GGXRD-R2/Bedman: Difference between revisions

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(Undo revision 307788 by AltSLEEP (talk))
Tag: Undo
(moving to move card templates)
Line 42: Line 42:


===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5P.png |Is this a headbutt or a... Bedbutt
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_5P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*90% combo proration.
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.
*Doesn't have a large extendable hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks (like Slayer {{clr|4|6H}}).
*Doesn't have a large extendable hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks (like Slayer {{clr|4|6H}}).
*Whiffs on crouching characters.
*Whiffs on crouching characters.
{{CloseCard}}
}}


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5K.png | Low invulnerable poke.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_5K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
 
*Has Lower body invulnerability from frames 5-13. Can be used to hit many characters out of their low hitting moves (like sweeps or {{clr|2|2K}}s). Can avoid Potemkin's Slide Head as well.
*Has Lower body invulnerability from frames 5-13. Can be used to hit many characters out of their low hitting moves (like sweeps or {{clr|2|2K}}s). Can avoid Potemkin's Slide Head as well.
*Good frame trap if delayed canceled after {{clr|1|2P}}.
*Good frame trap if delayed canceled after {{clr|1|2P}}.
Line 105: Line 59:
*On normal hit, can combo into cS/fS or {{clr|4|5H}}.
*On normal hit, can combo into cS/fS or {{clr|4|5H}}.
*Can be used as a substitute for {{clr|3|f.S}} in corner combos as it is easier to hit.
*Can be used as a substitute for {{clr|3|f.S}} in corner combos as it is easier to hit.
{{CloseCard}}
}}


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_c.S.png | The butter of all breads.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_c.S-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.
*One of the few normals that combo into both hits of {{clr|4|5H}} if done point blank. Bedman's strongest combos will start from this.
*One of the few normals that combo into both hits of {{clr|4|5H}} if done point blank. Bedman's strongest combos will start from this.
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform {{clr|3|c.S}} if they are either airborne or just barely outside of throw reach.
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform {{clr|3|c.S}} if they are either airborne or just barely outside of throw reach.
*Can be used for quick pressure resets or resetting to neutral using its jump cancelable property.
*Can be used for quick pressure resets or resetting to neutral using its jump cancelable property.
{{CloseCard}}
}}


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_f.S.png | Decent poke
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_f.S-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*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.
*As a round starter beats many opposing pokes.
Line 170: Line 80:
*Jump Cancelable for juggles off of corner throw.
*Jump Cancelable for juggles off of corner throw.


{{CloseCard}}
}}


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5H.png | Swing everywhere. Maybe I'll hit them.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5H_hitbox1.png
GGXRD_Bedman_5H_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Both hits are special cancelable. but only the second hit is jump cancelable.
*Both hits are special cancelable. but only the second hit is jump cancelable.
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.
Line 206: Line 93:
*Solid for punishing backdashes due to the far reach and long active frames of this move.
*Solid for punishing backdashes due to the far reach and long active frames of this move.
*Has a hitbox behind Bedman which proves useful against Slayer in particular.
*Has a hitbox behind Bedman which proves useful against Slayer in particular.
{{CloseCard}}
}}


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2P.png | A man's best friend is a mash-able {{clr|1|2P}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_2P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.
*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.
*Combo into {{clr|2|2K}}, {{clr|5|2D}} for a knockdown.
*Combo into {{clr|2|2K}}, {{clr|5|2D}} for a knockdown.
*Can whiff on Eddie if Eddie is not using an attack, {{clr|2|2K}} is a more reliable answer.
*Can whiff on Eddie if Eddie is not using an attack, {{clr|2|2K}} is a more reliable answer.
{{CloseCard}}
}}


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2K.png | No longer gatlings into {{clr|4|5H}}.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_2K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*70% combo proration.
*Bedman's fastest low attack. Good reach.
*Bedman's fastest low attack. Good reach.
*Can combo into {{clr|3|c.S}}. Alternatively, combos into {{clr|5|2D}} for a knockdown.
*Can combo into {{clr|3|c.S}}. Alternatively, combos into {{clr|5|2D}} for a knockdown.
{{CloseCard}}
}}


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2S.png | As low as the bed will get.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2S_hitbox1.png
GGXRD_Bedman_2S_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Long range low, but slow startup
*Long range low, but slow startup
*Can combo into {{clr|4|5H}}, but only at close range.
*Can combo into {{clr|4|5H}}, but only at close range.
Line 302: Line 121:
*Very useful to play footsies with since it hits so far and is even on block with its fast recovery.
*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.
{{CloseCard}}
}}


===<big>{{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}</big>===
===<big>{{clr|4|1H}}/{{clr|4|2H}}/{{clr|4|3H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2H,1H,3H
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2H.png|Poke at them from three different spots of your choosing.
GGXRD_Bedman_2H_diagram.png|Just don't whiff.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2H_hitbox1.png
GGXRD_Bedman_2H_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2H" or input="1H" or input="3H")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*There are 3 variations of this attack. {{clr|4|1H}} will always come out next to Bedman. {{clr|4|2H}} will come out at the half way point between Bedman and the edge of screen he's facing. {{clr|4|3H}} will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.
*There are 3 variations of this attack. {{clr|4|1H}} will always come out next to Bedman. {{clr|4|2H}} will come out at the half way point between Bedman and the edge of screen he's facing. {{clr|4|3H}} will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.
*{{clr|4|2H}}/{{clr|4|3H}} are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be blitzed and Bedman will be rejected, and they can be reversed by Axl from any range.
*{{clr|4|2H}}/{{clr|4|3H}} are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be blitzed and Bedman will be rejected, and they can be reversed by Axl from any range.
Line 342: Line 137:
*{{clr|4|2H}}/{{clr|4|3H}} launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.
*{{clr|4|2H}}/{{clr|4|3H}} launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.
*Excellent ender in blockstrings due to blockstun, range and being jump cancelable.
*Excellent ender in blockstrings due to blockstun, range and being jump cancelable.
{{CloseCard}}
}}


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.P.png | Good and fast air to air poke.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.
*Very useful air normal to airthrow OS with.
*Very useful air normal to airthrow OS with.
{{CloseCard}}
}}


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.K.png | Your best air-to-ground normal, but still meh.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.K_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's best air-to ground normal, generally still loses to anti-airs though. This is mostly used when combined with an air dash to hit a grounded opponent.
*Bedman's best air-to ground normal, generally still loses to anti-airs though. This is mostly used when combined with an air dash to hit a grounded opponent.
*Cancels into {{clr|1|j.P}} and {{clr|3|j.S}} for more overheads if you have the air time or {{clr|4|j.H}} for an empty low.
*Cancels into {{clr|1|j.P}} and {{clr|3|j.S}} for more overheads if you have the air time or {{clr|4|j.H}} for an empty low.
{{CloseCard}}
}}


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.S.png | The move you'll learn to love after a neutral tech
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.S_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.
*Very strong in combination with his 8-way dash to control real estate on the screen.
*Very strong in combination with his 8-way dash to control real estate on the screen.
*One of your best air moves to go for after an air tech.
*One of your best air moves to go for after an air tech.
{{CloseCard}}
}}


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.H.png | No one likes blocking this.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.H_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for {{clr|2|2K}} when you land.
*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for {{clr|2|2K}} when you land.
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for {{clr|1|j.P}} or {{clr|3|j.S}}.
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for {{clr|1|j.P}} or {{clr|3|j.S}}.
*Very useful move to whiff when going for empty air dash into low attacks.
*Very useful move to whiff when going for empty air dash into low attacks.
*Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move. However it will fill Ravens pain-gauge instantly if he stances this.
*Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move. However it will fill Ravens pain-gauge instantly if he stances this.
{{CloseCard}}
}}


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_j.D.png | No one blocks this on reaction
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_j.D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if {{clr|5|j.D}} is a counter hit.
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if {{clr|5|j.D}} is a counter hit.
Line 500: Line 185:
*Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)
*Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)


{{CloseCard}}
}}


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman6P_2.png | Used to be a reliable anti-air.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_6P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Anti-air that hits fairly far above Bedman.
*Anti-air that hits fairly far above Bedman.
*Can combo into {{clr|3|c.S}} into Task C or just go into Task C raw.
*Can combo into {{clr|3|c.S}} into Task C or just go into Task C raw.
Line 533: Line 196:
*Hurtbox extends on first active frame so this move is prone to trade against almost anything.
*Hurtbox extends on first active frame so this move is prone to trade against almost anything.
*Has a lot of untech on counter-hit allowing strong combos on trade, granted the move you trade with doesn't knock you down on CH.
*Has a lot of untech on counter-hit allowing strong combos on trade, granted the move you trade with doesn't knock you down on CH.
{{CloseCard}}
}}


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6H,6HH
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_6H.png |Sting like a bee
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_6H_hitbox1.png
GGXRD-R2_Bedman_6H_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6H" or input="6HH")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Bedman's new {{clr|4|6H}} trades crossups for offense. Can gatling from {{clr|2|5K}} and {{clr|1|6P}} to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.
*Bedman's new {{clr|4|6H}} trades crossups for offense. Can gatling from {{clr|2|5K}} and {{clr|1|6P}} to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.
*Combos from counterhit {{clr|2|5K}} and {{clr|1|6P}}.
*Combos from counterhit {{clr|2|5K}} and {{clr|1|6P}}.
Line 572: Line 212:
*Consider this option if all your cancel options after the first two hits of {{clr|4|6H}} might be too easy to deal with for your opponent. Doing the full {{clr|4|6H}} sequence is safer than doing the first two.  
*Consider this option if all your cancel options after the first two hits of {{clr|4|6H}} might be too easy to deal with for your opponent. Doing the full {{clr|4|6H}} sequence is safer than doing the first two.  
*If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with Task C or a delayed Task B for a knockdown.
*If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with Task C or a delayed Task B for a knockdown.
{{CloseCard}}
}}


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2D.png |Catch their feet.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_2D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*A basic sweep. Good reach, but very slow. <s>Don't poke/swing with this since {{clr|3|2S}} is superior in nearly every way.</s> Has identical start up, double the active frames of {{clr|3|2S}} and only completes 4f slower. Reaches farther than {{clr|3|2S}} and knocks down.
*A basic sweep. Good reach, but very slow. <s>Don't poke/swing with this since {{clr|3|2S}} is superior in nearly every way.</s> Has identical start up, double the active frames of {{clr|3|2S}} and only completes 4f slower. Reaches farther than {{clr|3|2S}} and knocks down.
*Easy to combo into from a variety of normals.
*Easy to combo into from a variety of normals.
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use {{clr|5|2D}} to score a knockdown so make sure you secure it.
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use {{clr|5|2D}} to score a knockdown so make sure you secure it.
{{CloseCard}}
}}


===<big>{{clr|5|5D}}</big>===
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5D.png | Lots of reward if you hit this in the corner
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5D_hitbox1.png
GGXRD_Bedman_5D_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Slow and short range but surprisingly safe on block.
*Slow and short range but surprisingly safe on block.
*Bedman's only standing overhead. {{clr|5|j.D}} however is far faster.
*Bedman's only standing overhead. {{clr|5|j.D}} however is far faster.
Line 637: Line 232:
*The hitbox on this move goes surprisingly high up vertically.
*The hitbox on this move goes surprisingly high up vertically.
*Use this rarely, the move is rather reactable otherwise.
*Use this rarely, the move is rather reactable otherwise.
{{CloseCard}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Ground Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Bedman_GroundThrow.png | Throw often to scare your foes
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.
*Midscreen throws gives good corner carry and plenty of time to set up a mixup or a seal for neutral.
*Midscreen throws gives good corner carry and plenty of time to set up a mixup or a seal for neutral.
*He needs to Red Roman Cancel midscreen to get a combo.
*He needs to Red Roman Cancel midscreen to get a combo.
*Terrifyingly effective in the corner, he can combo using {{clr|3|f.S}} or {{clr|2|5K}} without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.
*Terrifyingly effective in the corner, he can combo using {{clr|3|f.S}} or {{clr|2|5K}} without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.
{{CloseCard}}
}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Bedman_AirThrow.png | Come on and slam and welcome to the jam!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.
*Now ground bounces a little, allowing you to RC and combo with {{clr|1|2P}},cS,{{clr|1|6P}}, or {{clr|4|1H}}.
*Now ground bounces a little, allowing you to RC and combo with {{clr|1|2P}},cS,{{clr|1|6P}}, or {{clr|4|1H}}.
*Bedman is tied for the best range on regular airgrabs in the game.
*Bedman is tied for the best range on regular airgrabs in the game.
{{CloseCard}}
}}


===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_5K.png | LET ME PLAY NEUTRAL
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R2_Bedman_5K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*1~10 Full invulnerability, 11~17 Foot invulnerability.
*Bedman's Dead Angle uses his {{clr|2|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 {{clr|2|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!
*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!
*At -21 frame advantage, this is the worst dead angle when it is blocked.
*At -21 frame advantage, this is the worst dead angle when it is blocked.
{{CloseCard}}
}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Blitz,[Blitz]
<tabber>
|versioned=name
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
*Standard Blitz Attack
GGXRD-R_Bedman_BlitzAttack.png | Get to the point
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Bedman_BlitzAttack_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Blitz"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
<br style="clear:both;"/>
{{AttackVersion|name=Max Charge}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="[Blitz]"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Standard Blitz Attack
{{CloseCard}}


==Special Moves==
==Special Moves==


===<big>Task A</big>===
===<big>Task A</big>===
<span class="input-badge">'''{{clr|1|236P}} (air OK)'''</span>
{{InputBadge|{{clr|1|236P}} (air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236P,j.236P
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskA.png | Here, catch
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskA_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="j.236P")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Also referred to as "boomerang."
*Also referred to as "boomerang."
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back
Line 794: Line 289:
*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.
*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 the attack without being hit or Roman Canceling with the seal appearing at his current location.
*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.
{{CloseCard}}
}}


===<big>Task A'</big>===
===<big>Task A'</big>===
<span class="input-badge">'''{{clr|2|236K}} (air OK)'''</span>
{{InputBadge|{{clr|2|236K}} (air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236K,j.236K
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskA.png |
GGXRD_Bedman_TaskAdash.png |The next dimension to your mix-ups. This is where the fun begins
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD Bedman TaskA hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236K" or input="j.236K")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Also referred to as "teleport boomerang."
*Also referred to as "teleport boomerang."
*Works like Task A, except the startup is much slower
*Works like Task A, except the startup is much slower
Line 834: Line 306:
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.
*TK Task A' should be used for oki on seal knockdowns. Standing Task A' may whiff on some crouching characters.
*TK Task A' should be used for oki on seal knockdowns. Standing Task A' may whiff on some crouching characters.
{{CloseCard}}
}}


===<big>Task B</big>===
===<big>Task B</big>===
<span class="input-badge">'''{{clr|3|236S}} (air OK)'''</span>
{{InputBadge|{{clr|3|236S}} (air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236S,j.236S
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskB.png |Beyblades
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskB_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Also referred to as "spin" or "beyblade."
*Also referred to as "spin" or "beyblade."
*A good combo ender. Easy to combo into from a variety of hit confirms.
*A good combo ender. Easy to combo into from a variety of hit confirms.
Line 870: Line 320:
*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.
*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.
*Bedman recovers a slight distance away from the opponent, also in the corner.
*Bedman recovers a slight distance away from the opponent, also in the corner.
{{CloseCard}}
}}


===<big>Task C</big>===
===<big>Task C</big>===
<span class="input-badge">'''{{clr|4|236H}} (air OK)'''</span>
{{InputBadge|{{clr|4|236H}} (air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236H,j.236H
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskC.png | It's raining (bed)men.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TaskC_hitbox1.png |
GGXRD_Bedman_TaskC_hitbox2.png |
GGXRD_Bedman_TaskC_hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236H" or input="j.236H")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Also referred to as "bed slam."
*Also referred to as "bed slam."
*[ ] Indicates high in air
*[ ] Indicates high in air
Line 911: Line 337:
*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.
*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.
*Task C YRC does not lock Bedman to one direction in the air.  He will turn towards his opponent.
*Task C YRC does not lock Bedman to one direction in the air.  He will turn towards his opponent.
{{CloseCard}}
}}


===<big>Déjà Vu</big>===
===<big>Déjà Vu</big>===
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}(Air OK)'''</span>
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}(Air OK)}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=214X,j.214X
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GGXRD_Bedman_DejaVu.png |This is where things get confusing
|description=
GGXRD_Bedman_DejaVu2.png |Four different seals are possible, based on the four special moves that Bedman has.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Task A |subtitle=214P}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Task A |subtitle=j.214P}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Task A' |subtitle=214K}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Task A' |subtitle=j.214K}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Task B |subtitle=214S}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Task B |subtitle=j.214S}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Task C |subtitle=214H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Task C |subtitle=j.214H}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[ ] Indicates high in air
*[ ] Indicates high in air
*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.
*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.
Line 994: Line 356:
*You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A.
*You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A.
*Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu.
*Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu.
}}
{{GGXRD-R2 Move Card|game=GGXRD-R2
|input=214P,j.214P
|versioned=input
|description=
'''Task A'''
'''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.
*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.
*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.
*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.
}}
{{GGXRD-R2 Move Card|game=GGXRD-R2
|input=214K,j.214K
|versioned=input
|description=
'''Task A''''
'''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.
*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.
*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, but only if Bedman blocks early after using the Deja-vu. If he blocks later it dissapears.
*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, but only if Bedman blocks early after using the Deja-vu. If he blocks later it dissapears.
}}
{{GGXRD-R2 Move Card|game=GGXRD-R2
|input=214S,j.214S
|versioned=input
|description=
'''Task B'''
'''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 is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.
Line 1,007: Line 384:
*Only the last hit knocks down on hit. You can have seals placed in a way that you will get 3 hits off the Deja-Vu and not get a knockdown.
*Only the last hit knocks down on hit. You can have seals placed in a way that you will get 3 hits off the Deja-Vu and not get a knockdown.
*Attack continues even if Bedman is put in blockstun.
*Attack continues even if Bedman is put in blockstun.
}}
{{GGXRD-R2 Move Card|game=GGXRD-R2
|input=214H,j.214H
|versioned=input
|description=
'''Task C'''
'''Task C'''
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.
*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. Not a overhead.
*Deja-vu Task C can be blocked high or low. Not a overhead.
*Attack continues even if Bedman is put in blockstun.
*Attack continues even if Bedman is put in blockstun.
{{CloseCard}}
}}


===<big>Air Movement</big>===
===<big>Air Movement</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Double Jump,Air Hang > Direction
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GGXRD_Bedman_AirDash.png | Bed-freaking-Neto
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Air Hang}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Double Jump"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Air Movement |subtitle=Hang > Direction}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Air Hang > Direction"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.
*This is the most important part about Bedman. Learn it and learn it well.
*This is the most important part about Bedman. Learn it and learn it well.
Line 1,050: Line 411:
*Bedman has a minimum hover height from the ground. He can never hover if he's too close. Superjumping lets him reach hover-height a few frames faster.
*Bedman has a minimum hover height from the ground. He can never hover if he's too close. Superjumping lets him reach hover-height a few frames faster.
*Bedman can not airgrab after he has hovered in the air, only before.
*Bedman can not airgrab after he has hovered in the air, only before.
{{CloseCard}}
}}


===<big>Ground Movement</big>===
===<big>Ground Movement</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Crawl,Dash
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GGXRD_Bedman_CrouchWalk.png |Fastest walking speed in the game. He also has a backwards and forwards crawl.
|description=
GGXRD_Bedman_Dash.png |Auto Guard Dash. Teleports behind opponent on successful auto-guard.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Crouch Walk |subtitle=1 or 3}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Crawl"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Dash |subtitle=66}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Dash"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Bedman has the fastest walking speed in the game.
*Bedman has the fastest walking speed in the game.
*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.
Line 1,091: Line 430:
**Like Slayer's famous backdash cancels, the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.
**Like Slayer's famous backdash cancels, the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.


{{CloseCard}}
}}
<br style="clear:both;"/>


==Overdrives==
==Overdrives==


===<big>Sinusoidal Helios</big>===
===<big>Sinusoidal Helios</big>===
<span class="input-badge">'''{{clr|4|632146H}}/{{clr|5|D}}'''</span>
{{InputBadge|{{clr|4|632146H}}/{{clr|5|D}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_SinusoidalHelios.png |Brings a new meaning to 'wakeup super'.
GGXRD_Bedman_SinusoidalHelios2.png |Real Bedman hours, hit that snooze button if you're up.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_SinusoidalHelios_hitbox1.png | Reversal hitbox
GGXRD_Bedman_SinusoidalHelios_hitbox2.png | Max size
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Strike invincible frames 1-15.  Burst version is fully invincible.
*Data in [] indicates the Burst version.
*The hits are considered as projectiles so Jack-O's Aegis Field will completely nullify this.
*The hits are considered as projectiles so Jack-O's Aegis Field will completely nullify this.


Line 1,133: Line 447:


Wallsplats in the corner, which means it can be used in corner combos for good damage ({{clr|5|5D}}, etc.).  This is usually comboed into from {{clr|4|5H}}'s 2nd hit, {{clr|4|1H}} or the high air version of Task C.  When hitting midscreen, you can do a short juggle combo.
Wallsplats in the corner, which means it can be used in corner combos for good damage ({{clr|5|5D}}, etc.).  This is usually comboed into from {{clr|4|5H}}'s 2nd hit, {{clr|4|1H}} or the high air version of Task C.  When hitting midscreen, you can do a short juggle combo.
 
}}
 
{{CloseCard}}


===<big>Hemi Jack</big>===
===<big>Hemi Jack</big>===
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
{{InputBadge|{{clr|3|632146S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_HemiJack.png | The Sheep Lord demands a sacrifice.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_HemiJack_hitboxes.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Summons our Savior, the evil, black, giant, Sheep that will appear above and behind the opponent. 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 appear above and behind the opponent. It takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.
*The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him.
*The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him.
Line 1,173: Line 463:
*When the Sheep Lord catches his victim he rewards his follower by teleporting him in front of it.
*When the Sheep Lord catches his victim he rewards his follower by teleporting him in front of it.
*Out of all the Overdrives in the game, our Saviour is, quite sadly, actually the weakest and worst use of meter for Bedman.
*Out of all the Overdrives in the game, our Saviour is, quite sadly, actually the weakest and worst use of meter for Bedman.
{{CloseCard}}
}}
<br style="clear:both;"/>


==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==


===<big>Theatre of Pain</big>===
===<big>Theatre of Pain</big>===
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span>
{{InputBadge|in IK mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236236H |type=instantkill
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TheatreOfPain.png|
GGXRD_Bedman_TheatreOfPain2.png|
GGXRD_Bedman_TheatreOfPain3.png|I give this movie two thumbs up
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Bedman_TheatreOfPain_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[ ] Indicates during Hell Fire
*Uses the animation of his {{clr|4|6H}}, but does not teleport like the old {{clr|4|6H}} traditionally did. Very poor range all around. You'll never combo into this.
*Uses the animation of his {{clr|4|6H}}, but does not teleport like the old {{clr|4|6H}} traditionally did. Very poor range all around. You'll never combo into this.
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.
*You have a lot of methods to land this with the use of Deja Vu combos, {{clr|5|5D}}, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this  
*You have a lot of methods to land this with the use of Deja Vu combos, {{clr|5|5D}}, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this  
*Comboing into it from Hemi Jack's dizzy is NOT an option, it places you too far from the oponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Deja Vus or Blitz Shield instead.
*Comboing into it from Hemi Jack's dizzy is NOT an option, it places you too far from the oponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Deja Vus or Blitz Shield instead.
{{CloseCard}}
}}
<br style="clear:both;"/>


==Colors==
==Colors==

Revision as of 07:36, 26 September 2022


Overview
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 a seal 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.

 Bedman  Bedman specializes in frustrating his opponents into making mistakes, complemented by his unique seal-based offense that can be used for both okizeme and neutral situations.

Pros
Cons
  • Extreme Air Mobility: Possesses both a unique 8-way airdash and a guard point teleport dash that can make it difficult to predict his movements.
  • Strong Oki: Powerful okizeme that can be looped in the corner.
  • Mix Ups: Strong free-form mix-up game and good pressure with seals.
  • Instant Overhead: Has access to an instant overhead in j.D that leads to both high damage and a knockdown for 50 tension.
  • Conditional Zoner: Strong zoning options when properly set-up.
  • Walking Speed (no, really): Best walk speed in the game complemented by decent ground pokes.
  • Throws: Has a rewarding throw game that is complemented by his fast walk speed.
  • Terrible Defense: Very bad defense. His 6P is unreliable, his Dead Angle Attack is the worst in the game, his reversal super can be thrown out of, his counter-teleport dash is not instant, and his durability is middling.
  • Lacking Neutral: Limited neutral and pressure if he cannot get Deja Vu seals out.
  • Air Movement: Air movement is not fast.
  • Few Ground Mobility Options: Limited mobility on the ground, can't move as fast as others.
  • Huge Body: Large and wide hurtbox.
  • Initially Bad Damage: Weak damage until properly set-up.
  • Weak Frame Data: All of his normals are either 0 or minus on block. Bedman gets most of his "good" frame data from his seals and jump-ins.
Bedman
GGXRD-R Bedman Portrait.png
Defense
x0.98
Guts Rating
0
Weight
[96] Heavy
Stun Resistance
60
Prejump
3F
Backdash
23F (1~11F invuln)
Wakeup Timing
24F (Face Up)/ 30F (Face Down)
Unique Movement Options
8-way Airdash
Crawling
Forward Dash (32F. 3~14 Guard Point)
Fastest Attack
Reversals
Guard-point Dash
Bedman has a unique dash which operates as a guard-point parry. This dash cannot be canceled normally throughout its duration, unlike normal dashes, but does act as a counter against blockable attacks.
Bedman has unique air properties. Bedman cannot double jump, and has an 8-way air dash instead of the normal horizontal air dash. Bedman can also perform a hover which makes him float in place above the ground so long as he is above the minimum height. For more details, see the video by GCYoshi13.
Below are two helpful video guides from GCYoshi13, one of NA's strongest Bedman players.

Bedman's Ground Dashes

Bedman's Air Dashes

Normal Moves

5P

5K

c.S

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
28 Mid 6 3 11 ±0
  • Fast startup and has a tall and far hitbox. One of Bedman's best normals.
  • One of the few normals that combo into both hits of 5H if done point blank. Bedman's strongest combos will start from this.
  • Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.
  • Can be used for quick pressure resets or resetting to neutral using its jump cancelable property.

f.S

5H

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
28×2 Mid 12 3(3)3 18 -4
  • Both hits are special cancelable. but only the second hit is jump cancelable.
  • Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.
  • Depending on how far it hits, you want to either combo into Task B or 2D.
  • 2nd hit vacuums grounded opponents in at close ranges. This is important for Bedman's longer combos.
  • Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.
  • Solid for punishing backdashes due to the far reach and long active frames of this move.
  • Has a hitbox behind Bedman which proves useful against Slayer in particular.

2P

2K

2S

1H/2H/3H

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
1H 45 Mid 15 14 25 -20
2H 40 Mid 15 14 29 -24
3H 35 Mid 19 14 33 -28
  • There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.
  • 2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes but are still physical attacks. This means they can be blitzed and Bedman will be rejected, and they can be reversed by Axl from any range.
  • Can hit opponents far away who are attempting something full-screen.
  • Special cancelable and jump cancelable on block or hit. It's a good way to get a Task A on the screen.
  • Very punishable on whiff. Bedman is in counterhit state during recovery, so it's important to have meter to YRC and react if you see that it will whiff.
  • Can be YRC'd during startup or actives, giving you more than enough time to YRC it on whiff.
  • 1H launches on normal hit and combos into Task C for good damage and knockdown oki. A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.
  • 2H/3H launches on counter-hit and airborne hit. On counter-hit they can be confirmed into good combos from anywhere on the screen.
  • Excellent ender in blockstrings due to blockstun, range and being jump cancelable.

j.P

j.K

j.S

j.H

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
14×6 High / Air 13 12 24
  • Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.
  • Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.
  • Very useful move to whiff when going for empty air dash into low attacks.
  • Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move. However it will fill Ravens pain-gauge instantly if he stances this.

j.D

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
50 High / Air 11 8 24 +6
  • Instant overhead on the entire cast. Very important part of Bedman's mix-up.
  • Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.
  • Bedman can air dash downwards j.K to combo if j.D is a counter hit.
  • The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D
  • Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)

6P

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
32 Mid 9 6 21 -13 1-4 Upper Body
5-8 Head
  • Anti-air that hits fairly far above Bedman.
  • Can combo into c.S into Task C or just go into Task C raw.
    • This restricts followups on hit with c.S having very short range. Going straight into Task C is more reliable, but depending on character and height they might be able to tech in the middle of Task C and punish Bedman.
  • Hurtbox extends on first active frame so this move is prone to trade against almost anything.
  • Has a lot of untech on counter-hit allowing strong combos on trade, granted the move you trade with doesn't knock you down on CH.

6H

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
6H 24,18 Mid 18 3(7)3 21 -5
6HH 18,24 Mid 10 3(11)5 14 ±0
  • Bedman's new 6H trades crossups for offense. Can gatling from 5K and 6P to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.
  • Combos from counterhit 5K and 6P.
  • Combos into Task B. In the air one might have to delay the Task B, lest the opponent can tech.
  • Can cancel either two hits into specials, so you can replay Déjà Vus after either hit. Task B Déjà Vu is a very strong option after this. You can also do Task A, but be careful of opponent's low profiling sliding moves (like Ky's Stun Dipper, Elphelt's 2H, Sin's Elk Hunt, Chipp's Alpha Blade, etc).

  • Pretty much a button dedicated to returning to neutral as it has +0 frame advantage and puts you and the opponent at half screen distance on block.
  • On hit it causes them to go flying about 3/4 screen into a knockdown, giving you ample time to throw out a Task A/A' and start your offense all over again.
  • Consider this option if all your cancel options after the first two hits of 6H might be too easy to deal with for your opponent. Doing the full 6H sequence is safer than doing the first two.
  • If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with Task C or a delayed Task B for a knockdown.

2D

5D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
  • Standard Blitz Attack
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit


Special Moves

Task A

236P (air OK)

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
236P 35×2 All 18 90, until return Total 49 -5
j.236P 35×2 All 18 90, until return Total 49 -5
  • Also referred to as "boomerang."
  • A slow but annoying projectile that hits twice, once on the way forward and once on the way back
  • 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.
  • 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 the attack without being hit or Roman Canceling with the seal appearing at his current location.

Task A'

236K (air OK)

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
236K 35 All 37 Total 70 +9
j.236K 35 All 37 Total 70 +9
  • Also referred to as "teleport boomerang."
  • Works like Task A, except the startup is much slower
  • On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.
  • 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
  • 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.
  • TK Task A' should be used for oki on seal knockdowns. Standing Task A' may whiff on some crouching characters.

Task B

236S (air OK)

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
236S 14×4 All 12 4×4 26 -13
j.236S 14×3 All 12 6,6,4 Until Landing + 8 -5
  • Also referred to as "spin" or "beyblade."
  • A good combo ender. Easy to combo into from a variety of hit confirms.
  • 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.
  • 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.
  • Bedman recovers a slight distance away from the opponent, also in the corner.

Task C

236H (air OK)

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
236H 30×2, 10 All, High / Air, All 11 8(17)10,10 13 -2 9~Airborne
j.236H 30,10
[30,30]
High / Air, All 21 Until Landing,10 11 ±0 [+3]
  • Also referred to as "bed slam."
  • [ ] Indicates high in air
  • One of Bedman's typical combo ender, good damage and knockdown.
  • Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.
  • Surprisingly safe on block, but risky to throw out on block nonetheless as it's not very hard to 6P / block in the air and punish.
  • 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.
  • Task C YRC does not lock Bedman to one direction in the air. He will turn towards his opponent.

Déjà Vu

214P/K/S/H(Air OK)

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
214X Total 30
j.214X Total 42+8L
  • [ ] Indicates high in air
  • 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.
  • Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations.
  • Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately. If the seal is on cooldown it can not be hit.
  • Bedman poses for 30F on the ground, 42F+8Landing in the air, 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 phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction
  • Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. You can YRC immediately or delay it if you wish.
  • If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC.
  • You can not Deja-vu a Task B or Task C if either seals are on cooldown. You can however combine Task B or C with Task A.
  • Air Deja-vu now has a minimum air height requirement, so you can not TK Deja-vu.
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
214P 38×2 All 29 90,54 Total 30
j.214P 38×2 All 29 90,56 Total 30

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.
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
214K 42 All 48 Total 30 +9
j.214K 42 All 48 Total 30 +9

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, but only if Bedman blocks early after using the Deja-vu. If he blocks later it dissapears.
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
214S 18×4 All 23 16 Total 30 +28
j.214S 18×4 All 23 16 Total 30 +28

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. Extremely oppressive in the corner.
  • Only the last hit knocks down on hit. You can have seals placed in a way that you will get 3 hits off the Deja-Vu and not get a knockdown.
  • Attack continues even if Bedman is put in blockstun.

Air Movement

No results
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
  • Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions.
  • This is the most important part about Bedman. Learn it and learn it well.
  • Input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.
  • When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.
  • After dashing a direction Bedman goes in a straight line with fixed movement speed before he starts falling normally, but slower.
    • For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before falling slowly to the ground at an angle.
    • Using an attack or FD-blocking after starting a hoverdash will cancel this and make Bedman fall faster or keep momentum at different angles.
    • jH is therefore commonly used to fall faster as a mixup between doing 8~8 > 3 jK or 8~8 > 3 jH 2K because of it's slow startup, making Bedman fall to the ground before the attack activates.
    • Knowing how and when to control his air-movement like this is key to high level Bedman play as it allows him to get full combos off fullscreen CH 3H, mixups, safejumps and general air control.
  • Bedman has a minimum hover height from the ground. He can never hover if he's too close. Superjumping lets him reach hover-height a few frames faster.
  • Bedman can not airgrab after he has hovered in the air, only before.

Ground Movement

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
Crawl
Dash Total 32 3~17 Guard Point
  • Bedman has the fastest walking speed in the game.
  • Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.
  • Bedman's forward dash has guard points on frames 3 to 14.
  • 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).
  • On successful guard point parry, Bedman can YRC to cancel the teleport and punish the guarded attack, similar to Potemkin hammerfall YRC.
  • 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.
  • Forward dash can be jump cancelled during guardpoint frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.
    • This forward dash can be used to do his jD instant overhead from further ranges.
    • Like Slayer's famous backdash cancels, the prejump frames can be cancelled by doing a special, keeping Bedman on the ground.


Overdrives

Sinusoidal Helios

632146H/D

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
28×6
[35×6]
All 6+8 2×6 Total 39 +11 1-15 Strike
[1-15 All]
  • The hits are considered as projectiles so Jack-O's Aegis Field will completely nullify this.

Bedman's only real reversal option, hampered by short horizontal range and slow startup - though it is surprisingly plus on block. Your opponent can usually YRC his actions to block in time. Hard to whiff punish.

Not throw invincible. Bedman can be thrown out of this easily if done too close to an opponent. Do not ever use this against Potemkin.

Wallsplats in the corner, which means it can be used in corner combos for good damage (5D, etc.). This is usually comboed into from 5H's 2nd hit, 1H or the high air version of Task C. When hitting midscreen, you can do a short juggle combo.

Hemi Jack

632146S

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
0,15 Unblockable 17+183 536 Total 59
  • Summons our Savior, the evil, black, giant, Sheep that will appear above and behind the opponent. It takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.
  • The Sheep God will always appear above the sinner relative to their vertical position, thus denying any attempts to combo into him.
  • The Sheep Lord is too great for manual labor and refuses to smite non-believers who are on the ground, preferring to loom over their shoulder until they come to him in the air.
  • 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.
  • Non-believers can attack and knock away the Sheep. Their efforts are not fruitless however, for the Sheep can only sustain 3 strikes.
  • 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 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.
  • When the Sheep Lord catches his victim he rewards his follower by teleporting him in front of it.
  • Out of all the Overdrives in the game, our Saviour is, quite sadly, actually the weakest and worst use of meter for Bedman.


Instant Kill

Theatre of Pain

in IK mode: 236236H

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
DESTROY All 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]
  • Uses the animation of his 6H, but does not teleport like the old 6H traditionally did. Very poor range all around. You'll never combo into this.
  • Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.
  • You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this
  • Comboing into it from Hemi Jack's dizzy is NOT an option, it places you too far from the oponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Deja Vus or Blitz Shield instead.


Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Bedman color 1.png
GGXRD-R2 Bedman color 2.png
GGXRD-R2 Bedman color 3.png
GGXRD-R2 Bedman color 4.png
GGXRD-R2 Bedman color 5.png
GGXRD-R2 Bedman color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Bedman color 7.png
GGXRD-R2 Bedman color 8.png
GGXRD-R2 Bedman color 9.png
GGXRD-R2 Bedman color 10.png
GGXRD-R2 Bedman color 11.png
GGXRD-R2 Bedman color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Bedman color 13.png
GGXRD-R2 Bedman color 14.png
GGXRD-R2 Bedman color 15.png
GGXRD-R2 Bedman color 16.png
GGXRD-R2 Bedman color 17.png
GGXRD-R2 Bedman color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Bedman color 19.png
GGXRD-R2 Bedman color 20.png
GGXRD-R2 Bedman color 21.png
GGXRD-R2 Bedman color 22.png
GGXRD-R2 Bedman color 23.png
GGXRD-R2 Bedman color 00.png


External References

Navigation

 Bedman


To edit frame data, edit values in GGXRD-R2/Bedman/Data.

GGXRD-R2/Navigation