GGXRD-R2/Bedman

From Dustloop Wiki

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 Déjà Vu mechanic. Whenever Bedman does a special move, he leaves a seal on the stage which can be used to create shadowy "Replay" duplicates that mimic the special move that created them. These can be used for zoning, pressure, okizeme, or lockdown with terrifying effectiveness but those seals can be destroyed by his opponent's attacks.

His variety of unique movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up seals and take control of the match, but if he's caught off guard his defensive options are very limited. Even when he's on offense, without backup from Deja-Vu his pressure is much less dangerous and he deals little damage. Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit, pushing them into the corner where he can enforce deadly pressure and mixups.
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
2P (5F)
Reversals
632146H (6+8F)

 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 with his 8-way dash, tick-throws and an Instant Overhead, alongside good pressure with seals.
  • Conditional Zoner: Strong zoning options when properly set-up with seals and tension.
  • Walking Speed (no, really): Best walk speed in the game complemented by decent ground pokes and his throw.
  • Terrible Defense: Bedman's 6P is an unreliable anti-air, his Dead Angle is absurdly punishable, his reversal super is painfully slow and throwable, his guardpoint dash is not active until frame 3, and he has 0 guts.
  • NEEDS Seal Setups: Without Deja Vu seals, Bedman's zoning and pressure are both significantly weaker, with little reward and no frame advantage behind any of his attacks.
  • Air Movement: Air movement is not fast, which can make it tough for him to escape pressure or quickly adjust spacing for punishes.
  • Huge Body: Large and wide hurtbox. Especially tall while crouching which allows opponents to hit him with attacks that normally would whiff on other characters.

Unique Mechanics

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. On success, he teleports behind the opponent, allowing him to punish many moves in neutral. See the Video guide on using Bedman's Dash by GcYoshi13
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 guide by GCYoshi13.

Normal Moves

5P

5K

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
22 Mid 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees

Used as a quick poke/check against low attacks like sweeps, attacking over them while they whiff.

Can be used to hit many characters out of their low hitting moves (like sweeps or 2Ks). Can avoid Potemkin's Slide Head as well. 5K is also a good frame trap if delayed canceled after 2P.

  • On normal hit, can combo into c.S/f.S or 5H.
  • On counter hit, can combo into 6H.
  • Can be used as a substitute for f.S in corner combos as it is easier to hit.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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 start-up and has a tall and far hitbox. One of Bedman's best normals for pressure, punishing, and combos.

c.S is one of his few normals that combo into both hits of 5H if done point blank. Bedman's strongest combos will start from this. Can be used for quick pressure resets or resetting to neutral using its jump cancelable property as well.

  • One of his best throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. optionsInputting 6+S+H 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. due to how high it hits and it being even on block.

Gatling Options: 6P, 5K, f.S, 2S, 5H, 2H, 5D, 2D

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

A slow but active button mostly used in blockstrings and combos.

In neutral, while it can stuff approaches with its long active frames and notable disjoint, its high recovery makes it a much riskier option that other normals. In pressure, 5H is solid for punishing backdashes due to the far reach and long active frames. Bedman can importantly jump cancel the second hit on grounded opponents into j.D for a near instant overhead, but opponent can Blitz or DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. if they expect it. You can always just jump and FD to bait these options however.

An additional niche use for 5H is that the second hit has a hitbox behind Bedman, which proves useful against characters that tend to cross up frequently (Slayer in particular).

  • 2nd hit vacuums grounded opponents in at close ranges. This is important for Bedman's longer combos.
  • Depending on how far it hits, you want to either combo into Task BGGXRD Bedman TaskB.pngGuardAllStartup12Recovery26Advantage-13 or 2D.
  • Both hits are special cancelable. but only the second hit is jump cancelable.

Gatling Options: 2H, 5D, 2D

5D

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. Unfortunately, the "man" hitbox gains a big hurtbox from its 3rd active frame onwards, making this move prone to trades when used on reaction.

On hit, if the opponent is deep enough, Bedman can combo into c.S > Task C. Going straight into Task C is generally more reliable, but depending on character and height they might be able to tech in the middle of Task C and punish Bedman.

Unlike most 6Ps, Bedman's can't really be used as a grounded counterpoke due to his hurtbox during the move.

  • 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.

Gatling Options: c.S, 6H, 2H

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

Primarily used as offensive pressure/frametrap option, RISC cranking normal, and combo tool.

He can gatling into 6H from 5K and 6P to create a 4f frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. 6H can generally only be combo'd into from a counter hit however.

Bedman can make use of the special cancels by replaying Déjà Vus after either hit - Task B Déjà VuGGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28 is a very strong option after this. You can also do Task AGGXRD Bedman TaskA.pngGuardAllStartup18RecoveryTotal 49Advantage-5, but be careful of opponent's low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. sliding moves (like Ky's Stun DipperGGXRD Ky Kiske 236K.pngGuardLow, AllStartup5Recovery26Advantage-15, Elphelt's 2HGGXRD-R Elphelt 2H.pngGuardMidStartup18Recovery18Advantage-4, Sin's Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0, Chipp's Alpha BladeGGXRD Chipp AlphaBlade.pngGuardMidStartup17Recovery32Advantage-30, etc).

  • Combos from Counter Hit 5K and 6P.
  • Combos into Task B on either hit. On air hit, you might have to delay the Task B, lest the opponent tech.

6HH

Useful for pushing the opponent across the screen on block, which is notably strong when Bedman is cornered as it allows him to push himself out.

When blocked, will return Bedman to neutral as it is +0 and puts the opponent at half screen distance. Should the opponent be contesting your cancel options from either hit of 6H, you can simply consider not cancelling at all and letting the full 6HH play out as the safest option.

On hit, 6HH causes the opponent to go flying about 3/4 screen into a knockdown, giving Bedman ample time to throw out a Task A/A' and start his offense all over again.

  • If the whole sequence is juggling an airborne opponent, you can potentially pick them up with Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 or a delayed Task B for a knockdown.

2P

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
12 Mid 5 4 7 -1

Bedman's fastest normal and subsequently his most important defensive normal and best abare An attack during the opponent's pressure, intended to interrupt it. option.

Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while lowering Bedman's hurtbox as well. As Bedman has very poor defensive options, he has to rely on this quite a bit.

  • Combo into 2K, 2D for a knockdown.
  • Against Zato specifically, can whiff on Eddie if Eddie is not using an attack. 2K is a more reliable answer.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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

Bedman does not have a traditional 2H like most of the cast. 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.

  • Bedman can gatling normals into any of 1H/2H/3H though generally only 1H has practical application this way.
  • Each version is 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 Counter Hit 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 start-up or active, 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. Almost strictly used for combos and blockstrings.

A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.


2H/3H

Both 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 countered by AxlGGXRD Axl HeavenCanWait.pngGuardStartupRecoveryTotal 34Advantage+60 from any range.

2H is more suited for pressure strings to catch opponents trying to jump out or land in that spot, whereas 3H is more suited for attacking opponents far away who are attempting to zone or set up something full-screen.

  • Both launch on counter hit and airborne hit.
  • On counter hit, they can be confirmed into good combos into Task C from nearly anywhere on the screen.
  • Excellent enders in blockstrings due to Level 4 blockstun, range and being jump cancelable.

2D

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 Low 12 6 12 -4

A basic sweep. Good reach, but very slow. Used to secure an easy knockdown from a variety of normals and as an occasional poke.

While it has identical start up to 2S, it can be a stronger poke option due to having better reach and double the active frames. It does recover 4 frames slower however, so it can be risky against faster characters.

Combos into Task B and still secures a knockdown. If done far away, Task B will hit OTG, allowing the opponent air tech. Make sure to space the confirm properly!

j.P

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 High / Air 6 6 9

Bedman's fastest and most reliable air-to-air move. Has good reach for its speed and little recovery.

Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not, making it a very safe defensive option. As Bedman's fastest air normal, j.P also sees use as an overhead in his jump cancel and hover pressure.

  • Very useful air normal to airthrow OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. with.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

j.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 High / Air 10 8 22

Bedman's farthest reaching air normal. This is the most important and versatile air normals in his arsenal.

j.S is very strong in combination with his 8-way dash to control real estate on the screen. For example, doing a downwards airdash makes it a great spacing tool as a vertical "wall", whereas doing a forward airdash has Bedman fly in with a far reaching attack. It's also a solid air to air on its own due to its range.

  • One of Bedman's best air moves to go for after an air tech.
  • Some characters like Venom can low profile it using 6P, use j.K in those moments instead.

Gatling Options: j.P, j.H, j.D

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

Used as an overhead for pressure and mixups. Sees very little use in neutral.

j.H Hits a total of 6 times, and all of the hits are overhead. It becomes very tricky to block when Bedman is getting close to the ground since he can hit less than 6 times and quickly go for 2K when he lands. Aside from hitting overhead, it's also a useful move to whiff intentionally when going for empty air dash into low attacks as the start-up animation can confuse the opponent into blocking high.

While it's not a great air-to-air move, it can have some niche application due to its multi-hit nature and long active frames.

  • Cranks RISC on block if they don't choose to FD this move.
  • Not advisable against Raven as it will instantly fill his excitement in stanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage-

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 when done immediately after a jump. Very important part of Bedman's mix-up game.

Bedman can convert into a combo only if he has Déjà Vu assistance, Red Roman Cancels it, or if j.D is a counter hit. On CH, Bedman can air dash downwards j.K to combo. j.D can also be used in some air combos to knockdown opponents if they aren't too high up in the air (around slightly shorter than super jump height)

  • The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D

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.

Task A is a critical part of Bedman's zoning gameplan in many matchups. On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route. Once the opponent is conditioned to be scared of Task A, Bedman can make use of the return attack of the projectile to airdash at the opponent and go for a high/low mixup.

Ground version generally flies directly forward while airborne Task A will fly at a downwards angle towards the ground, making it useful to hit crouching opponents that grounded Task A otherwise whiffs on. When performed as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
/ TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input., Task A will travel horizontally along the ground, allowing it to beat out low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves that otherwise beat grounded Task A.

  • To successfully place a Task A seal with this move, Bedman has to finish the attackThe attack is considered finished the moment Bedman recovers without interruption without being hit or Roman Canceling.
  • Seal appears at Bedman's current location.
  • Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
  • Bedman is in Counter Hit state during the entirety of the move's recovery.

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" or "Task A Prime". Works like Task A, except the start-up is much slower. Used as a tricky projectile and setup component rather than a neutral option, but can serve as a bit of a knowledge check.

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 appear behind the opponent. For Okizeme, TK Task A' should be used on seal knockdowns as standing Task A' may whiff on some crouching characters.

On hit you use c.S, 2K, or 2P to reliably convert into combos. On block, Bedman has significant frame advantage so you can either safely push them out with 2P or go for a mixup.

  • To successfully leave a Task A' Déjà Vu seal, Bedman must successfully finish the attackThe attack is considered finished the moment the ball/head is thrown or leaves his "hands", including the grounded version without being hit, which leaves a seal at Bedman's location.
  • Unlike Task A, grounded Task A' can be Roman Cancelled after the head is thrown while still generating a Déjà Vu seal.
  • When Task A' is Blitzed, Bedman will still teleport to the opponent and will be +4 if it was parried.
  • Being put into hit- or blockstun while the head is out will pre-emptively cancel the head's flight, returning it back to Bedman.
  • Bedman is in Counter Hit state during the entirety of the move's recovery.

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 that secures a knockdown. Easy to combo into from a variety of hit confirms, especially on the ground.

When done high enough in the air combos, the opponent will be able to tech out before Bedman can get a knockdown out of it, however. Outside of combos, it can be used as a movement option via Air Task B YRC, which retains a lot of momentum ("slingshotting" Bedman forward) so it's a great way to get out of corners once you've gained altitude.

  • Bedman recovers a slight distance away from the opponent, also in the corner.
  • To successfully place a Task B seal, Bedman has to finish the attackThe attack is considered when the recovery of the spin ends without being hit or Roman Cancelling, with the seal appearing at the end of the spin.
  • Unlike the grounded version, you can RC the recovery of Air Task B and still place a seal.
  • IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    / TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Task B recovers much more quickly than the ground version.

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." One of Bedman's typical combo enders, especially in the air. Does good damage and secures a knockdown.

Both versions have a very wide crossup hitbox but you need to RRC to combo from it.


Grounded Task C

Bedman rises into the air while spinning and slams down, with the second part hitting overhead. If done close to the opponent, the falling portion will cross them up.

  • To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit, with the seal appearing upon landing. It's possible to RC after landing, and still generate a seal.

Air Task C

Bedman will skip the first "rising" portion of the move, and immediately perform the falling ground slam.

For Air Task C, there are two variants. One performed closer to the ground, and one done high in the air. The low height version will provide a simple knockdown on hit and is 0 on block, while the high version has a large shockwave that ground bounces into a combo on hit, and is +3 on block. The high version activates around the peak of Bedman's superjump.

Outside of combos, Air Task C can be used as a tricky option to get in on opponents beneath Bedman, as it can be tricky to anti air in some matchups. If they are prepared to challenge it, you can go for Task C YRC to attempt to beat their punish options.

  • [ ] Indicates high in air
  • To place an aerial Task C seal, Bedman has to start the falling descent before YRC'ing for the seal to be generated.
  • Task C YRC will make Bedman face the opponent if he is superjumping, so be careful that your special inputs don't get reversed.

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

Commonly abbreviated as DVA / DVA´ / DVB / DVC for combo notations. 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. The seals can be attacked by the opponent, which will eliminate the seal immediately.

Setting up seals for Déjà Vu is critical to Bedman's gameplan as the start-up of Déjà Vu is much faster than the corresponding special, deals more damage, and Bedman is free to act while they are replaying. When using Déjà Vu, Bedman poses for 30F. The replayed phantom's attack start 6F after Bedman initiates the replay. YRC Déjà Vu Works very well for meaty and oki setups, as it still summons the phantom and allows Bedman to act even earlier. You can YRC immediately or delay it if you wish.

  • Each seal lasts for 421F normally.
  • On use of any Déjà Vu, the seal enters a cooldown where it disappears and can't be activated again until it reappears.
    • If Bedman is hit while a Déjà Vu is active, the replay will be immediately halted and the seal will be destroyed, requiring Bedman to set it up again.
    • If the seal is on cooldown it can not be hit.
  • Déjà-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction.
  • You can not Déjà Vu a Task B or Task C if either seal is being used, or is on cooldown. You can however, combine DVB or DVC with DVA and DVA'.
  • Déjà Vu phantoms/replays have no hurtboxes and cannot be attacked by the opponent.

Air Déjà Vu
  • Bedman poses for 42F+8Landing. The replayed phantom attacks start 6F after Bedman poses.
  • Bedman falls for 20 frames after pausing his momentum, which you are locked in unless you YRC.
  • Air Déjà-vu has a minimum air height requirement, so you can not IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    / TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Déjà-vu immidiately after becoming airborne.
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/DVA (214P)

Task A Déjà Vu allows Bedman to have more freedom of movement while controlling the screen with a highly active projectile.

DVA's return trajectory tracks back to to the seal from where it originated from instead of Bedman's position, which allows for setups like meterless combos from a j.D if timed well.

  • Only one Task A can be active on the screen at a time. You cannot throw a Task A while a DVA is active onscreen and vice versa.
  • If the Task A that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
  • Just like the normal version, if Bedman is put into hit- or blockstun while the Déjà Vu version is active, the attack will immediately halt. Unlike getting hit however, if it disappears because Bedman blocks something, the seal will reappear shortly after the DVA head despawns.
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'/DVA' (214K)

Task A' Déjà Vu allows Bedman to go for some tricky setups like going for a j.D instant overhead and having the DVA' cancel the attack's recovery for a smooth combo, which is much harder to do with regular Task A' because of Bedman's long recovery after throwing it. The same setup can be used to fake the overhead and go for a quick low as well.

  • If the Task A' that spawned the seal was done in the air, the Déjà Vu version will follow the same ground sweeping pattern.
  • Doesn't track Bedman's position on return. Instead, the Déjà Vu version will return to the seal from where it originated.
  • Unlike the normal version, if Bedman is put into blockstun at the beginning of DVA' generating, the attack will not disappear, making this extremely useful for extended pressure or resets, but only if Bedman blocks early after using the Déjà Vu. If he blocks later, it disappears.
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/DVB (214S)

Déjà Vu Task B is the fastest Déjà Vu replay. It hits 4 times and has a large hitbox. Very effective for space control, harassment and lockdown. On top of that, it has the shortest cooldown of all his Déjà Vu attacks, allowing Bedman to have oppressive corner pressure.

DVB can be thought of as a pseudo-projectile after a knockdown, much like Ky's CSEGGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14 or Raven's OrbGGXRD-R Raven ScharfKugel.pngGuardAllStartup71RecoveryTotal:46Advantage+30, where you can use the plus frames to go for strong mixups, cranking RISC gauge with blockstrings, or threaten a pressure reset with another DVB once it's off cooldown.

Only the last hit actually knocks down. You can thus have the seal positioned in a way that makes DVB do 3 hits not get a knockdown.

  • Attack continues fully even if Bedman is put in blockstun.
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
214H 36×2, 10 All 30 8(17)10(6)10 Total 30
j.214H 36, 10 All 28 Until Landing (6)10 Total 30
Task C/DVC (214H)

A fantastic okizeme tool that covers a huge amount of vertical space and is oppressive for corner pressure. Unlike the regular version, Déjà Vu Task C is not an overhead and thus can be blocked both high and low.

Despite not being an overhead itself, its high active frames and wide hitbox almost guarantees a high/low mixup situation for Bedman against a cornered opponent. Because of the rising and descending motion of DVC, jumping out from it is nearly impossible. If the opponent gets hit by DVC, Bedman can simply combo into Task C and reset the situation all over again.

DVC is also useful in neutral once Bedman is able to securely place a seal for it as it covers a lot of space. Do note that some characters can run under the rising part of the move, making it more risky against them.

  • 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" or "Hover" state from which he can dash in any of 8 directions. This is one of the most important parts about playing Bedman. Learn it, and learn it well.

Pressing 7/8/9 while airborne will put Bedman in a "Hover" state. He must be in this state in order to initiate an hoverdashex. Input 8 then 2 for a downward air dash or 87 for an up+back airdash, etc).

  • Bedman has a minimum hover height from the ground. He can never hover if he's not high enough.
  • Superjumping lets him reach hover-height a few frames faster.
  • Bedman can not air-throw after he has hovered in the air, only before.

Airdash Properties

After dashing in a direction, Bedman goes in a straight line in the chosen direction with fixed movement speed before he starts slowing down and starts falling.

For example, doing superjump into hover then going down (28~8 > 2) will have Bedman start descending fast at first, then descending slower. If he goes from hover to dashing forward he will float forward horizontally for some frames before "normal" falling slowly to the ground at an angle.

Using an attack or FD-blocking after starting a hoverdash will cancel it and make Bedman fall faster or keep momentum at different angles.

When Bedman connects with j.P, j.K, or j.S and he hasn't air dashed yet, you can cancel the attack directly into his air movement without needing to tap 8 first. Just press the next direction you wish to air dash towards quickly after the normal connects. j.H is therefore commonly used to fast fall as a mixup between doing 8~8 > 3 j.K or 8~8 > 3 j.H land 2K because of it's slow start-up, 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, perform mixups, safejumps and have general air control.

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 also crawl forward and backwards with 3 and 1 respectively.

  • While he moves significantly slower while crawling, he gains tension as quickly as his normal walk.
  • It is noteworthy that switching back and forth between walking and crawling forwards (3 > 6 > 3 > 6) generates Tension at a very fast rate.

Forward Dash

Bedman's forward dash has full guard points on frames 3 to 14, functioning as 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 or backdash after teleporting). Bedman can YRC to cancel the teleport's start-up and punish the guarded attack, similar to Potemkin HammerfallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16 and Raven StanceGGXRD-R Raven GiveItToMeHERE.pngGuard-Startup-RecoveryTotal 29Advantage- YRCs.

Forward dash guard points allow Bedman to parry virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 shockwave). Due to its fast start-up it can also be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations, which is very effective once you create gaps with Instant Block or Faultless Defense.

  • The parry is especially effective against slow or stationary projectiles, for example Zato's drillsGGXRD Zato InviteHell.pngGuardLowStartup18RecoveryTotal 44Advantage0 or Potemkin's flickGGXRD Potemkin FDB.pngGuardMidStartup19Recovery12Advantage+2.
  • Forward dash can be jump cancelled during the guard point frames. This does not extend the guard point frames as Bedman is vulnerable during prejump frames.
    • This cancel can be used to do his j.D 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 or 632146D

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]

Bedman's only real reversal option, hampered by short horizontal range and slow start-up - though it is very plus on block.

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.GGXRD Potemkin PotemkinBuster.pngGuardGround Throw: 308000Startup3RecoveryTotal 40Advantage+62 Outside of throwing, your opponent can usually YRC their actions to block in time on reaction to the super flash. Hard to whiff punish due to the size of the expanded hitbox however.

Wallsplats in the corner, which means it can be used in corner combos for good damage (5D, etc.). This is usually combo'd into from 5H's 2nd hit, 1H, close-up hits of 6H, or the high air version of Task C. When hitting midscreen, you can do a short juggle combo.

  • The hits are considered as projectiles so Jack-O's Aegis FieldGGXRD-R JackO AegisField.pngGuardStartupRecovery12Advantage- will completely nullify this.

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

Hemi Jack is an unorthodox super that rarely sees practical use. A candidate for the worst Overdrive in the game.

Bedman summons an unblockable black sheep that slowly advances towards the opponent's position. After deployment, it reappears above and behind the opponent after a few seconds and begins moving towards them. On hit, the opponent is instantly stunned and Bedman is teleported in the air front of them. It will not hit grounded opponents.

This move is generally too weak to be worth the meter cost; it leaves Bedman open, it puts the opponent too far away to land an IK quickly enough, and it has very little reward on hit compared to Bedman's other uses of meter. You could potentially find ways to use it in okizeme setups, but there's still no real reason to use this over other metered options.

  • Inflicts a meter penalty upon usage
  • The sheep disappears if Bedman is hit, but remains if he blocks.
  • The sheep itself can be attacked and it takes 3 hits to be dispelled.
  • It will disappear if it does not hit the opponent after approximately 9 seconds.
  • If combo'd into, Hemi Jack may not stun as its stun damage scales with the combo.

Instant Kill

Theatre of Pain

During 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 Bedman's SIGN/Rev1 6H, but does not teleport like the old 6H traditionally did. Very poor range all around.

If you can Gold IK, you'll have a lot of methods to land this with the use of Déjà Vu combos, 5D, and Sinusoidal Helios.

  • Comboing into it from Hemi Jack's dizzy is 99% of the time NOT an option, since it takes too long to enter Instant Kill mode, and places you too far away from the opponent to use it before the player mashes out of dizzy state. If you have full tension in IK conditions, use Roman Cancelling Déjà 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

Navigation

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

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