GGXRD-R2/Bedman/Strategy

From Dustloop Wiki


General Tactics

Bedman's general gameplan can be boiled down to a two key stages: 1.) Play a slow-paced neutral game where you can frustrate your opponents with your movement options and zoning tools to create knockdown opportunities 2.) Utilize knockdowns with ground Task B or ground Task C to trap and pressure your opponent.

There are a few key important parts in his gameplan however.


Utilizing Task A

One of Bedman's core tools is Task A. Use Task A to cut off a large horizontal area to force your opponents to move in uncomfortable ways or to create openings.

An example of a Task A situation:

- Bedman throws low altitude air Task A, which will scan the ground.

- Opponent must take to the air, in which you can air-to-air them with jS or jP if you're already airborne near them.

- Opponent may air dash over the Task A, which may allow you to anti-air with 6P if you're on the ground and ready for it.

- Opponent blocks the projectile on the ground, which gives you an opening to move in safely with an air dash mix-up/pressure if you're already in the air that is.

As one can see, Task A creates a lot of good situations so having one out is very nice. Do note that Task A's is less useful in certain match-ups, such as Chipp or Millia where they have very strong movement options. Task A is also slow to come out and puts Bedman in counterhit recovery, so make sure you're in a safe situation before throwing it.


Hovering to bait out anti-airs

Bedman can still try to force his offense without the use of his zoning tools, but he's at risk of being anti-air'd. This is where having unpredictable movement is powerful. You can make use of Bedman's stall to throw off your opponent's anti-air timings. An example situation:

1.) Bedman jumps and hovers. He's at range to air dash forward with a normal.

2.) Opponent observes this and opts to anti-air.

3.) Bedman player holds the hover and waits until the anti-air whiffs and punishes the whiff recovery.

Making your opponent have less faith in their ability to anti-air is one of the strongest things you can do as a Bedman player. It gives you immense openings and opportunities to vary your offense. Your opponent may resort to air-to-airs more if it comes down to this. Remember to just block in the air if that's the case.


2H and 3H

2H and 3H essentially are long range pokes and can be valuable, but if misused, will easily cause you to lose the game.

2H and 3H should be used to deter your opponent's zoning options. If you can properly react to a May summon or Venom throwing a ball, you can call them out with this. Be careful about whiffing however. Remember that 2H/3H are jump cancel-able so you can always reposition yourself even if this attack is blocked.

If 2H and 3H counterhit a grounded opponent, they will be in untech state until they land. You can confirm from any distance into ground Task C by jump canceling the 2H/3H and air dashing with jS, (land), cS, Task C. You can also just do jS and air Task B for a knockdown.


I knocked them down. Now what?

A common stigma that Bedman has is "His oki is so strong once he gets the knockdown". Bedman's true strength isn't on how good his setplay is, but rather how good his ability to loop pressure after scoring a knockdown.

Bedman has three main knockdown situations:

1. Knockdown with no dejavu icons (usually as a result from far 2D or air task B midscreen)

2. Knockdown after Task B

3. Knockdown after Task C

In situation #1, if you're far away, you have to just settle for throwing Task A or air Task A. If you're closer in range, you can go for a high-low air dash mix-up.

In situation #2, if you have them cornered with Task B, you can replay dejavu Task B as they are getting up to force them to block on wake-up. Space yourself so if they blitz or reversal DP, you won't be hit. After you confirmed that they are blocking, you can walk up to them and continue to keep them in blockstun. Here is where Bedman shines. You can easily cancel any grounded normal into dejavu Task B and reset your pressure. If your opponent fails to IB the normal that you cancel into the dejavu, they can't properly escape (especially if it's high attack level normal like 6H, 2H, or 5H). Bedman's post oki situations become a minigame. If your opponent can properly IB the normal that you intend to cancel into dejavu, then they can super jump out and dodge the dejavu Task B in time.

You also don't have to go for blockstrings only. You can go for high-lows or throws even. The more you mix it up, the more stress you can put your opponent in.

Lastly, in situation #3, dejavu Task C is powerful for enforcing high-low mix-up since it is the most active dejavu attack (not counting Task A or Task A prime).

Blockstrings

Tips and Tricks

Fighting Bedman



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