Bedman/Commands

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Unlike the vast majority of characters, Bedman can hover in the air - while hovering, inputting any direction makes him air-dash in that direction. In the Guilty Gear Xrd series, Bedman's second jump is replaced by the hover, which then requires a single directional input to air dash. In -Strive-, any double input direction in the air activates the hover.

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GGXrd Bedman Teleport.png
In the Guilty Gear Xrd series, if Bedman gets hit during the first few frames of his forward ground dash, his whole body turns to static and teleports behind the opponent.

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Bedman's crouching walk is a unique movement option used by Bedman between Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

By holding Down Left or Down Right while on the ground, Bedman can slowly move across the ground with a low profile, using its "hands" as wheels to propel itself.

Deja Vu (デジャブ, Dejabu?) is a unique mechanic used by Bedman between Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

After using any of their Special Attacks (Task A/A', Task B & Task C), Bedman creates a holographic icon where he last used it (in the cases of Task A & A'), or where he lands (in the cases of Task B & C).

By inputting DownDown LeftLeft and pressing the respective button, Bedman creates a the hologram of a replay icon between its hands, which then turns into a copy of Bedman made of white noise, which does the Special Attack in place of the logo.

The icon lingers on the field for 7 seconds - Deja Vu can be used as many times as possible as long as the icon is still active.

error 6E (エラー シックスィイー, Erā Shikkusu Ī?) is Bedman's unique passive mechanic in Guilty Gear -Strive-

After using call 4BA, call 4B3 or call 4B9 (Malfunction), Bedman starts to spark, Delilah looking scared for it. After 2 seconds, Bedman malfunctions in a way that acts as an automatic follow-up to the last-used Special Attack;
  • call 4BA (Punch) - A stray blue bolt of electricity launches from Bedman's sparking body that tracks the opponent, pushing the opponent back on contact.
  • call 4B3 (Slash) - A gasket on Bedman's rear "leg" releases a stream of flames, travelling half-screen. Knocks the opponent down on contact
  • call 4B9 (Malfunction) (Heavy Slash) - Bedman's "head" pops off, effectively becoming a bomb, landing 1/4 of the screen.

All of the error 6E attacks deal the same amount of damage as their parent attacks - including the fully-charged version of call 4B9 (Malfunction).

Additionally, error 6E's properties can be altered with call 0x$0.20/0x$1.00 to change its timing, and call 13C to increase their power.

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Task A (タスク Α, Tasuku Ei?) was first introduced in Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

Also has an alternate version called Task A' (タスク Α', Tasuku Ei Dasshu?, lit. Task A-Dash).

Bedman yanks its "head" off of its cord with its rear "hand", then throws it at the opponent - on the ground, it travels in a straight line, while it the aerial version makes it go diagonally downwards. After 2 seconds, Bedman's head boomerangs back to where it belongs.
Teleporting after a successful Task A'
If Task A' hits the opponent, Bedman will teleport directly in front of them. Unlike the regular Task A, Task A' doesn't boomerang back.

Task B (タスク B, Tasuku Bī?) was first introduced in Guilty Gear Xrd -Sign-. Renamed call 4B3 (call 4B3(コール フォービースリー), Kōru Fō Bī Surī?) in Guilty Gear -Strive-.

GGXrd

Bedman turns itself into a spinning top with spikes lining the edge, charging into the opponent to hit up to a maximum of 3 - 4 times in the Xrd series, or 5 times in -Strive-. This can also be done in the air, travelling straight ahead in both games.

GGST

While remaining mostly the same in Guilty Gear -STRIVE-, Bedman no longer has access to Deja Vu, having error 6E in its place; after using call 4B3, Bedman fires a short stream of flames that launch the opponent on contact.

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Task C (タスク C, Tasuku Shī?) was first introduced in Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

Bedman launches itself up-and-forward while spinning, then crashes back-first down onto the floor, hitting the opponent twice and causes a hard knockdown. The aerial version omits the jump and skips straight to the fall, though the properties are the same.

call 4BA (call 4BA(コール フォービーエー), Kōru Fō Bī Ē?) was first introduced in Guilty Gear -Strive-, replacing Task A.

call 4BA
Bedman shoots a spike out of its intact "hand", which travels full-screen and partly tracks the opponent - while it tracks their position on startup, the spike will always travel straight in the direction it's facing.

error 6E
After using call 4B3, error 6E starts activating. In this instance, a stray bolt of electricity fires off of Bedman, also pushing the opponent back. The bolt will partially track the opponent's position in the same way call 4BA does.

call 4B9 (Malfunction) (call 4B9 (後に誤動作)(コール フォービーナイン), Kōru Fō Bī Nain (Nochini Godōsa)?, lit. call 4B9 (Subsequent Malfunction)) was first introduced in Guilty Gear -Strive-, replacing Task C.

call 4B9 (Malfunction)
Bedman swings its broken "arm" overhead, which explodes on impact as the opponent gets launched. If call 4B9 is blocked, it inflicts Guard Crush. Holding the button delays and charges the attack, increasing the damage of the attack, duration of the Guard Crush, and the height which the opponent is launched.
error 6E
After using call 4B9, error 6E starts activating. In this instance, Bedman's "head" falls off its body, becoming a bomb that also launches the opponent. It inflicts Guard Crush on block, and does more damage if the original move was charged. If Bedman is hit while the head is airborne but has not exploded yet, it will dissipate without exploding.

The call 0x line of moves were first introduced in Guilty Gear -Strive-.

There are 2 versions of call 0x:
  • call 0x$0.20 (call 0x$0.20(コール ポイント トゥー), Kōru Pointo Tū??, lit. call point-two) has Bedman lean back, his exposed eye flashing red for a moment. This makes the following error 6E attack come out instantly while he's sparking.
  • call 0x$1.00 (call 0x$1.00(コール ワン), Kōru Wan?, lit. call one) has Bedman lean back, his exposed eye flashing cyan for a moment. This resets the following error 6E's charge time by while he's sparking. This can be done infinitely as long as Bedman has an error 6E ready.

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Sinusoidal Helios (サイノソイダルヘーリオス, Sainosoidaru Hēriosu?) was first introduced in Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

Sinusoidal Helios
The "head" of the bed frame opens out to turn into an old-style alarm clock that hangs above Bedman, which rings loud enough to create jagged shockwaves either side of him. If used in the corner, it causes a wall splat.

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Hemi Jack (ヘミジャック, Hemijakku?) was first introduced in Guilty Gear Xrd -Sign-, and last seen in Guilty Gear Xrd Rev 2.

Hemi Jack
Bedman creates a hologram of a black circle with 6 red eyes, which then summons a black-and-red sketch of a ram that slowly chases the opponent for 5 seconds.

If the opponent jumps into the ram, it turns into a cloud that circles around the opponent, then bursts into smoke, immediately stunning them and brings Bedman in front of them.

The ram can be attacked while it's moving, making it teleport away up to 3 times before disappearing.

call 13C (call 13C(コール サーティーンシー), Kōru Sātīn Shī?) was first introduced in Guilty Gear -Strive-.

Bedman starts to go berserk, releasing a black & red beam from its exposed eye socket from down-to-up, then goes to a neutral state for a moment. Afterwards, it gets shrouded with a black & red aura. For the following 5 seconds, any instance of Bedman's error 6E follow-ups will be enhanced, dealing increased damage well as getting color-swapped to his aura;
  • Punch's lightning bolt now launches the opponent on hit and inflicts Guard Crush when blocked.
  • Slash's fire trail covers more space, hitting fullscreen as well as causing 9 hits total instead of 5.
  • Heavy Slash's explosion becomes substantially larger, and launches the opponent higher usual.
All variants cause an Area Shift if used in the corner.

call 4CC (call 4CC(コール フォーシーシー), Kōru Fō Shī Shī?) was first introduced in Guilty Gear -Strive-.

call 4CC
Bedman forms a sphere of black & red energy in its working "hand" while Delilah ducks down to take cover. The energy ball then bursts upon reaching its maximum size, the recoil great enough to make itself bend over backwards. While this lacks range, it is completely invincible and launches the opponent on contact. If used in the corner, it causes an Area Shift.

Theatre Of Pain (シアターオブペイン, Shiatā Obu Pein?) is Bedman's first and only Instant Kill, first appearing in Guilty Gear Xrd -Sign- and last appearing in Guilty Gear Xrd Rev 2.

Bedman starts by doing a cross-armed attack. If it connects, Bedman transports both himself & the opponent to a theatre, where Bedman is the only person in the stands. Meanwhile, his opponent stands in front of a flickering off-white screen that shows them their worst nightmares - though the actual event goes unseen. While they're in their distraught trance, 9 red eyes come out of a black mist coming from the screen, which home in on the opponent. Afterwards, a black screen with "BAD END" written in red appears on the screen, followed by the smug face of Bedman, who claps after the opponent's traumatic experience.

The following is Bedman's move list in Guilty Gear Xrd -Sign-, -Revelator- and Rev 2:

Type Name Command
Normal -- Right + Punch
Right + Heavy SlashHeavy Slash
Special Task A DownDown RightRight + Punch (air OK)
Task A' DownDown RightRight + Kick (air OK)
Task B DownDown RightRight + Slash (air OK)
Task C DownDown RightRight + Heavy Slash (air OK)
Déjà Vu DownDown LeftLeft + Punch or Kick or Slash or Heavy Slash (air OK)
Overdrive Sinusoidal Helios RightDown RightDownDown LeftLeftRight + Heavy Slash or Dust
Hemi Jack RightDown RightDownDown LeftLeftRight + Slash
Instant Kill Theater of Pain Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash

The following is Bedman?'s move list in Guilty Gear -Strive-.

Type Name Command
Normal -- Right + Punch

Right + Heavy Slash

Special call 4BA DownDown RightRight + Punch (Air OK)
call 4B3 DownDown RightRight + Slash (Air OK)
call 4B9 (Malfunction) DownDown RightRight + Heavy Slash
call 0x$0.20 DownDown LeftLeft + Punch (Air OK)
call 0x$1.00 DownDown LeftLeft + Kick (Air OK)
Overdrives call 13C RightDown RightDownDown LeftLeftRight + Slash (Air OK)
call 4CC RightDown RightDownDown LeftLeftRight + Heavy Slash