Guilty Bits Xrd: Bedman

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Day 1 Combo
Day 1 Blockstring

General style
Bedman is a large, but mobile 8-way dash character with great potential for zoning and setting up mix-up situations. His Deja Vu special moves allow him to summon replays of himself as projectiles controlling large portions of the screen and when coupled with the YRC system mechanics can grant Bedman huge amounts of frame advantage. Bedman in Revelator 2 is quite different from Revelator, so players are still developing new styles. In the future, he might be used in ways we didn’t expect!

1. Neutral: Pokes, Space control, far range converting:
f.S – Good combination of hitbox and speed, somewhat slow recovery, mid-range poke. Jump cancellable, chain cancellable to 2S,5H,2H, NOT chain cancellable to 2D, special cancellable.

2S – Slower than f.S but less recovery, low profile, must be guarded low, chain cancellable to 5H,2H,2D, special cancellable.

2/3H – Zoning/anti-zoning poke, hits very high up and catches jumps if timed well, jump cancellable, launches on counter hit, very long recovery often mitigated by YRC.

Airdash air normals – Good space control when placed in front of an opponent and easy to convert.

Converting Pokes:
Airdashing forward usually brings you at a range where you can use a simple string to hitconfirm into 5H-Task B or 2D. f.S and 2S can be buffered into 2H at neutral to push the opponent back and condition the opponent. If the opponent blocks the poke, 2H can be jump cancelled and easily transitions into a zoning gameplan. If the opponent expects 2H, you can take advantage of the opponent’s hesitation by jump cancelling f.S or stopping at 2S. When jump cancelling f.S you can transition directly into airdash pressure or zoning, and if the opponent is concentrating on defending against Bedman’s jump cancels, you can cancel into Task A to vary your options.

Task A – Boomerang projectile. Use it to scope out your opponent’s behavior and punish poor positioning. Ex. Using 6P against risky air advances or setting up an airdash against stationary opponents using the returning projectile.

2/3H – When the opponent doesn’t react immediately to blocking Task A, use a staggered 2/3H to catch delayed actions.

Deja Vu Task B – When done a bit off the ground, it covers a huge amount of vertical space. It has very little recovery so you use it to cover yourself while immediately taking another action, like positioning yourself for an airdash or using Task A.

Deja Vu Task C – Covers an even higher portion of the screen and persists for a longer time, but can be ran under. When using this against faster characters, it may be necessary to condition the opponent to avoid that approach by blocking it off using a poke like 2S.

2. Offense: Pressure, close range converting, mixups and okizeme
The core of Bedman’s close range pressure consists of the frame advantage created from low air normals combined with his jump cancellable strings and fast walk speed.

Bedman’s pressure often starts with a jump in off an 8-way airdash. For example, forward dash j.K-j.S. Jump normals after downward dashes will naturally come out close to the ground, so often Bedman will land with frame advantage. You can force your opponent to respect this frame advantage using a slightly delayed move as a frame trap. For example, down-forward dash j.K, delay 2P-2K. This can be confirmed into a combo on crouching.

Another way to force your opponent to respect your pressure is to use the whiff cancel properties of 2P to create delayed chains. Since 2P can be whiff cancelled into 2P, 5P, 6P, 5K or 2K, you can cancel it even after active frames into any of those moves to frame trap an opponent.

Once you think your opponent is going to respect you, you can start mixing up with walk up throws, j.D instant overheads and even whiffing j.H after downward dashes to create fake overheads.

The ideal conversion is being close enough to get two-hits of 5H to get the vacuum effect so you can use 1H in your combo, but often you will have to compromise and try to aim for one hit of 5H into Task B or one hit of 5H into 2D if you’re too far. Some characters are so skinny that you might even have to rely on chaining 2K into sweep. Often you will be relying on throws in the corner to set up Deja Vu Task C.

From a Task B knockdown, okizeme will mostly revolve around safe jumps utilizing the 8-way dash and the respect created from those safe jumps. With meter, Deja Vu Task B can be cancelled with YRC to create enough frame advantage to do cross ups and make high-low mix ups unthrowable.

From a Task C knockdown, often Deja Vu Task C can be used in conjunction with a meaty normal to keep the opponent in blockstun before the summon lands. Depending on the normal used, if at all, Bedman can have enough frame advantage to go for a high/low mix up.

Advanced setups will often combine Task A with Task C to use the returning Task A to combo into Task C.

Don’t forget that any mix up that can be used in pressure can also be done instead of a fancier setup.

3. Defense: Anti-airs, fending off pressure, and reversals
Walk – Before anti-airing with a normal, you can use Bedman’s walk to low profile a jump in.
6P – Main anti-air, very low hurtbox, reaches very high up and hits far in front as well as behind.
5P – Quick anti-air in front in case 6P hit in time.
c.S – Situational anti-air directly above, retracts hurtbox before coming out, less committal than 6P due to its quick recovery.

j.P – Main air-to-air, low recovery so it can be used multiple times before landing.
j.S – Much slower than j.P, but much larger.

2P – Disjointed hitbox in front
2K – Slightly slower than 2P, but longer
Dash – Guard point dash starting from the third frame, teleports behind the opponent and invincible until recovery.

Sinusoidal Helios – Strike invincible, can be thrown, attack starts up eight frames after the flash, safe on block.

Backdash – Not airborne unlike other backdashes.

5K – Slightly off the ground first frame. Useful versus Potemkin’s Slidehead, Slayer’s meaty 2D and Slayer’s Helter Skelter.

4. Meter Usage Priorities
50% – j.D RRC to keep the j.D instant overhead a threat
25% – Deja Vu Task B or Task C YRC to control space, Air task B YRC as a makeshift 2nd airdash