User:Sachadow/Bedman?

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Overview

Overview

Bedman? is the monstrous bedframe left behind after Bedman's death. His will from beyond the grave guides it to protect his beloved sister, Delilah.

Bedman? is a tricky and unique character, needing to use specials to get charged - which in turn, gives it access to additional, powerful special moves that consume said charge. After a little while, if no "charged" special is used, Bedman? will automatically throw away its head while not locking itself in any particular animation, allowing the bedframe to act independently of it. This gives Bedman? a great deal of depth in its pressure and mixups, though it comes at the cost of them needing to be set up in advance.

On the other hand, Bedman? struggles when under attack itself, given it has no reversal and its fastest buttons do not have any particular evasion; combined with a slow (5 frames) prejump, Bedman? players need a strong understanding of the universal defensive mechanics and of specific matchups to escape pressure.

Bedman? also has varied air movement options thanks to its 8-Way Airdash, despite being a heavyweight character. Its combination of high movement and special moves that cover varied parts of the screen make it able to control screenspace effectively.
Bedman?
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 Bedman? is a character with moves.
Pick if you like Avoid if you dislike
  • Unorthodox playstyle.
  • You like feeling really smart and planning your next move long in advance.
  • You like tricky mixups.
  • You want to play a large character but still have many options when airborne.
  • Unorthodox playstyle.
  • You don't want to need to think 3 steps ahead at all times.
  • You want strong defensive options when on the backfoot.
  • You want a character that can navigate the screen fast.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window


5P

5K

c.S

f.S

5H

5D

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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
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Uncharged Dust Attack

Upward swipe that hits overhead pretty quickly. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Can gatling from 5K, 2K, or c.S for a mix-up.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes.

  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.

2P

2K

somehow, this and 5D are the only normals we havent seen yet

Gatling Options: 6P, 6H, 5D, 2D

2S

2H

2D

6P

6H

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

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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
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Air Throw

j.6D or j.4D

No results
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
Total: 52

Airthrow!

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.

Special Moves

8-way Airdash

Dash in any direction (Air Only)

  • Actions possible from frame 18
This is what Bedman? gets instead of a regular airdash, being able to go in any direction you would want. Unless it's only 6 and 3.


Task A

236X (air OK)

Is this what the new projectile is called? Who knows.

Task B

236X

The big fire explosion slap

IDK

Electric projectile thingy

214X when charged

  • Requires charge to be used and consumes charge on use
Covers IAD angles as well as the ground, strong all-around for space control.

Head toss

Activated automatically after specials

Overdrives

dark eyedrop thingy

632146X

I wonder if this'll be a reversal

Cinematic super

214214X

Maybe this one will be! surely bedman will have a reversal haha

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
EX1
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

1Pre-order exclusive

Navigation

To edit frame data, edit values in Sachadow/Bedman?/Data.
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