GGXRD-R2/Bedman/Starter: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Key Moves</span>======
{{card
|header=Normals in Neutral
|content=
<gallery widths="200">
GGXRD_Bedman_2S.png|{{clr|S|2S}} is a low hitting move that has very little recovery. Fairly low risk to throw out at midrange.
GGXRD_Bedman_j.S.png|{{clr|S|j.S}} is a far reaching air normal; combined with Bedman's Hover, its great at walling people out.
GGXRD_Bedman_2H_diagram.png|{{clr|H|1/2/3}} are fully disjointed pegs that come up from the ground at one of 3 spots, at Bedman's choice. They are also all jump-cancelable!
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a big, quickly forwards advancing 2-hit normal. Bedman can gatling it into its followup by pressing {{clr|H|6H}} again.
</gallery>
Bedman's normals follow a pattern of having big hitboxes, but big hurtboxes and long recovery. Jabs and descending aerial attacks don't have lengthy recovery, making them harder to punish.
<br>
|header2=Anti Airs
|content2=
<gallery widths="200">
GGXRD_Bedman_6P.png|{{clr|P|6P}} reaches very high, and has high hitstun on counter-hit, making trades almost always in Bedman's favour.
GGXRD_Bedman_j.P.png|{{clr|P|j.P}} is a good air-to-air because of its low recovery and self-gatling property.
GGXRD_Bedman_c.S.png|{{clr|S|c.S}} is tall, quick, and combos into {{clr|H|Task C}}, but its hurtbox is notably big and is hindered by the fact that its a proximity normal.
GGXRD_Bedman_AirThrow.png|Air throw is great in places where Bedman doesn't have time to do anything else; also the furthest reaching air throw in the game.
</gallery>
Bedman's anti-airs are generally lacking; either they are air-to-airs, trade, or have huge hurtboxes. That does not mean that Bedman shouldn't use them, since one anti-air conversion into {{clr|H|Task C}} means that he's in business, but excercise caution and pick your option carefully.
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======<span style="visibility:hidden;font-size:0">Pressure</span>======
{{card
|header=Pressure Normals
|content=
<gallery widths="200">
GGXRD_Bedman_2P.png|{{clr|P|2P}} is a low recovery jab that has little pushback. Bedman can gatling into other normals to frametrap, or he can walk up throw instead.
GGXRD_Bedman_5K.png|{{clr|K|5K}} is a versatile normal that is jump-cancelable and has a great gatling to {{clr|H|6H}} to catch mashing.
GGXRD_Bedman_2K.png|{{clr|K|2K}} is a fast low that compliments Bedman's numerous high hitting attacks well.
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a slow, advancing series of punches that give Bedman the chance to either combo into {{clr|S|Task B}} on hit or use {{clr|P|Task A}} on block.
GGXRD_Bedman_j.H.png|{{clr|H|j.H}} is a multi-hit normal, where all hits have to be blocked high. Hover > 6 > {{clr|H|j.H}} will do a lot of work for you. Combos into {{clr|K|2K}} on hit.
</gallery>
Bedman's normals are not great on their own, mostly leading to strike/throw off of his low level buttons, but when used in conjunction with his Hover and Déjà Vu they becomes very potent at opening the opponent up for bigger damage.
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}}


<center><big>{{clr|H|Please read}} [[Help:Writing_Character_Pages#Writing_Starter_Guides|this section]] {{clr|H|before contributing to this page.}}</big></center>
======<span style="visibility:hidden;font-size:0">Specials</span>======
======<span style="visibility:hidden;font-size:0">Key Moves</span>======
{{card
{{card
|header=Key Moves
|header=Important Specials
|content=
|content=
<gallery widths="200">
GGXRD_Bedman_TaskA.png|{{clr|P|Task A}} is Bedman's most important special in neutral, making his approaches safer and helping you set up more Seals. Getting this on the screen should be high on your priority list.
GGXRD_Bedman_TaskB.png|{{clr|S|Task B}} is the standard combo ender, setting up a {{clr|S|Déjà Vu}} Seal in the process. Performing {{clr|S|Déjà Vu}} afterwards sets up strong pressure.
GGXRD_Bedman_TaskC.png|{{clr|H|Task C}} is Bedman's best combo ender on aerial opponents, and sets up {{clr|H|Déjà Vu}}, Bedman's most powerful Seal.
GGXRD_Bedman_DejaVu.png|{{clr|P|D}}{{clr|K|é}}{{clr|S|j}}{{clr|H|à}} {{clr|K|V}}{{clr|P|u}} is Bedman's signature mechanic, allowing him to replay his specials after they finish, setting up their respective Seal.
</gallery>
{{clr|P|Task A}} is vital to Bedman's gameplan, allowing him to cut off avenues of approach for the opponent which makes his preemptive attacks in other positions on the screen better. The Déjà Vu versions of Bedman's special moves have less recovery and more damage, and cover him during his otherwise weak pressure. Use Déjà Vu after either {{clr|S|Task B}} or {{clr|H|Task C}} knocks the opponent down, and use the frame advantage to move around and open them up.
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======<span style="visibility:hidden;font-size:0">Combos</span>======
======<span style="visibility:hidden;font-size:0">Combos</span>======

Revision as of 13:05, 18 April 2024

Key Moves
Normals in Neutral

Bedman's normals follow a pattern of having big hitboxes, but big hurtboxes and long recovery. Jabs and descending aerial attacks don't have lengthy recovery, making them harder to punish.


Anti Airs
Bedman's anti-airs are generally lacking; either they are air-to-airs, trade, or have huge hurtboxes. That does not mean that Bedman shouldn't use them, since one anti-air conversion into Task C means that he's in business, but excercise caution and pick your option carefully.
Pressure
Pressure Normals

Bedman's normals are not great on their own, mostly leading to strike/throw off of his low level buttons, but when used in conjunction with his Hover and Déjà Vu they becomes very potent at opening the opponent up for bigger damage.


Specials
Important Specials
Task A is vital to Bedman's gameplan, allowing him to cut off avenues of approach for the opponent which makes his preemptive attacks in other positions on the screen better. The Déjà Vu versions of Bedman's special moves have less recovery and more damage, and cover him during his otherwise weak pressure. Use Déjà Vu after either Task B or Task C knocks the opponent down, and use the frame advantage to move around and open them up.


Combos
Combos
Starting combos
Spending Meter
Spending Meter
What to do after a knockdown
What to do after a knockdown