GGXRD-R2/Bedman/Starter: Difference between revisions

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GGXRD_Bedman_2S.png|{{clr|S|2S}} is a low hitting move that has very little recovery. Fairly low risk to throw out at midrange.
GGXRD_Bedman_2S.png|{{clr|S|2S}} is a low hitting move that has very little recovery. Fairly low risk to throw out at midrange.
GGXRD_Bedman_j.S.png|{{clr|S|j.S}} is a far reaching air normal; combined with Bedman's {{MMC|input=Hover > Direction|label=Hover}}, its great at walling people out.
GGXRD_Bedman_j.S.png|{{clr|S|j.S}} is a far reaching air normal; combined with Bedman's {{MMC|input=Hover > Direction|label=Hover}}, its great at walling people out.
GGXRD_Bedman_2H_diagram.png|{{clr|H|1/2/3}} are fully disjointed pegs that come up from the ground at one of 3 spots, at Bedman's choice. They are also all jump-cancelable!
GGXRD_Bedman_2H_diagram.png|{{clr|H|1H}}, {{clr|H|2H}}, and {{clr|H|3H}} are fully disjointed pegs that come up from the ground at one of 3 spots, at Bedman's choice. They are also all jump-cancelable!
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a big, quickly forwards advancing 2-hit normal. Bedman can gatling it into its followup by pressing {{clr|H|6H}} again.
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a big, quickly forwards advancing 2-hit normal. Bedman can gatling it into its followup by pressing {{clr|H|6H}} again.
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GGXRD_Bedman_5K.png|{{clr|K|5K}} is a versatile normal that is jump-cancelable and has a great gatling to {{clr|H|6H}} to catch mashing.
GGXRD_Bedman_5K.png|{{clr|K|5K}} is a versatile normal that is jump-cancelable and has a great gatling to {{clr|H|6H}} to catch mashing.
GGXRD_Bedman_2K.png|{{clr|K|2K}} is a fast low that compliments Bedman's numerous high hitting attacks well.
GGXRD_Bedman_2K.png|{{clr|K|2K}} is a fast low that compliments Bedman's numerous high hitting attacks well.
GGXRD_Bedman_5H.png|{{clr|H|5H}} is big, disjointed, and hitconfirmable. The 2nd hit pulls the opponent towards Bedman, allowing for easy {{clr|D|j.D}}-{{clr|H|RRC}} attempts.
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a slow, advancing series of punches that give Bedman the chance to either combo into {{clr|S|Task B}} on hit or use {{clr|P|Task A}} on block.
GGXRD-R2_Bedman_6H.png|{{clr|H|6H}} is a slow, advancing series of punches that give Bedman the chance to either combo into {{clr|S|Task B}} on hit or use {{clr|P|Task A}} on block.
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GGXRD_Bedman_j.P.png|{{clr|P|j.P}} is quick has low blockstun, making it great for adding overheads in forwards moving {{MMC|input=Hover > Direction|label=Hover}} pressure, and for {{keyword|tick throw}}s.
GGXRD_Bedman_j.P.png|{{clr|P|j.P}} is quick and has low blockstun, making it great for adding overheads in forwards moving {{MMC|input=Hover > Direction|label=Hover}} pressure, and for {{keyword|tick throw}}s.
GGXRD_Bedman_j.K.png|{{clr|K|j.K}} hits underneath Bedman, stuffing anti-air attempts.
GGXRD_Bedman_j.K.png|{{clr|K|j.K}} hits underneath Bedman, stuffing anti-air attempts.
GGXRD_Bedman_j.H.png|{{clr|H|j.H}} is a multi-hit normal, where all hits have to be blocked high. {{MMC|input=Hover > Direction|label=Hover}} > 6 > {{clr|H|j.H}} will do a lot of work for you. Combos into {{clr|K|2K}} on hit.
GGXRD_Bedman_j.H.png|{{clr|H|j.H}} is a multi-hit normal, where all hits have to be blocked high. {{MMC|input=Hover > Direction|label=Hover}} > 6 > {{clr|H|j.H}} will do a lot of work for you. Combos into {{clr|K|2K}} on hit.
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*{{clr|6|Déjà Vu}} > {{clr|S|YRC}} is a quick and dirty way to force a {{MMC|input=214X|label={{clr|6|Déjà Vu}}}} replay on screen, whether it is for safety in neutral, or {{MMC|input=Hover > Direction|label=Hover}} pressure after a knockdown.
*{{clr|6|Déjà Vu}} > {{clr|S|YRC}} is a quick and dirty way to force a {{MMC|input=214X|label={{clr|6|Déjà Vu}}}} replay on screen, whether it is for safety in neutral, or {{MMC|input=Hover > Direction|label=Hover}} pressure after a knockdown.
*{{clr|H|2/3H}} whiff > {{clr|S|YRC}} keeps Bedman safe from punishment when he misses one of his best pokes. If Bedman doesn't do this, then he might eat a nasty punish due to the Counter-Hit recovery he's stuck in. The window to {{clr|S|YRC}} these normals is VERY generous, because its hit detection lasts for a long while.
*{{clr|H|2/3H}} whiff > {{clr|S|YRC}} keeps Bedman safe from punishment when he misses one of his best pokes. If Bedman doesn't do this, then he might eat a nasty punish due to the Counter-Hit recovery he's stuck in. The window to {{clr|S|YRC}} these normals is VERY generous, because its hit detection lasts for a long while.
*{{MMC|input=DAA|label=Dead Angle Attack}} is one of the fastest in the game and an overall very simple yet powerful option to get the opponent off of you.
*{{MMC|input=632146H|imageNumber=2|label={{clr|H|Sinusoidal Helios}}}} is Bedman's reversal Overdrive. While slow and able to be thrown on startup, it is big and ''very'' plus, allowing Bedman to take his turn back.
*{{MMC|input=632146H|imageNumber=2|label={{clr|H|Sinusoidal Helios}}}} is Bedman's reversal Overdrive. While slow and able to be thrown on startup, it is big and ''very'' plus, allowing Bedman to take his turn back.


==== Bedman has great ways to spend meter. But if you care about winning; ====
Bedman has great ways to spend meter, but if you care about winning;
== '''Refuse the deal with the {{MMC|input=632146S|label={{clr|H|devil}}}}.''' ==
<big>''Refuse the deal with the {{MMC|input=632146S|label={{clr|H|devil}}}}.''</big><br>''no matter how tempting it may be.''
''no matter how tempting it may be.''
}}
}}


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*{{MCB|...{{clr|H|236H}}, {{clr|H|214H}}, jump forward and immediate {{clr|D|j.D}} ({{clr|H|214H}} hits) > Hover > 2 > {{clr|K|j.K}} > {{clr|P|j.P}}, {{clr|S|c.S}} > {{clr|H|236H}}}} is a high hitting set-up that you can do after getting a {{clr|H|Task C}} knockdown. {{MMC|input=214H|label={{clr|H|Déjà Vu}}}} keeps the opponent in hit-or blockstun after Bedman's {{clr|D|j.D}}, after which he can Hover down and continue the combo or his pressure.
*{{MCB|...{{clr|H|236H}}, {{clr|H|214H}}, jump forward and immediate {{clr|D|j.D}} ({{clr|H|214H}} hits) > Hover > 2 > {{clr|K|j.K}} > {{clr|P|j.P}}, {{clr|S|c.S}} > {{clr|H|236H}}}} is a high hitting set-up that you can do after getting a {{clr|H|Task C}} knockdown. {{MMC|input=214H|label={{clr|H|Déjà Vu}}}} keeps the opponent in hit-or blockstun after Bedman's {{clr|D|j.D}}, after which he can Hover down and continue the combo or his pressure.
}}
}}
==Further Learning==
If you want to know more ways to learn Bedman, consider referring to the [https://www.dustloop.com/w/GGXRD-R2/Bedman/Strategy Strategy guide] on Dustloop. On this page, you will find beginner, intermediate, and more advanced sections that provide some insight to the character. (Keep in mind that that page is a WIP, and is being worked on.)
<br>
<br>
In addition, the [https://discord.gg/0zFfsuE4onR1bvVG Bedman Discord Server] is publicly open. Please feel free to join, browse the additional information within, and ask questions. On top of that you can post your match footage and other Bedman players will analyze it for feedback.
{{StarterGuideSEO}}
{{StarterGuideSEO}}

Latest revision as of 10:33, 19 April 2024

Key Moves
Normals in Neutral
Bedman's normals follow a pattern of having big hitboxes, but big hurtboxes and long recovery. Jabs and descending aerial attacks don't have much recovery, making them harder to punish.
Anti Airs
Bedman's anti-airs are generally lacking; either they are air-to-airs, trade, or have huge hurtboxes. That does not mean that Bedman shouldn't use them, since one anti-air conversion into Task C means that Bedman's in business, but excercise caution and pick your options carefully.
Pressure Moves
Grounded Pressure Normals
Bedman's normals are not great on their own, mostly leading to strike/throw off of his low level buttons, but when used in conjunction with his HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- and Déjà VuGGXRD Bedman DejaVu.pngGuardStartupRecoveryTotal 30Advantage- they becomes very potent at opening the opponent up for bigger damage.
Aerial Pressure Normals
Forwards HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- pressure is great at getting in on an opponent and baiting defensive options. If the opponent respects Bedman's HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- too much, he can instead throw them and start his pressure that way.
Specials
Specials
Task A is vital to Bedman's gameplan, allowing him to cut off avenues of approach for the opponent which makes his preemptive attacks in other positions on the screen better. The Déjà Vu versions of Bedman's special moves have less recovery and more damage, and cover him during his otherwise weak pressure. Use Déjà Vu after either Task B or Task C knocks the opponent down, and use the frame advantage to move around and open them up.
Combos
Combos

Bedman wants to achieve a knockdown with Task BGGXRD Bedman TaskB.pngGuardAllStartup12Recovery26Advantage-13 or Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2, then snowball from there.

  • 2K > c.S > 5H1/2D > 236S is a very basic knockdown combo that sets up a Déjà VuGGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28 SealGGXRD Bedman DejaVu2.pngGuardStartupRecoveryTotal 30Advantage-.
  • c.S > 5H2 > 1H > 236H is harder to get but sets up a Déjà VuGGXRD Bedman TaskC.pngGuardAllStartup30RecoveryTotal 30Advantage- SealGGXRD Bedman DejaVu2.pngGuardStartupRecoveryTotal 30Advantage-, which gives more powerful pressure.
  • StarterExamples: Air to air j.P, ground to air 6P > c.S / raw air hit 2H ... > j.S > Hover > j.S > 236S is Bedman's typical air combo ender whenever he can't go into Task C.

Starting combos
  • 2KGGXRD Bedman 2K.pngGuardLowStartup6Recovery8Advantage-2 is used as a low mix-up starter, comboing into c.S and 2D. Its high active frames make it a very strong meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. option.
  • j.KGGXRD Bedman j.K.pngGuardHigh / AirStartup9Recovery21Advantage- > j.S/j.P > j.P is a double- or triple overhead that combos into 2K, and then into more.
  • c.SGGXRD Bedman c.S.pngGuardMidStartup6Recovery11Advantage±0/2SGGXRD Bedman c.S.pngGuardMidStartup6Recovery11Advantage±0 > 5H are Bedman's best starters, since they combo into the 2nd hit of 5H, and therefor, 1H.
Spending Meter
Spending Meter

Bedman wants to use his Tension both offensive- and defensively on his powerful Roman Cancel options.

  • j.D > RRC > Hover > 3 > c.S/5H2 > ... is a combo from rising j.D, which is an instant overhead on the entire cast. Roman Cancelling allows Bedman to HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- to the floor and get a combo from his best starters. One of Bedman's BEST uses of Tension.
  • Task A > YRC tosses the head and allows Bedman to move alongside it. Do note that YRCing Task A like this doesn't generate a SealGGXRD Bedman DejaVu2.pngGuardStartupRecoveryTotal 30Advantage-, so Bedman can't replay it once it finishes.
  • Déjà Vu > YRC is a quick and dirty way to force a Déjà VuGGXRD Bedman DejaVu.pngGuardStartupRecoveryTotal 30Advantage- replay on screen, whether it is for safety in neutral, or HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- pressure after a knockdown.
  • 2/3H whiff > YRC keeps Bedman safe from punishment when he misses one of his best pokes. If Bedman doesn't do this, then he might eat a nasty punish due to the Counter-Hit recovery he's stuck in. The window to YRC these normals is VERY generous, because its hit detection lasts for a long while.
  • Dead Angle AttackGGXRD Bedman 5K.pngGuardAllStartup8Recovery32Advantage-21 is one of the fastest in the game and an overall very simple yet powerful option to get the opponent off of you.
  • Sinusoidal HeliosGGXRD Bedman SinusoidalHelios2.pngGuardAllStartup6+8RecoveryTotal 39Advantage+11 is Bedman's reversal Overdrive. While slow and able to be thrown on startup, it is big and very plus, allowing Bedman to take his turn back.

Bedman has great ways to spend meter, but if you care about winning;

Refuse the deal with the devilGGXRD Bedman HemiJack.pngGuardUnblockableStartup17+183RecoveryTotal 59Advantage-.
no matter how tempting it may be.
What to do after a knockdown
What to do after a knockdown

Bedman typically ends his combo with a special move, uses Déjà VuGGXRD Bedman DejaVu.pngGuardStartupRecoveryTotal 30Advantage- to replay it, and then use the advantage on block to HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- mix the opponent up between a high and a low. When this isn't possible, Bedman can still perform safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s and HoverGGXRD Bedman AirDash.pngGuardStartupRecoveryTotal 25Advantage- mix-ups, though the latter is significantly more risky without a Déjà VuGGXRD Bedman DejaVu.pngGuardStartupRecoveryTotal 30Advantage- backing him up.

  • 2D > 236S, 214S, Hover > 6 > j.K > j.S > ... or 214S, Hover > 3 > j.H0 > 2K > c.S > ... is a high/low mix-up utilizing Déjà VuGGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28's plus frames. From here on Bedman can combo into Task B again, and repeat the cycle.
  • 214S, Hover > 3 > j.H0 > 2K, Throw or 214S, Hover > 3 > j.H0 > 2K > delay c.S is an example that on top of your already existing high/low mix, you can also sprinkle in your frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and throws.
  • 2D > 236S, 214S, 6H2 > 214S, 6H2 > ... is a pressure string that keeps the opponent in blockstun, doing chip damage and building Bedman Tension. Walking up between replays is possible, allowing Bedman to vary his blockstring back into Déjà VuGGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28.
  • 2D > 236K throws out Task A' after knocking the opponent down, typically during moments where 2D wouldn't combo into Task B anymore. They will be hit meaty by the Task A' head, which will teleport Bedman to the opponent and allow him to keep pressuring the opponent.
  • ...236H, 214H, jump forward and immediate j.D (214H hits) > Hover > 2 > j.K > j.P, c.S > 236H is a high hitting set-up that you can do after getting a Task C knockdown. Déjà VuGGXRD Bedman TaskC.pngGuardAllStartup30RecoveryTotal 30Advantage- keeps the opponent in hit-or blockstun after Bedman's j.D, after which he can Hover down and continue the combo or his pressure.

Further Learning

If you want to know more ways to learn Bedman, consider referring to the Strategy guide on Dustloop. On this page, you will find beginner, intermediate, and more advanced sections that provide some insight to the character. (Keep in mind that that page is a WIP, and is being worked on.)

In addition, the Bedman Discord Server is publicly open. Please feel free to join, browse the additional information within, and ask questions. On top of that you can post your match footage and other Bedman players will analyze it for feedback.