80% 4 High - YRP 26 7 12 ±0 - Click!

Universal Mechanics

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
Ground Throw 0,10×10,0 0,60×10,0 -6,-0/NA Forced: 55% 0 Ground Throw: 75250 - R 1 - - +64 - Click!
  • Frame Advantage listed is on successful throw
  • Stun: 5x10
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0,4 Air Throw: 210000 - R 1 - - +24 - Click!
  • Frame Advantage listed is on successful throw
  • Stun: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 8 3 32 -21 1~10 Full,11~27 Foot Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

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
Special Movement 1(Crouch Walk)
1 or 3
- 45 / ― - - - - - Y - - - - - Click!
  • Tension gain only on down forward direction
Special Movement 2(Air Hang)
Double Jump
- - - - - - - Y - - Total 45 - - Click!
  • Can cancel into Air Movement from 11F onwards
→Air Movement
Air Hang > direction
- - - - - - - Y - - Total 25 - - Click!
  • Can cancel into Attacks from 2F onwards
Dash - - - - - - - Y - - Total 32 - 3~14 Guard Point Click!
  • On successful guard point, 15F recovery
  • Guard point recovery in invulnerable
Task A
236P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 - Click!
Aerial Task A
j.214P
35×2 150 / 360 -7/+2 - 2 All - YRP 18 90, until return Total 49 -5 - Click!
Deja Vu (Task A)
214P
35×2 50 / 240 -7/+2 - 2 All - - 29 90,54 Total 30 - - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A) 35×2 50 / 240 -7/+2 - 2 All - - 29 90,56 Total 30 - - Click!
  • Deja Vu starts at 6F
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
35 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task A’)
j.214K
35 50 / 240 -7/+2 Initial: 80% 2 All - - 48 - Total 30 +9 - Click!
  • Deja Vu starts at 6F
Task B
236S
14×4 250 / 360 -6/+2 - 3 All - YRP 14 4×4 26 -13 - Click!
Aerial Task B
j.236S
14×3 200 / 480 -6/+2 - 3 All - YRP 12 6,6,4 8 After Landing -5 - Click!
Deja Vu (Task B)
214S
14×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task B)
j.214S
26×4 50 / 120 -6/+2 - 3 All - - 23 16 Total 30 +28 - Click!
  • Deja Vu starts at 6F
Task C
236H
30×2, 10 200 / 480×2,120 -6×2,-8/+2×2,+2 - 3×2,0 All, High / Air, All - YRP 11 8(17)10,10 13 -2 9~Airborne Click!
Aerial Task C
j.236H
30×2[30×2] 150 / 600,120 -6,-8[-6,-7]/+2,+2[+3,+3] [―,Forced 65] 3,0[3,1] High / Air, All - YRP 21 Until Landing,10 11 ±0[+3] - Click!
  • [ ] Indicates high in air
Deja Vu (Task C)
214H
30×2, 10 50 / 120 -6×2,-8/+2×2,+2 - 3×2,0 All - - 30 8(17)10(6)10 Total 30 - - Click!
  • Deja Vu starts at 6F
Deja Vu (Aerial Task C)
j.214H
30, 10[30×2] 50 / 120 -6,-8[-6,-7]/+2,+2[+3,+3] - 3,0[3,1] All - - 28 Until Landing (6)10 Total 30 - - Click!
  • Deja Vu starts at 6F / [ ] Indicates high in air
Icon Properties - - - - - - - - - 421 - - - Click!
Deja Vu - 50 / ― - - - - - Y - - Total 30 - - Click!
  • Deja Vu starts at 6F

Overdrives

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
Sinusoidal Helios
632146H
28×6 -5000 -7/+10 - 2 All - YR 6+8 2×6 14 +11 1~15 Strike Click!
Hemi Jack
632146S
0,15 -5000 -8/NA - 0 Unblockable - Y 17+183 536 Total 73 - - Click!
  • Stun: 800


Instant Kill

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
Theater Of Pain
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 96F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
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


Air Gatlings
P K S H D Cancel
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)

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