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===Strengths=== | ===Strengths=== | ||
*Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals<br/> | *Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals<br/> | ||
*Fantastic anti-air<br/> | *Has great air normals for every need<br/> | ||
*Fantastic anti-air 6P<br/> | |||
*Versatile and tricky movement, especially in the air<br/> | *Versatile and tricky movement, especially in the air<br/> | ||
*Tied with Potemkin for highest base defense modifier | *Tied with Potemkin for highest base defense modifier<br/> | ||
*Has a rewarding throw game that is supported by his fast walk speed<br/> | |||
*Very dangerous mix-ups and has very elaborate and tricky set-ups<br/> | *Very dangerous mix-ups and has very elaborate and tricky set-ups<br/> | ||
*Has a decent reversal super as it has slow startup but is + on block<br/> | |||
*Forward dash parry can be used especially to disrupt opponents' projectile game<br/> | |||
===Weaknesses=== | ===Weaknesses=== | ||
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*Ground normals tend to have a lot of recovery and are not that fast<br/> | *Ground normals tend to have a lot of recovery and are not that fast<br/> | ||
*Limited neutral and pressure if he cannot get Deja Vu seals out<br/> | *Limited neutral and pressure if he cannot get Deja Vu seals out<br/> | ||
*Combo damage is average at best, Bedman depends on his okizeme setups to win rounds<br/> | |||
*Air movement is not fast<br/> | *Air movement is not fast<br/> | ||
*Large and wide | *Opponents can disrupt his gameplan by destroying his Deja Vu seals<br/> | ||
*Needs specific knockdowns to truly get a dangerous set- | *Large and wide hurtbox<br/> | ||
*Unconventional playstyle and a lot of character specific combos/confirms | *Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/> | ||
*Needs specific knockdowns to truly get a dangerous set-ups going<br/> | |||
*Unconventional playstyle, movement options and a lot of character specific combos/confirms make him harder to learn than most characters<br/> | |||
<br clear=all/> | <br clear=all/> | ||
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|input= | |input= | ||
|image=GGXRD_Bedman_5P.png | |image=GGXRD_Bedman_5P.png | ||
|caption=2P is | |caption=Useful as a fast anti-air, but 2P is better for mashing. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|description= | |description= | ||
*90% combo proration. | *90% combo proration. | ||
*A decent standing poke. | *A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range. | ||
*Whiffs on most Crouching characters. | *Whiffs on most Crouching characters. | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Bedman_f.S.png | |image=GGXRD_Bedman_f.S.png | ||
|caption= Decent poke | |caption= Decent poke, but doesn't lead to much unless opponent is crouching. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|description= | |description= | ||
*Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations. | *Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations. | ||
*As a round starter beats many opposing pokes. | |||
*Can combo into the 1st hit of 5H but not the second. | *Can combo into the 1st hit of 5H but not the second. | ||
*On counter hit or crouching opponents, you can combo into 2H. | *On counter hit or crouching opponents, you can combo into 2H. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *70% combo proration. | ||
*Bedman's fastest low attack. Good reach. | *Bedman's fastest low attack. Good reach. | ||
*Chains into 2D for knockdown oki. Combos into a double hitting 5H if done close. | *Chains into 2D for knockdown oki. Combos into a double hitting 5H if done close. | ||
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*Can combo into 5H, but not at max distance. | *Can combo into 5H, but not at max distance. | ||
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching. | *Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching. | ||
*Very useful to play footsies with since it hits so far and is even on block. | *Very useful to play footsies with since it hits so far and is even on block with its' fast recovery. | ||
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves. | *This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves. | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=1H/2H/3H | ||
|input= | |input= | ||
|image=GGXRD_Bedman_2H.png | |image=GGXRD_Bedman_2H.png | ||
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|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|version= | |version=1H | ||
|damage= | |damage=45 | ||
|tension=384 | |tension=384 | ||
|risc=6 | |risc=6 | ||
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|startup=15 | |startup=15 | ||
|active=14 | |active=14 | ||
|recovery= | |recovery=25 | ||
|frameAdv=- | |frameAdv=-20 | ||
|inv= | |inv= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|version=2H | |||
|header=no | |header=no | ||
|damage=40 | |||
|damage= | |||
|tension=384 | |tension=384 | ||
|risc=6 | |risc=6 | ||
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|startup=15 | |startup=15 | ||
|active=14 | |active=14 | ||
|recovery= | |recovery=29 | ||
|frameAdv=- | |frameAdv=-24 | ||
|inv= | |inv= | ||
}} | }} | ||
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|description= | |description= | ||
*Effective anti-air but dangerous on whiff. | *Effective anti-air but dangerous on whiff. | ||
*Upper body | *On hit combos into C.S for an air combo or Task C knockdown + oki. | ||
*Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly. | |||
*Hitbox is quite wide. It can hit opponents behind you. | *Hitbox is quite wide. It can hit opponents behind you. | ||
}} | }} | ||
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|name=6H | |name=6H | ||
|input= | |input= | ||
|image= | |image=RIP6H.jpg | ||
|caption= | |caption= In loving memory (2/20/2014-3/30/2017) | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv=14~20 Strike | |inv=14~20 Strike | ||
|description= | |description= | ||
*A kind of short-range teleport-attack with a short period of invul frames | *A kind of short-range teleport-attack with a short period of invul frames. | ||
*Staggers on counter hit. | |||
*Can pass though the opponent and cross them up. | *Can pass though the opponent and cross them up. | ||
*Can cancel into Task A to make it safe, task B for a meterless knockdown, or task C for an additional crossup (and combo on airborne opponents, or some tall standing ones). | *Can cancel into Task A to make it safe, task B for a meterless knockdown, or task C for an additional crossup (and combo on airborne opponents, or some tall standing ones). | ||
*Good potential for damage if you have the meter to RC this. | *Good potential for damage if you have the meter to RC this, usual route with Task A goes like: 6H > 236P > RRC > walk 5H(2) > 1H > sj.KH > j.236H... | ||
* Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move. | *Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move. | ||
We have gathered here today, not to mourn the death of 6H, but to celebrate its life. There has never been a better couple between number and letter than 6 and H. The 6H we know may be gone, but it will forever live in our hearts. | |||
I first met 6H when I picked up Guilty Gear Xrd Sign on the Japanese PSN store on December 2015. Our first encounter was a bit awkward. 6H was too fast for his own good; in fact, he was so fast that he didn't even cross up properly. The opponent could block 6H both ways! 6H was such a silly button back then, but he was still charming as ever. It filled me with joy to see 6H grow so much after the 1.1 patch where it was slower and more delayed. The young restless 6H grew into a patient 6H. 6H became famous and loved by all Bedman players. GcYoshi13 would sing praises of 6H and before every evening, he would take out his holy bible and thank the Lord for food, shelter, and 6H. Also the Lord that GcYoshi13 thanked was Daisuke Ishiwatari and the bible he held was Tuna Empire's most influential NTR manga: Slave Wife. | |||
6H's best friend Task B and Task A' are here with us as well to pay respects to 6H. Task A' would tell me stories of how the two would team up and use YRC to break people's ankles. Task B would love to do the honors of providing a hard knockdown after 6H. 6H is survived by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours. | |||
I will remember 6H. You all will remember 6H. People will still talk about this command normal that carried so many Bedman players to adulthood. While 6H is gone now, we will live on with a lesson. Enjoy your command normals in their wonderful lifespan before they are patched out. Never take any button for granted. | |||
Thank you 6H. My dear friend. My best friend. Thank you and good bye. | |||
}} | }} | ||
}} | }} | ||
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*Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle. | *Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle. | ||
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you. | *Because of Bedman's lack of defensive options, this is a good way to get opponents off of you. | ||
*Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you! | |||
}} | }} | ||
}} | }} | ||
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*On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route. | *On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route. | ||
*Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on. | *Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on. | ||
*The ball disappears/returns to Bedman if Bedman is hit or if he's | *The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back. | ||
*To successfully place a Task A seal with this move, Bedman has to finish | *To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location. | ||
}} | }} | ||
}} | }} | ||
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*On hit you use c.S, 2K, or 2P to convert. | *On hit you use c.S, 2K, or 2P to convert. | ||
*On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup | *On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup | ||
*To successfully leave a Task A' Deja Vu seal, you must have successfully finish | *To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location. | ||
*Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman. | |||
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal. | |||
}} | }} | ||
}} | }} | ||
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*Instant air Task B recovers much more quickly than the ground version. | *Instant air Task B recovers much more quickly than the ground version. | ||
*Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude. | *Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude. | ||
* | *To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin | ||
}} | }} | ||
}} | }} | ||
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*Surprisingly safe on block. | *Surprisingly safe on block. | ||
*It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it. | *It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it. | ||
* | *To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing. | ||
* | *Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames. | ||
}} | }} | ||
}} | }} | ||
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|input=214P/K/S/H | |input=214P/K/S/H | ||
|image=GGXRD_Bedman_DejaVu.png | |image=GGXRD_Bedman_DejaVu.png | ||
|caption= | |caption=This is where things get confusing | ||
|image2=GGXRD_Bedman_DejaVu2.png | |image2=GGXRD_Bedman_DejaVu2.png | ||
|caption2=Four different | |caption2=Four different seals are possible, based on the four special moves that Bedman has. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*All of Bedman's special moves place an | *[ ] Indicates high in air | ||
*Each | *All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack | ||
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately | |||
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses | *Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses | ||
* | *On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again | ||
*Deja-vu | *Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the icon was facing the other direction | ||
*Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. | |||
'''Task A''' | |||
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern | |||
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated | |||
*Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more. | |||
'''Task A'''' | |||
*If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern | |||
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated | |||
*Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure. | |||
'''Task B''' | |||
*Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown. | |||
*Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively. | |||
'''Task C''' | |||
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner. | |||
*Deja-vu Task C can be blocked high or low. | |||
}} | }} | ||
}} | }} | ||
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*Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls. | *Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls. | ||
*Bedman's | *Bedman's forward dash has guard points on frames 3 to 18. | ||
*Forward | *Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport). | ||
*Bedman's | *Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport. | ||
*Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head). | *Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head). | ||
*Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations. | |||
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick. | |||
}} | }} | ||
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|image=GGXRD_Bedman_SinusoidalHelios.png | |image=GGXRD_Bedman_SinusoidalHelios.png | ||
|image2=GGXRD_Bedman_SinusoidalHelios2.png | |image2=GGXRD_Bedman_SinusoidalHelios2.png | ||
|caption2= Real Bedman hours, | |caption2= Real Bedman hours, smash that snooze button if you're up. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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*Bedman's only real reversal option | *Bedman's only real reversal option | ||
*Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time. | *Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time. | ||
*Be wary that it can be thrown out of if opponent is close enough | *Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin! | ||
*Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H/2H or the high air version of Task C. | |||
*On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up! | *On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up! | ||
}} | }} | ||
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|description= | |description= | ||
*Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice. | *Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice. | ||
*The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation. | *The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously and intelligently fellow believer and the Sheep shall grant you salvation as a reward for your great neutral. | ||
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles. | *The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles. However this will push our Sheep Lord away from the opponent, and thus postpone their tragic demise. Use 3H to try to hit the opponent if they dare fight back. Death to the heretics. | ||
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty. | *Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty. | ||
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait. | *The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait. | ||
*The | *The Sheep Lord does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Bedman]] | ||
Latest revision as of 04:32, 25 December 2023
Bedman |
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Defense Modifier: x0.94 Guts Rating: 0 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 23F Backdash Invincibility: 1-11F
|
Overview
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves an icon on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.
Strengths
- Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals
- Has great air normals for every need
- Fantastic anti-air 6P
- Versatile and tricky movement, especially in the air
- Tied with Potemkin for highest base defense modifier
- Has a rewarding throw game that is supported by his fast walk speed
- Very dangerous mix-ups and has very elaborate and tricky set-ups
- Has a decent reversal super as it has slow startup but is + on block
- Forward dash parry can be used especially to disrupt opponents' projectile game
Weaknesses
- No meterless reversal options, and his meter reversal options have glaring flaws
- Ground normals tend to have a lot of recovery and are not that fast
- Limited neutral and pressure if he cannot get Deja Vu seals out
- Combo damage is average at best, Bedman depends on his okizeme setups to win rounds
- Air movement is not fast
- Opponents can disrupt his gameplan by destroying his Deja Vu seals
- Large and wide hurtbox
- Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner
- Needs specific knockdowns to truly get a dangerous set-ups going
- Unconventional playstyle, movement options and a lot of character specific combos/confirms make him harder to learn than most characters
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
1H/2H/3H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Task A
Task A 236P (air OK) |
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Task A'
Task A' 236K (air OK) |
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Task B
Task B 236S (air OK) |
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Task C
Task C 236H (air OK) |
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Déjà Vu
Déjà Vu 214P/K/S/H |
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Air Movement
Air Movement |
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Ground Movement
Ground Movement |
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Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H |
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Hemi Jack
Hemi Jack 632146S |
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Instant Kill
Theatre of Pain in IK mode: 236236H |
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