Bedman is a playable character in the Guilty Gear Xrd games, and would be repackaged as Bedman? in Guilty Gear -Strive-.
Stats[]
Playstyle[]
Bedman is an unusual fighter who emphasizes on pressuring his opponent through the use of his various specials. Bedman is one of the few fighters who lacks a proper aerial dash or double jump. He makes up for this in being the only character in the series with an aerial command dash where, upon entering the double jump command, Bedman will enter a hover state where he gains an eight-way dash. Bedman also has access to this command dash out of his super jump, making him the only character in the series with access to a "double jump" out of his aforementioned super jump under normal circumstances.
Bedman also lacks a proper forward dash. In exchange, however, his normal walk speed is the highest of Xrd's cast, can crawl both forwards and backwards, and he gains access to a special ground command dash. Upon usage, Bedman dashes forward a set amount of space; should the dash be properly timed with an opponent's attack, Bedman will phase through it undamaged while teleporting directly behind the opponent. This can be used not only for close range attacks, but for long range attacks such as projectiles, with the end result being the same for all of them. Keep in mind that that this can not only be used for normal attacks and specials, but against Overdrives, Instant Kills, and even Psych Bursts.
Guilty Gear Xrd[]
His main Special Attacks are called "Tasks", with each of them having differing effects depending on the inputs;
- Task A ( + ) has Bedman throw his head at the opponent.
- Task A' (A-Dash) ( + ) is similar to the regular Task A, but has the added property of having Bedman teleport directly in front of the opponent on hit.
- Task B ( + ) has Bedman spin like a Beyblade towards the opponent.
- Task C ( + ) has Bedman leap in the air, then crash back down on the ground.
After using a Task, a Deja Vu symbol gets placed where Bedman used the corresponding move. Then, by using the inverse input of each Task, Bedman activates the mark and creates a copy of the of the corresponding move; for example, inputting + will activate "Deja Vu A", creating a white-noise copy of Bedman that does Task A where the symbol was placed. The copy can be interrupted if Bedman is hit however.
Bedman's Overdrives, while great, are situational. His main Overdrive, Sinusoidal Helios, is a great reversal option for Bedman as it hits on both sides of him, which protects him from any potential cross-ups and has very little startup associated with it. The downside to this Overdrive, however, is that not only is it's range very short both horizontally and vertically, but it has very little invincibility to speak of in comparison to most other Overdrives. This means that if the opponent properly times it, a Bedman using Sinusoidal Helios can be potentially thrown or hit out of the move, amounting to a waste of Tension meter.
His second Overdrive, Hemi Jack, summons a nightmare sheep that hovers above and chases the opponent. If they jump into it, it causes an instant stun and Bedman teleports in front of them. Despite Hemi Jack being unblockable, is also very situational, as it has a very long startup associated with it, and since it travels so slowly, an opponent can (in theory) simply outrun it for the duration, hit Bedman, or carefully attack the sheep until it disappears. The best way to land Hemi Jack successfully is to Roman Cancel his summoning, as Bedman is very vulnerable at this time, and place the opponent into a blockstring until Hemi Jack arrives.
Guilty Gear -Strive-[]
Despite being almost completely broken, Bedman is still (somehow) mostly functional, now protecting Delilah instead of its original user. This version of Bedman has had a near-complete re-tooling, replacing the "Task" line of attacks with the "call" line, with Task B now becoming "call 4B3"; instead of using its head as an outright projectile like "Task A", call 4BA now fires one of Bedman's spikes from its arms. In place of "Task C", Bedman has call 4B9 (Malfunction), which is an overhead swipe that makes a big explosion on impact.
The Deja Vu mechanic from the Xrd series has now been replaced by error 6E, an automatic follow-up to the aforementioned Special Attacks:
- call 4BA's follow-up has a stray spark zap the opponent.
- call 4B3's follow-up creates a stream of flames that launch the opponent on the last hit.
- call 4B9's follow-up makes Bedman's head pop off, then explode as if it were a bomb.
Before error 6E comes out, Bedman can use the call 0x line of moves: call 0x$0.20 ( + ) makes error 6E come out straight away, while call 0x$1.00 ( + ) delays error 6E for an extra second before activating.
Bedman's Overdrives have also been changed around: his first one, call 13C puts Bedman in an Install state that powers up all of his error 6E follow-ups for one use. His second Overdrive, call 4CC, is akin to Sinusoidal Helios in terms of range, though it deals a LOT more damage, and makes for an impactful Wall Break. However, unlike Sinusoidal Helios, call 4CC does not hit on both sides of Bedman, making it even more restrictive in its applications.
Commands[]
Combos[]