A day 1 and a half Bedman? guide made by a floor 9 park goblin

Intro

WARNING THIS IS COMING FROM A PARK FIEND I DO NOT KNOW MY ACTUAL SKILL LEVEL! I AM ALSO NOT VERY GOOD AT NEUTRAL. ADVANCED TECHNIQUES WILL HAVE AN ASTRIXT*

Intro

This is my first time making a guide and I hope this will help some people. This is mostly targeted to beginners to intermediate, so number notation is optional besides more advanced techniques. This will start with a dead simple guide, then a more detailed run through of their kit. This is a day 1 and a half guide so this will probably be outdated in a week. I’ll try my best to update it as new tech is found. If this makes it to the dustloop wiki in any way, I will be very happy.

Simple Guide

When their far, hit em with far slash, down slash, or standing heavy slash, that is very risky

You can also throw fireballs with quarter circle forward punch.

If your both in the air, hit them with a slash, or a quick punch

If your in the air, and the opponent is on the ground, use heavy slash.

If your on the ground and your opponent is in the air, forward punch or smack them with a fireball

Forward Heavy slash can be really funny

If you hit nearly anything, let it rip with quarter circle forward slash

If you want to get a bit more advanced, after hitting a down dust, do quarter circle forward and hold heavy slash to charge an EXPLOSION. Congratulations, you can do nearly anything besides throwing

Overview

Bully you foes with highs, lows and throws! Control neutral with projectiles and big buttons! And set play your friends next week with this bed! Who knew this came from a good night’s sleep.

The fun goes both ways! As Bedman? Has poor defensive tools, only having a 5 frame normal, a metered reversal, and their wacky dash makes it harder to escape the corner!

Bedman? Rides and dies on momentum as your pressure disappears if you block or hit, and takes a bit to set up, so keep your opponents guessing as you drown them in errors!

Neutral

Bedman? Is a big and slow powerhouse, but their beeg buttons and specials let you play aggressively within the footsies range

Poke em with far slash and down slash

Jumping heavy slash is a stupid air to ground tool and a god jump in button

Jumping kick is a faster but less rewarding jump in

Jumping slash for your air to air

Call out your opponents slower buttons with down heavy slash, do not auto pilot this button as it's unsafe on block. You can also do this with your fireball (qcf punch) or fireball recall (qcb punch) if in error 6e state

In addition fireball can lead to some pretty obnoxious zoning as it tracks (they need it), so pester your foes with a mix of grounded and aerial fireballs and their recalls.

Notable Knockdowns To Combo Into

Your Down Dust (2D or sweep), explosion (qcf Heavy slash or call 4B9 (malfunction) and throws give you good okizeme (shortened to Oki from now on). Although beyblade (qcf slash or call 4B3) does not hard knockdown, it still gives you decent oki, but it’s recall gives extraordinary pressure, so try to combo into it when you don't have a recall.

When you do have a recall, but land a stray hit, down heavy slash gives a weaker knockdown, but good enough to give you oki

Okizeme

Bedman? Is Excellent at keeping the opponent blocking, with dozens of ways to apply and pressure feel free to get creative! After all, being predictable can be the same as death. Bedman? Gets a lot of good knockdowns from pokes making them really scary.

Its good to know how to do a manually timed meaty, as your actions are more ambiguous, but pressure and or lag may make them harder. So here are some meaties that are either auto timed, or use easier visual cues.

Auto timed meaties, Looses to invincible reversals

Use when under pressure as these are easier to land, but are very telegraphed. Beware of dragon punches or invincible supers. You can mix them up by not doing the meaty attack after the wiffed move to block their reversal or to grab em. Great for beginners, niche otherwise. When trying to practice them, use Sol Badguy and set his counter attack to standing kick or standing punch on recovery. Give them a few tries, and if you can't get them consistently, its probably better to just learn how to do a regular meaty.

Sweep knockdown

Down dust, Fully charged explosion (hold Heavy slash after input).

2D > 236[H]

Big counter hit, easy to use, and extremely plus on block! However it can only be used at close range.

Down dust, standing punch as they hit the ground then forward heavy slash.

2D > 5P (as they hit the ground, wiff) > 5H

The reward on block isn't amazing, but it is terrifying on hit, especially counter hit. Won't work from farther ranges, and reward diminishes with length. This won't work if you press standing punch as soon as they hit the ground, wait for the orange shockwave to appear then press standing punch

Variant: Down dust, get in range, Forward heavy slash as they rise. A slightly harder variant to catch goes off guard

Down dust, run up, Standing punch as they rise then close slash.

2D > 66 > 5P (wiff was the rise) > c.S

A safe mid to put toss in, opening up tons of options, however timing and positioning is a bit harder. It may be harder to see your opponent because Bedman? Is blocking your view

Down dust, run up, Standing punch as the dust from your foe disappears, down dust.

2D > 66 > 5P (wiff as the dust from the ground disappears) >2D

This works from round start ranges and gives the gigantic COUNTER hit. Good to throw in a low to keep opponents guessing. Use this along with the forward heavy slash meaty for a basic mixup between high and low.

Standing heavy slash also works, but hits mid.

Throw knockdowns

Throw, partial charged explosion (Hold Heavy slash for a brief moment after input).

Throw > 236{H}

Big counter hit, easy to use, and very plus on block

Throw, Standing punch twice as the hit the ground, Down Dust.

Throw > 2(5P (wiff as the get up) > 2D

A low that works anywhere!

To make this really effective, try to mix it up with a forward heavy slash, the timing is harder but if you conditioned your opponent to block you can time it a bit late.

Throw, immediately Standing punch twice then down dust. Big counterhit!

Works only in corner! Throw, standing punch as they hit the ground, forward heavy slash. Along with down dust, this gives you a basic mixup.

Explosion knock downs

Explosion > run up > 5P after fire stops > close slash

236H > 66 > 5P (wiff after fire stops) > c.s

Works with every version of explosion

Explosion > run to the end of the smoke cloud > standing punch > forward heavy slash

236 > 66 (to end of smoke cloud) > 5P(wiff) > 6H

The cloud will not be present when positioning, try your best to visualise the cloud once it has dissipated. If you wiff, you didn’t go far enough, if you get hit, you went to far. Only uncharged explosion works, doing another uncharged explosion works too

You want to be slightly poking out of the cloud for this to work. If you stay inside the cloud you will need to add a slight delay.

Explosion > run to the end of the smoke cloud > standing punch twice > down dust

236H > 66 (to end of smoke cloud) > 2(5p) > 2D

Soft knockdowns

Not everything will be a hard knockdown, but that doesn't mean your turn is over. There are too many to go over, but in general, try to run up then down kick, or down dust for safety. Don't try to smack them while rolling

Beyblade Auto timed meaties

Beyblade > immediately down punch > down dust

236S > 2P > 2D

The recall comes in fast! So make it count

Safe Jumps (oki Part 2)

From all Aerials you can use your dash to mix up your offense! Dash in to close the gap and to smack em again! Dash down for lows and throws, hold your position or dash up to bait anti air!

Jumping heavy slash is an amazing tool as every hit needs to be blocked standing, so try to press it when Bedman? Is falling so you land before the move ends. This makes it safe, as you can be punished if you end it too high. There are 6 hits in j.hs, which you can change by altering your timing. However, due to its multi hitting nature, Faultless defense will push you back, making your pressure weaker. Either change the timing to do less hits, or use jumping slash.

On block, link into close slash for a risky yet rewarding option. The blockstring may not be true depending on height and spacing. Standing kick or crouching kick for a safer option. You can always stagger close slash to frame trap to try and score a counter hit, but beware of throws! As they counter sloppy oki! If you land all hits, the pushback will make shorter throws wiff.

Jumping slash has a use too! Giving a bigger reward on counter hit but lacking the mixup potential of jumping heavy slash. At Least you can jumping dust for a double overhead. It is also safe from short throws! This makes stagger pressure much easier. Links into your kicks and slashes for a true block string, or standing heavy slash and down dust for frame traps.

Jumping slash combos into the same moves as jumping heavy slash, but on counter hit, it lets you get an explosion! Combo into it raw or from close slash.

Blockstrings

Blockstrings

Moves that can be substituted will be noted with an X. Try not to autopilot the same blockstrings all the time. These are arguably more important than combos as they let you access them. This will exclude the basic gatlings unless they are particularly interesting (im not going to wow you with Kick > down dust)

Close slash starters

Close slash > Standing heavy slash > X

c.s > 5H > X

There are 3 important routes from standing heavy slash

EXPLOSION. It frame traps, resets pressure and does good chip damage. Once your opponents get used to this, try and charge it! This gives you greater frame advantage (more time to smack em).This beats Mashing and throws, grounds jump out attempts, but loses to invincible reversals and armor.

Fireball, a true blockstring, meaning the opponent can’t do anything to stop it. However this resets you to neutral. It's the safest but least rewarding option

Beyblade, there are 2 cases where you want to use this, with meter or a risky callout. Beyblade is very punishable on block, at -12. But this can easily change with a roman cancel! Just cash out 50 meter to keep your turn. The second use is to delay it slightly to get a counter hit, This works out best with some meter as you can rc (roman cancel) and combo into its recall.

You can always stagger standing heavy slash to try and score a counter hit

*Close slash > X

*c.S > X

This is an excuse to not make a close slash > X > X. These routes are going to be resets and frame traps, as the X from close slash > standing heavy slash > X are still applicable, excluding fireball.

Dash > close slash, Reset pressure by doing it again (lol). Do this after your foes are used to your basic gatlings. Loses to invincible reversals, throws and fast buttons. At ranges you can close slash > close slash, but dashing is a better reset

Forward heavy slash. Great tool to use sparingly. This can extend pressure or open them up, extending pressure on block or leading into a damaging combo! It's just very slow. This may be preferable over dust as it’s less telegraphed, lacking the giant orange circle the noise that they make. It’s reward on block is also better

Dash, throw. Good old tick throw.

*Jump > j.k. This is a fuzzy guard break, to put it short, it takes advantage of the short window when standing foes block low when switching. For a slower overhead, use j.D or a delayed j.HS. If your a newbie, don't worry about this

Down heavy slash

A multi hitting low that is heavily very risky to use without meter or a recall to cover you. Because it keeps the opponent locked down for a longtime, it's great running down the recall clock. It also is a natural framtrap when canceled from far slash or down slash, with the gap increasing with distance. Here are some examples

Down slash > beyblade before the 4th hit

2H > 236H before the 4th hit

This catches people preemptively mashing to beat down heavy slash.

* 2HS > 66 fast roman cancel > uncharged dust

Toss in a surprise overhead!

Down heavy slash > forward drift red roman cancel > forward heavy slash

2HS > 66rrc > X

6HS or fully charged dust. Both frame trap! Loses to invincible reversals. Not the best use of meter as roman canceling beyblade would be more valuable, but its always good to mix things up

Error 6E (referred To As Recall)

The automatic follow ups, which can be called for on demand or delayed. This is where the difficulty of Bedman? Comes in. You lose it whenever you block or get hit and you can only hold one. It Resets pressure, extends combos, and even zones, they can do anything you want them to.

Fireball recall

Can be used for a decent zoning game or a quick anti air by instantly recalling it with call 0x0$20 (this will be called instant recall from now on). The weakest of the recalls

Beyblade recall

Amazing use in combos, pressure and neutral. It controls a lot of space for a long time, locking down neutral and opponents. Also a good combo tool as it launches

Explosion recall

A portable explosion, use it for mix, alright in combos due to its speed but a great combo starter as it pops foes up.

Defense

This is where YOU cry. Escape pressure with smart use of system mechanics. Your fastest button is down punch, and your beeg ball super is invincible, use it sparingly as it is very punishable on block.

Combo Theory

Bedman? Can convert a lot of stray hits into beyblade, take advantage of this, as it leads into good oki midscreen

Forward heavy slash is a slow but brutal combo tool, dealing massive damage and special cancelable. You cannot combo on grounded opponents normally. Counter hit close slash, airborne fools and recalls will let you combo into it. Forward heavy slash has a very tall hurtbox, use and abuse this.

Explosion

Go to combo ender and extender. Hard to combo into from midscreen normally, look for counter hits or airborne fools. In the corner this becomes a combo extender, letting you use all but your slowest tools

Standing heavy slash

It wallbounces, allowing for devastating combos, notably comboing into explosion. Because of how far it launches, you do not need to be in the corner to get a wall bounce combo.

Beyblade

The midscreen combo ender. Use this when you can't use explosion, roman cancel for corner carry.

Basic Combos (So The Newbies Don't Get Lost In The Lab)

Midscreen

Far slash > Down heavy slash > beyblade

F.s > 2H > 236S

Does not combo from max range far slash

Corner

Close slash > heavy slash > explosion > far slash > heavy slash > explosion > wall stick >heavy slash or beeg orb super (call 4CC)

c.s > 5H > 236H > f.s > 5H > 236H > 5H/632146S

Far slash > heavy slash > explosion > forward drift red roman cancel > close slash > Forward heavy slash > explosion > wall stick > heavy slash

f.s > 5S > 236H > 66RRC > c.s > 6H > 236H > 5H

Useful Tools

Dustloop, for all your arcsys needs

The Fighting Game Glossary, to understand what the language of the FGC

Youtube, There are hundreds of guilty gear content creators making guides, silly animations, sharing high level gameplay or sharing cool clips. Some personal favs are LordKnight and Sajam for their great guides, Rad Chad and Uzelac for their silly animations.

Training mode, just spend like 10 minutes to mess around with a character’s moves and movement to get a better feel for it. Beyond that you can try to find solutions to knowledge checks you may not of known and of course to practice combos

Google doc[docs.google.com] (most likley the up to date version if i bother)

Lil Silly Footnote

This was made mostly out of boredom, but also a part of me really wants to make content on this silly game. I'm not even that good, just a park goblin, losing to floor tens and celestials. Also, this comes from a google doc but I'll try my best to keep them both updated.There will be errors because I made this in one sitting and it is 2:48 am as of now. To restate what I said from the beginning this is for beginners to mid intermediate, I'd say up to floor 8ish in skill (I know that the tower is very inconsistent in skill levels, but monkey brain see number) and contains a lot of general knowledge. Might make a how to strive guide? Who knows. Feel free to use this for anything, just make sure to link my steam and or discord, along with a to this doc.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2958765734					

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