(→2H) |
|||
(2 intermediate revisions by the same user not shown) | |||
Line 38: | Line 38: | ||
===Strengths=== | ===Strengths=== | ||
* | *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/> | |||
* | *Versatile and tricky movement, especially in the air<br/> | ||
* | *Tied with Potemkin for highest base defense modifier. <br/> | ||
* | *Very dangerous mix-ups and has very elaborate and tricky set-ups<br/> | ||
*Very | |||
===Weaknesses=== | ===Weaknesses=== | ||
*No meterless reversal options<br/> | *No meterless reversal options, and his meter reversal options have glaring flaws<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/> | ||
* | *Air movement is not fast<br/> | ||
* | *Large and wide hitbox<br/> | ||
* | *Needs specific knockdowns to truly get a dangerous set-up going<br/> | ||
*Unconventional playstyle and a lot of character specific combos/confirms makes him harder to learn than most characters<br/> | |||
<br clear=all/> | <br clear=all/> | ||
Revision as of 21:27, 11 February 2016
Bedman |
---|
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
- Fantastic anti-air
- Versatile and tricky movement, especially in the air
- Tied with Potemkin for highest base defense modifier.
- Very dangerous mix-ups and has very elaborate and tricky set-ups
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
- Air movement is not fast
- Large and wide hitbox
- Needs specific knockdowns to truly get a dangerous set-up going
- Unconventional playstyle and a lot of character specific combos/confirms makes him harder to learn than most characters
Normal Moves
5P
5P |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H/1H/3H |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.D
j.D |
---|
6P
6P |
---|
6H
6H |
---|
2D
2D |
---|
5D
5D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Special Moves
Task A
Task A 236P (air OK) |
---|
Task A'
Task A' 236K (air OK) |
---|
Task B
Task B 236S (air OK) |
---|
Task C
Task C 236H (air OK) |
---|
Déjà Vu
Déjà Vu 214P/K/S/H |
---|
Air Movement
Air Movement |
---|
Ground Movement
Ground Movement |
---|
Overdrives
Sinusoidal Helios
Sinusoidal Helios 632146H |
---|
Hemi Jack
Hemi Jack 632146S |
---|
Instant Kill
Theatre of Pain in IK mode: 236236H |
---|