2P is a low recovery jab that has little pushback. Bedman can gatling into other normals to frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., or he can walk up throw instead.
j.P is quick and has low blockstun, making it great for adding overheads in forwards moving HoverGuardStartupRecoveryTotal 25Advantage- pressure, and for tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s.
Bedman wants to achieve a knockdown with Task BGuardAllStartup12Recovery26Advantage-13 or Task CGuardAll, High / Air, AllStartup11Recovery13Advantage-2, then snowball from there.
2K > c.S > 5H1/2D > 236S
is a very basic knockdown combo that sets up a Déjà VuGuardAllStartup23RecoveryTotal 30Advantage+28 SealGuardStartupRecoveryTotal 30Advantage-.c.S > 5H2 > 1H > 236H
is harder to get but sets up a Déjà VuGuardAllStartup30RecoveryTotal 30Advantage- SealGuardStartupRecoveryTotal 30Advantage-, which gives more powerful pressure.- StarterExamples: Air to air j.P, ground to air 6P > c.S / raw air hit 2H ... > j.S > Hover > j.S > 236S is Bedman's typical air combo ender whenever he can't go into Task C.
- 2KGuardLowStartup6Recovery8Advantage-2 is used as a low mix-up starter, comboing into c.S and 2D. Its high active frames make it a very strong meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. option.
- j.KGuardHigh / AirStartup9Recovery21Advantage- > j.S/j.P > j.P is a double- or triple overhead that combos into 2K, and then into more.
- c.SGuardMidStartup6Recovery11Advantage±0/2SGuardMidStartup6Recovery11Advantage±0 > 5H are Bedman's best starters, since they combo into the 2nd hit of 5H, and therefor, 1H.
Bedman wants to use his Tension both offensive- and defensively on his powerful Roman Cancel options.
j.D > RRC > Hover > 3 > c.S/5H2 > ...
is a combo from rising j.D, which is an instant overhead on the entire cast. Roman Cancelling allows Bedman to HoverGuardStartupRecoveryTotal 25Advantage- to the floor and get a combo from his best starters. One of Bedman's BEST uses of Tension.- Task A > YRC tosses the head and allows Bedman to move alongside it. Do note that YRCing Task A like this doesn't generate a SealGuardStartupRecoveryTotal 30Advantage-, so Bedman can't replay it once it finishes.
- Déjà Vu > YRC is a quick and dirty way to force a Déjà VuGuardStartupRecoveryTotal 30Advantage- replay on screen, whether it is for safety in neutral, or HoverGuardStartupRecoveryTotal 25Advantage- pressure after a knockdown.
- 2/3H whiff > YRC keeps Bedman safe from punishment when he misses one of his best pokes. If Bedman doesn't do this, then he might eat a nasty punish due to the Counter-Hit recovery he's stuck in. The window to YRC these normals is VERY generous, because its hit detection lasts for a long while.
- Dead Angle AttackGuardAllStartup8Recovery32Advantage-21 is one of the fastest in the game and an overall very simple yet powerful option to get the opponent off of you.
- Sinusoidal HeliosGuardAllStartup6+8RecoveryTotal 39Advantage+11 is Bedman's reversal Overdrive. While slow and able to be thrown on startup, it is big and very plus, allowing Bedman to take his turn back.
Bedman has great ways to spend meter, but if you care about winning;
Refuse the deal with the devilGuardUnblockableStartup17+183RecoveryTotal 59Advantage-.no matter how tempting it may be.
Bedman typically ends his combo with a special move, uses Déjà VuGuardStartupRecoveryTotal 30Advantage- to replay it, and then use the advantage on block to HoverGuardStartupRecoveryTotal 25Advantage- mix the opponent up between a high and a low. When this isn't possible, Bedman can still perform safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s and HoverGuardStartupRecoveryTotal 25Advantage- mix-ups, though the latter is significantly more risky without a Déjà VuGuardStartupRecoveryTotal 30Advantage- backing him up.
2D > 236S, 214S, Hover > 6 > j.K > j.S > ...
or214S, Hover > 3 > j.H0 > 2K > c.S > ...
is a high/low mix-up utilizing Déjà VuGuardAllStartup23RecoveryTotal 30Advantage+28's plus frames. From here on Bedman can combo into Task B again, and repeat the cycle.214S, Hover > 3 > j.H0 > 2K, Throw
or214S, Hover > 3 > j.H0 > 2K > delay c.S
is an example that on top of your already existing high/low mix, you can also sprinkle in your frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and throws.2D > 236S, 214S, 6H2 > 214S, 6H2 > ...
is a pressure string that keeps the opponent in blockstun, doing chip damage and building Bedman Tension. Walking up between replays is possible, allowing Bedman to vary his blockstring back into Déjà VuGuardAllStartup23RecoveryTotal 30Advantage+28.2D > 236K
throws out Task A' after knocking the opponent down, typically during moments where 2D wouldn't combo into Task B anymore. They will be hit meaty by the Task A' head, which will teleport Bedman to the opponent and allow him to keep pressuring the opponent....236H, 214H, jump forward and immediate j.D (214H hits) > Hover > 2 > j.K > j.P, c.S > 236H
is a high hitting set-up that you can do after getting a Task C knockdown. Déjà VuGuardAllStartup30RecoveryTotal 30Advantage- keeps the opponent in hit-or blockstun after Bedman's j.D, after which he can Hover down and continue the combo or his pressure.
Further Learning
If you want to know more ways to learn Bedman, consider referring to the Strategy guide on Dustloop. On this page, you will find beginner, intermediate, and more advanced sections that provide some insight to the character. (Keep in mind that that page is a WIP, and is being worked on.)
In addition, the Bedman Discord Server is publicly open. Please feel free to join, browse the additional information within, and ask questions. On top of that you can post your match footage and other Bedman players will analyze it for feedback.