GGXRD-R2/Bedman/Frame Data

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Bedman


Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Bedman x0.98 0 3F [96] Heavy 23F (1~11F invuln) 28 24F 30F Floaty 8-way Airdash
Teleport Backdash
Crawling
Forward Dash (32F. 3~14 Guard Point)

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 12 3 8 Initial: 90% Mid 0 CSJ 144 6 4 6 ±0
5K 22 10 7 Initial: 85% Mid 2 SJ 264 8 3 15 -4 1-4 Off The Ground
5-13 Lower body
14-16 Below Knees
c.S 28 10 7 Mid 2 SJ 264 6 3 11 ±0
f.S 36 10 7 Initial: 90% Mid 2 SJ 264 9 2 19 -7
5H 28×2 14 6 Mid 3 S 384×2 12 3(3)3 18 -4
2P 12 3 8 Initial: 90% Mid 0 CS 144 5 4 7 -1
2K 15 -7/+6 Initial: 70% Low 1 S 264 6 6 8 -2
2S 30 -7/+10 Low 2 S 264 12 3 11 ±0
1H 45 20 6 Mid 4 S 384 15 14 25 -20
2H 40 20 6 Initial: 90% Mid 4 S 384 15 14 29 -24
3H 35 20 6 Initial: 90% Mid 4 S 384 19 14 33 -28
j.P 14 3 8 High / Air 0 CSJ 144 6 6 9
j.K 18 6 7 High / Air 1 SJ 264 9 6 21
j.S 28 10 7 High / Air 2 SJ 264 10 8 22
j.H 14×6 10 7 High / Air 2 S 264×6 13 12 24
j.D 50 20 6 Initial: 90% High / Air 4 384 11 8 24 +6
6P 32 10 7 Mid 2 S 264 9 6 21 -13 1-4 Upper Body
5-8 Head
6H 24,18 10 6 Mid 4 S 384 18 3(7)3 21 -5
6HH 18,24 10 6 Mid 4 384 10 3(11)5 14 ±0
2D 28 10 7 Low 2 S 264 12 6 12 -4
5D 25 20 20 Initial: 80% High 4 384 26 7 12 ±0


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,10×10,0 NA 6, 0 Forced: 55% Ground Throw: 75250 0 0,60×10,0 1 +64
Air Throw Air Throw 0,60 NA 6, 0 Forced: 65% Air Throw: 210000 0,4 480 1 +24
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 8 3 32 -21 1~10 Full
11~27 Foot
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Crawl Crouch Walk 45 / ―
Double Jump Air Hang Total 45
Air Hang > Direction Air Movement Total 25
Dash Total 32 3~17 Guard Point
236P Task A 35×2 2 7 All 2 150 / 360 18 90, until return Total 49 -5
j.236P Air Task A 35×2 2 7 All 2 150 / 360 18 90, until return Total 49 -5
214P Déjà Vu (Task A) 38×2 2 7 All 2 50 / 240 29 90,54 Total 30
j.214P Déjà Vu (Air Task A) 38×2 2 7 All 2 50 / 240 29 90,56 Total 30
236K Task A’ 35 2 7 Initial: 80% All 2 150 / 480 37 Total 70 +9
j.236K Air Task A’ 35 2 7 Initial: 80% All 2 150 / 480 37 Total 70 +9
214K Déjà Vu (Task A’) 42 2 7 Initial: 80% All 2 50 / 240 48 Total 30 +9
j.214K Déjà Vu (Aerial Task A’) 42 2 7 Initial: 80% All 2 50 / 240 48 Total 30 +9
236S Task B 14×4 2 6 All 3 250 / 360 12 4×4 26 -13
j.236S Air Task B 14×3 2 6 All 3 200 / 480 12 6,6,4 Until Landing + 8 -5
214S Déjà Vu (Task B) 18×4 2 6 All 3 50 / 120 23 16 Total 30 +28
j.214S Déjà Vu (Air Task B) 18×4 2 6 All 3 50 / 120 23 16 Total 30 +28
236H Task C 30×2, 10 2×3 6×2, 8 All, High / Air, All 3×2,0 200 / 480×2,120 11 8(17)10,10 13 -2 9~Airborne
j.236H Air Task C 30,10
[30,30]
2×2 [3×2] 6, 8 [6, 7] [Initial: 100%, 65%] High / Air, All 3,0 150 / 600,120 21 Until Landing,10 11 ±0 [+3]
214H Déjà Vu (Task C) 36×2, 10 2×3 6×2, 8 All 3×2,0 50 / 120 30 8(17)10(6)10 Total 30
j.214H Déjà Vu (Air Task C) 36, 10 2×2 6, 8 All 3,0 50 / 120 28 Until Landing (6)10 Total 30
Icon Properties Icon Properties 421
214X Déjà Vu 50 / ― Total 30
j.214X Air Déjà Vu 50 / ― Total 42+8L


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Sinusoidal Helios 28×6
35×6
10 7 All 2 -5000/0 6+8 2×6 Total 39 +11 1-15 Strike
[1-15 All]
632146S Hemi Jack 0,15 NA 8 Unblockable 0 -5000/0 17+183 536 Total 59


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Theater Of Pain DESTROY 14 6 All 3 9+12
[5+9]
8 27 -18 9~28 Full
[5~21 Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Bedman 5P.pngGuard:
Mid
Startup:
6
Recovery:
6
Advantage:
±0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Bedman 2P.pngGuard:
Mid
Startup:
5
Recovery:
7
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6P130x200pxGuard:
Mid
Startup:
9
Recovery:
21
Advantage:
-13
- - c.S 2H, 6H - Special, Super
5KGGXRD Bedman 5K.pngGuard:
Mid
Startup:
8
Recovery:
15
Advantage:
-4
- - c.S, f.S, 2S 5H, 1H/2H/3H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Bedman 2K.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
-2
- - c.S, f.S, 2S 1H/2H/3H 5D, 2D Special, Super
c.SGGXRD Bedman c.S.pngGuard:
Mid
Startup:
6
Recovery:
11
Advantage:
±0
6P - f.S, 2S 5H, 1H/2H/3H 5D, 2D Jump, Special, Super
f.SGGXRD Bedman f.S.pngGuard:
Mid
Startup:
9
Recovery:
19
Advantage:
-7
- - 2S 5H, 2H, - Jump, Special, Super
2SGGXRD Bedman 2S.pngGuard:
Low
Startup:
12
Recovery:
11
Advantage:
±0
- - - 5H, 1H/2H/3H 5D, 2D Special, Super
5HGGXRD Bedman 5H.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-4
- - - 2H 5D, 2D Jump (2nd hit), Special, Super
1H/2H/3HGGXRD Bedman 2H.pngGuard:
Mid
Startup:
15
Recovery:
29
Advantage:
-24
- - - - - Jump, Special, Super
6HGGXRD-R2 Bedman 6H.pngGuard:
Mid
Startup:
18
Recovery:
21
Advantage:
-5
- - - - - Special, Super
5DGGXRD Bedman 5D.pngGuard:
High
Startup:
26
Recovery:
12
Advantage:
±0
- - - - - Homing Jump, Homing Dash
2DGGXRD Bedman 2D.pngGuard:
Low
Startup:
12
Recovery:
12
Advantage:
-4
- - - - - Jump, Special, Super


Air Gatlings
P K S H D Cancel
j.PGGXRD Bedman j.P.pngGuard:
High / Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGXRD Bedman j.K.pngGuard:
High / Air
Startup:
9
Recovery:
21
Advantage:
-
j.P - j.S j.H j.D Jump, Special, Super
j.SGGXRD Bedman j.S.pngGuard:
High / Air
Startup:
10
Recovery:
22
Advantage:
-
j.P - - j.H j.D Jump, Special, Super
j.HGGXRD Bedman j.H.pngGuard:
High / Air
Startup:
13
Recovery:
24
Advantage:
-
- - - - - Special, Super
j.DGGXRD Bedman j.D.pngGuard:
High / Air
Startup:
11
Recovery:
24
Advantage:
+6
- - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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