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Bedman Information and Stuff

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Dec 11th, 2014
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  1. Bedman Primer
  2. -------------
  3. Intro:
  4. - This is written by a TvC/UMvC3 player. I may not know what I'm talking about.
  5. - I will not quote the frame data as a bible as I'm not sure if it's 100% accurate. It makes sense so far though.
  6. - I'm still learning the game. This is to help people who don't know Bedman and are interested in him, or are for people who suck more than me.
  7. - Notations assume Bedman is facing right.
  8. - Bedman's specials have similar names and may be confusing. I nicknamed them appropriately.
  9.  
  10. Resources:
  11. - Here is Bedman's frame data, courtesy of Dustloop: http://www.dustloop.com/wiki/index.php?title=Bedman_Frame_Data_(GGXRD)
  12. - Here is the Bedman Dustloop forum: http://www.dustloop.com/forums/index.php?/topic/8414-xrd-bedman-video-thread-updated-3rd-june-2014/
  13. - The forum is a good place to ask questions, but read through the thread to see if it's answered first. Somehow, asking a repetitious question irks these mods quite a bit.
  14. - Noteable Japanese players: Tsubu, Sabamiso
  15. - For more players, go to the video thread of the Dustloop Bedman forum.
  16.  
  17.  
  18.  
  19. Movement:
  20. Walking - Bedman's walk is one of the fastest in the game. This is to make up the fact that his forward dash should not be used as a traditional dash (more explained later). His backdash is fairly traditional and has invincibility frames. His walking animation lowers his hitbox drastically as opposed to his idle animation. For example, It's possible to walk to Elphelt while she is firing her shotgun and avoid her completely.
  21.  
  22. Crawling - Bedman can move forward or backwards while he is crouching by holding 3 or 1 (duh). The animation played is the same as his normal walking animation. Crouch walking will give him the same amount of tension as if he is approaching with a normal walk.
  23.  
  24. Forward Dash - Bedman's forward dash is uncancel-able from start to finish; so no jumping and no attacking until he is finished with his dash. He is unable to brake his dash with FD(Faultless Defense) as well. His dash takes 44 frames to finish, but at frames 4-18, if he makes contact with any move that will hit him (other than throws), he will teleport behind the opponent. In a sense, Bedman's forward dash is a parry. It has it's uses but it's still a commitment/read to use. It can be RC'd, but beware that if you RC near the end of the dash (where you can be punished), it will be a purple RC.
  25.  
  26. Air Dash - Bedman has an 8-way air dash that is initiated like a double jump. While airborne, press 8(up) to suspend Bedman in the air. The next direction you hold, will have Bedman dashing towards that direction. So to air dash forward, the input will be 8,8,6. To do some kind of tri-jump, the input will be 8,8,3.
  27.  
  28. Air Dash (after an attack) - Doing an attack (that makes contact with the opponent) and holding a direction will have Bedman immediately dash towards that direction after he recovers from the move (basically you don't have to press 8). This makes it easier to do air-combos, but will also can result in a lot of accidental air dashes if you hit with an air move. Just be careful.
  29.  
  30. Air Dash (with an attack) - Bedman has a long float after his dash, but doing a normal after his dash will have him conveniently drop down faster. The best and most useful example of this is 8,8,6. It's generally a floaty air dash, but the moment you press j.K after the air dash, Bedman will quickly fall.
  31.  
  32. Normals and Command Normals:
  33. 5P - It's okay. High hitbox can hit people in the air but 6P is far superior as an anti-air. Whiffs on most crouching opponents. Can be rapid fired.
  34. 5K - Not very good. 2K has more reach and hits low. It's useful off of corner throw pick-ups.
  35. 5S (close) - One of his best normals. As fast as his 5P. Jump cancel-able.
  36. 5S (far) - It hits far, but I don't recommend it since it doesn't lead to anything really. Jump cancel-able. I also don't like how it doesn't cancel into 2D.
  37. 5H - An important normal even if it's unreliable sometimes. Hits twice. 2nd hit vacuums grounded opponents in and guarantees 1H to chain which leads to good damage. Frequently, the opponent will not be close enough for the 2nd hit to connect. Fortunately, 1st hit of 5H into 236S(Tornado) works. 5H is also useful for jump combos. 5H->2D is a chain you might be doing a lot too.
  38. 5D - Bedman's dust is okay I guess. His animation before the hitbox comes out seems more subtle than others. He just freezes in place before his bed just does a backflip.
  39.  
  40. 2P - Fastest normal he has if the frame data is accurate (5 frames). Can be rapid fired and can combo into 2K. Pretty nice. Does not hit low.
  41. 2K - Hits surprisingly far and is a nice counter poke if you just want to try to test an opponent's pressure. Combos into 2D.
  42. 2S - Hits low and is dreadfully slow. It hits far though, and it's a good low to go for if you have a set-up in mind (deja vu markers for instance). You may want to go for 2S over 2D since 2S doesn't knockdown.
  43. 1H/2H/3H - All parts of the same move with varying properties. Bedman's bed digs it's claw or disc things under the ground and it pops up somewhere on the screen. 1H distance is fixed to be always near Bedman. 3H goes the farthest, (if Bedman is full screen away, it comes up slightly one character-width away from the other side); it's not fullscreen exactly, but it's close. Also note that 3H will always appear, and will never travel past the screen. 2H is always in between where 1H and 3H would be.
  44. 2D - Important move and your farthest reaching normal. The knockdown is important to set up something of your choice. Frequently it will be 236A(Ball Throw) or 236B(Teleport Ball)
  45.  
  46. j.P - Good air-to-air poke and important for some of his combos. As a jump-in or dash in, it's very bad. Note that, it's the only move that comes out if you do an air dash down as close to the ground as you can. For example if you do 8,8,2 the only move you can come down with is j.P. Other moves have too much start-up. It's also useful for confirming off of a air dash forward j.K. You can do j.K, j.P,j.P, (land), 2P, etc.
  47. j.K - A good jump in and mix-up tool on your opponent's knockdown. It's easy to beat in neutral so use it sparingly. On opponent knockdown, doing 8,8,6 combined with j.K, j.P, j.P can be a good method of pressure. Just doing 8,8,3, j.K is not bad either.
  48. j.S - his farthest reaching air normal and it's a valuable one. There's a lot of hitstun on this move allowing him to do Marvel ROM combos even (maybe it should be called REM combos hurr). On 8,8,3, j.S, your best follow up is probably close 5B (if they are close) or 2K. On air-to-air j.S, you can hold 6 and do another j.S and follow into 236B(Tornado). There's a lot of possibilities with this move.
  49. j.H - j.H's purpose is pretty similar to j.K as both moves have relatively similar hitboxes. j.H can hit a total of 6 times. If your opponent is blocking this, they have to hold high block for all 6 hits. It's possible for them to lower their guard in between hits and get opened up. If your jump-in is deep enough, you can land and combo into close 5S, or 2P/2K. If it's not deep and there's a gap between your landing and the recovery of j.H, you're likely to get thrown.
  50. j.D - Weird move. It's an instant overhead on all cast members. You bounce after the attack and you can choose the direction you bounce. Holding 7(up back) will have you bounce slightly away. Holding nothing (or 8) will have Bedman just bounce slightly forward. Holding 9 (up forward) will have Bedman bounce farther forward. The only way you can get anything out of hitting this is if you RC it and air dash downwards with an attack (preferrably j.S). You can also use DejaVus to set up something crafty, but unless it's 214B(Teleport Ball DejaVu), you are unlikely to get a lot out of it.
  51.  
  52. 6P - Great anti-air. Hits people who crossed up deep behind you as well (the bed that bends backwards is also a hitbox). Follow it up with 5B if opponent is close so you can re-position yourself. In some cases, doing 6P->236H(Bed Drop) might have the falling Bed Drop attack miss since 6P may knock your opponent the opposite way.
  53. 6H - Teleport strike move. An immensely important move for part of Bedman's mix-ups. Up close, it can cross-up. This is special cancel-able. Always perform your special attack motions based on where Bedman originally was facing before the move. If he crosses-up, he'll auto-correct for you, so don't worry. All follow-up specials are likely to combo, so you can hit confirm with RC if you wish to.
  54.  
  55. Ground Throw - It's decent. Combined with Bedman's good movement, his throw game is pretty good. I'm not sure if throws all have different ranges for different characters. If they do, I think Bedman may have one of the better ranges. You can set-up after a throw, or you can RC it to combo midscreen. If they are cornered, you can combo without spending resources with 5K or 5S.
  56.  
  57. Air Throw - Weird looking air throw animation. Bedman's Bed kind of just lifts up the opponent and then dunks them. It's hype to throw bursts, but that animation just makes it humorous. You cannot follow it up with anything, and RCing it will only just get you one OTG hit. Not worth it.
  58.  
  59. Specials:
  60. - All of Bedman's specials are all done with 236+button motions (AKA quarter circles).
  61. - All specials leave a replay marker after it successfully finishes (with the exception of jumping 236H which leaves a marker on its start up).
  62. - Bedman can replay his specials at the marker with a 214+button. The button pressed must match the original special used. For example, if Bedman does 236P(ball toss), he can replay it by doing 214(ball toss). This replay mechanic is what makes Bedman so unique. This mechanic is referred to as Deja Vu.
  63. - You can have multiple markers on the stage, but only one marker for each special (which means you can have a max of 4). Doing a move with an existing marker will overwrite it.
  64. - The same Marker can be replayed over and over, but you have to wait after Deja Vu Bedman finishes that attack first.
  65. - Markers can be destroyed by opponent attacks. They will not absorb an attack for Bedman.
  66. - Markers will disappear after a set time (maybe 6 seconds? I don't know)
  67. - Deja Vu attacks have different properties, but are generally always faster than the real moves.
  68. - Deja Vu attacks will perform their replay'd moves towards the direction of where the opponent is, even if the original move was done facing a different direction.
  69.  
  70. 236P Task A (AKA Ball Throw)
  71. - Yo-yo ball. This move is useful in the neutral game to add pressure and allow your advance or to play keep-away. If you get set-ups (I don't) you can do some very neat things with this move, such as extending combos and whatnot.
  72. - Ball will disappear if Bedman blocks or is hit.
  73. - This can be done in the air and can be tiger knee'd. If thrown at the air, it will travel diagonally downwards at a slight angle.
  74. - Marker is placed where Bedman threw the Ball.
  75. - It hits twice, on the way forward and on the way back. On the way forward, it has a set destination (around full-screen). In the way back, it will follow Bedman.
  76. - If the ball collides with another projectile, Bedman's ball will disappear. The marker will be be available to use fortunately.
  77. - Only one ball on the stage at a time. This includes Deja Vu balls too.
  78.  
  79. 214P Deja Vu Task A(AKA Deja Vu Ball Throw)
  80. - Nearly the same as the original ball throw, but much faster start-up. Same damage.
  81. - Like the original, the ball will disappear if Bedman blocks or is hit. He also cannot throw a new ball while this one is out.
  82. - On the way back, the ball tracks where it was thrown. It does not track Bedman like the original Ball Throw.
  83. - If the ball hits on the way back, the ball will disappear and the move is finished. You don't have to wait for the ball to return to the Deja Vu body location. You can replay it again if you wish.
  84.  
  85.  
  86. 236K Task A' (AKA Teleport Ball)
  87. - Teleport yo-yo ball. This move is your most valuable move to confuse your opponent. If used improperly, it will mix you up as well.
  88. - The ball behaves the same as the regular ball throw, it just has longer start-up to throw (it will still return if it does not make contact with the opponent). It also leaves it's own type of marker. It can also be thrown in the air and can be tigerknee'd.
  89. - When the ball makes contact with the opponent (on hit or on block), Bedman will immediately teleport to the ball's location. On block, he is +9.
  90. - Bedman will always be grounded after the teleport. He teleports to the X-axis location of where the ball hits.
  91. - If the ball hits, your best option is to confirm with close 5B. You should generally always be close enough to hit close 5B.
  92. - No matter what you are doing, you will be forced to teleport. It will cancel the animation of any move you are doing.
  93. - Like normal Ball Throw, if the ball collides with a projectile, the ball will be gone (Bedman will not teleport), but the marker will be available to use.
  94.  
  95.  
  96. 214K Deja Vu Task A' (AKA Deja Vu Teleport Ball)
  97. - Deja Vu Teleport Yo-yo ball is where things get really weird. Bedman will teleport to the Deja Vu ball on hit or on block.
  98. - The start-up is very fast, leaving you with a lot of time to do stuff before the ball makes contact. You can instant overhead your opponent with j.D and the ball will hit them and you follow-up on the teleport (and it'll all combo). You can just simply cross them up and the ball can hit them, leaving you time to confirm.
  99. - If you hit your opponent near the same time the ball hits the opponent, weird things may happen. If the opponent is occupying space where Bedman is supposed to be teleporting to (due to knockback of an attack), Bedman may teleport on the other side of where the ball hit. Generally the direction of which the ball came from, is where Bedman will be teleported to (if it hits the front of the opponent, Bedman will be in front of the opponent as the opponent is being pushed back from hitstun). Under some circmstances, you can teleport behind where the opponent is being pushed back (in this case, they are being pushed towards you), and you can reliably chain close 5S into the two hits of 5H for a stronger combo. Two common ways to set this up is a cross up j.D before the ball hits or a 6H before the ball hits.
  100. - A lot of your set-ups will resolve around this move.
  101.  
  102. 236S Task B (AKA Tornado)
  103. - Bedman's spinning move. It's not terribly useful in neutral overall, but it's one of his best Deja Vu attacks to establish space control and pressure.
  104. - Marker is left where he finishes his move. RCing this move generally will not leave the marker.
  105. - Ground version is unsafe. It can be done in the air and can be tiger knee'd. tiger knee'd Tornado is much safer.
  106. - Off of a mid-screen ground throw, one of your best options is to tiger knee Tornado to close distance and have a Tornado marker right near your opponent ready to use.
  107. - It's a great option after far 5H. Guaranteed to combo if 5H hits.
  108. - Air version is a good ender for your air combos.
  109. - A very useful way to get out of corners is to high jump, air dash upwards, perform Task B and quickly YRC it. The horizontal momentum of the Torando move will quickly move you to the other side.
  110.  
  111. 214S Deja Vu Task B (AKA Deja Vu Tornado)
  112. - Deja Vu version of the spinning move. It doesn't go as far.
  113. - Very strong move. It recovers very fast and can be used again pretty shortly after being done.
  114. - In terms of combo capabilities, this one is the weakest, but in neutral, it's one of the strongest.
  115. - Use this to set up your other specials while keeping pressure on your opponent.
  116.  
  117. 236H Task C (AKA Bed Drop)
  118. - Bed Drop. If done on the ground, Bedman will jump first (hits on the way up) and slam down. The falling bed is an overhead.
  119. - For the ground version, the marker is left where Bedman landed.
  120. - For the air version, the marker is left where Bedman begins his drop. It's the only move where if you YRC it before it comes out, it will still leave a marker. You can also perform this move and have the teleport ball hit and cancel you out of the move and the marker will still be there.
  121. - Pretty annoying move and it's safe. Bedman can be anti-air'd on the way down. Some may even parry it.
  122. - At a certain height, if you do the air version, the falling bed will lauch your opponents a bit above the air and allow 5B->Bed Drop to combo. I think the height threshold is the max height of your super jump or higher. Also on block, it becomes +3 (originally it's just +/- 0).
  123. - This move is a common ender for many of your combos and it's deja vu version is quite useful.
  124.  
  125. 214H Deja Vu Task C (AKA Deja Vu Bed Drop)
  126. - Deja Vu version of the Bed Drop.
  127. - Very fast like all Deja Vu attacks.
  128. - Provides good lockdown and air control. It's not air unblockable or overhead, but it's still good.
  129. - Very useful combo extender once you begin integrating this into your combos. If you're new like I am, don't worry for now.
  130.  
  131.  
  132.  
  133. Overdrives/Instant Kill:
  134.  
  135. 632146H Sinusoidal Helios (AKA Alarm clock)
  136. - Useful way to spend 50 tension if the opponent is clawing your ass up.
  137. - Invincible from frame 1-15. However, due to the start up on being 14 frames, it will frequently trade with other invincible attacks if they last long enough.
  138. - On hit, you can follow up with close 5B->Bed Drop. On block, you're +11, so maybe sneak a low to hit them.
  139. - It can be done on wake-up (lol) after your knockdown. Learn the timing however, since input leniency in this game for reversals is quite strict. You want to press H when Bedman is standing up and I think you have 2 frames to successfully land the move on a the Reversal timing window. The game let's you know when you got it right with "Reversal". Practice this.
  140. - It hits both sides, but I seldom find myself in situations where this autocorrects. It doesn't help that Bedman is symmetrical when doing this move so idk if it even autocorrects.
  141. - Nullifies projectiles from my experiences.
  142. - Be very careful using this as a counter super. You may just lose entirely. If you can FD or just Block, maybe do that instead.
  143.  
  144. 632146H Hemi Jack (AKA Sheep)
  145. - Very odd overdrive. Bedman will initiate a summon of some evil looking Sheep. The Sheep will take some time to appear, but once he does, he will start at a certain point behind the opponent and begin tracking him/her down. The Sheep is unblockable and if it makes contact with the opponent, very little damage will be dealt and the opponent will be dizzied.
  146. - On hit, Bedman will stop whatever he's doing and immediately teleport somewhat close to the opponent.
  147. - Opponents can fight the Sheep (lol). Hitting the sheep will push it back.
  148. - You need very elaborate set-ups to make this overdrive work. If you can keep your opponent locked down with Deja Vus, I can see it working.
  149. - If you're in instant kill mode, the dizzy will not occur :(
  150.  
  151. 236236H Theatre of Pain (AKA instant kill)
  152. - All instant kill requirements and properties apply.
  153. - He'll show his opponents something they don't want to see apparently. I bet most of you guys will hate being hit by this. I know I would. Bedman then proceeds to talk his opponents to death again.
  154. - Instant kills are situational. You can set them up with Hemi Jack and Deja Vus. But I don't advocate that.
  155.  
  156.  
  157.  
  158. Sample BNBs:
  159. Notes/Tips:
  160. - Challenge mode provides good basic combos to know about, so I won't elaborate too much here.
  161. - No Deja Vu combos yet. They are set-up heavy and very finicky. These are things to figure out once you establish proper neutral with Bedman.
  162. - For air combos, the challenge mode may have you do j.K, j.S, air dash up forward, j.K, j.S, 236S (Tornado). The problem with this is that the timing to hit the j.K after the up forward air dash is quite strict. Air dash up forward j.P is MUCH more consistent, and I recommend that. You only sacrifice 2 or 1 points of damage generally.
  163. - 5H hits twice, but your opponent has be pretty close to you. 5H (two hits) -> 1H -> Bed Drop is a strong combo and it can be extended easily with RRC, but hitting the 5H is difficult (very hard on some characters like I-No but slightly easier on Potemkin and Bedman; also crouching opponents make it harder to hit 5H). Because if this, you generally should just opt for a hit confirm string into 5H into Tornado.
  164.  
  165.  
  166. 2P, 2P, 2P, 2K, 2D - standard 2P chain into a knockdown. Ommit some 2Ps if the opponent is not close. Do a Ball Throw or Teleport Ball after the knockdown if you want.
  167.  
  168. 8,8,6,j.K, j.P, j.P, close 5S, 5H, 236S (Tornado) - Example of a horizontal dash confirm on a crouching opponent.
  169.  
  170. j.D, RRC, 8,3,j.S, close 5S, 5H, 236S (Tornado) - RC combo off of a j.D. Timing for the air dash j.S, and close 5S is tricky. Just practice it. You need to time your falling j.S so that you don't do it too early, but can still get it out before you land.
  171.  
  172. Corner Throw, far 5S, 9 (jump cancel forward), j.K, j.S, 6 (air dash forward) j.S, close 5S, 236H (Bed Drop) - Basic corner throw combo. If you want to keep it even simpler, just do 5S into Bed Drop.
  173.  
  174. 5H (two hits), 1H, Bed Drop, RRC, walk up, 5H (two hits), 9 (jump cancel forward), j.K, j.S, 9 (air dash up forward), j.P, j.S, 236S (Tornado) - Sample air combo off of a Bed Drop RC.
  175.  
  176. Mid-Screen throw, RRC, walk up, 5H, Bed Drop - Simple way to get more damage out of a throw. Might not be worth it, but you still get a Bed Drop marker near your opponent. If you don't want to use any meter, just Tiger Knee Torndo towards them and being pressure.
  177.  
  178. j.S, 6 (air dash forward), j.S, 236S (Tornado) - Simple air-to-air confirm.
  179.  
  180. 6P, close 5B, 236H (Bed Drop) - Easy combo off of a 6P anti-air. If the opponent is hit further away, your 5B might be a far 5B. Then again, if 6P hits far away, you practically have no tension-less options to confirm. You can go for Bed Drop still, but it is always going to be a grey combo (aka they can recover out of it) if they are hit too high from the 6P.
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