I'm not a particularly strong/smart Bedman, so some of these observations may be inaccurate, but...
Bedman - General
- Bedman's basic game plan is to get seals on the field and to leverage them to control space or lock down the opponent. If you're caught blocking near a seal, prepare to block for a while.
- Normals are even on block at best (5P, c.S, 2S), so he needs to rely on his Deja Vu mechanic and YRC to effectively reset pressure.
- His longest horizontally-reaching normals (1.5 to 2 character widths) are f.S, 2S, and j.S, and they are somewhat slow at 9f, 12f, and 10f startup, respectively. f.S can be low-profiled, and 2S can low-profile attacks.
- 2H and 3H reach further than the above, and are generally used to check people doing things from half-/full-screen. Super unsafe on whiff due to long recovery and extended counterhit state, but relatively safe on block if special-canceled. Can be YRC'd or PRC'd. Knowing the distances on these is vital to getting projectiles out safely.
- Bedman has an 8-way airdash, but it isn't Marvel fast. There is an 11f-long "air hang" before the air dash is performed, and he is unable to block or FD between that point and the end of the air dash. In 1.1, he will be able to FD out of the air hang.
Bedman - Defensive Options
- Anti-airs are 6P and situationally 5P and c.S.
- His forward ground dash has a parry / guard point window on frames 4-18. When successful, it teleports him behind the opponent. It doesn't seem like the teleport is punishable if Bedman blocks afterwards, but depending on the gatling/cancel options of the parried move, you may be able to meaty a normal on his re-appearance to beat any attack he puts out.
- Not typically used as a defensive option by competent players, but 6H has some strike invulnerability during its startup (frames 14-20). It is throwable for its entire duration.
- His only reversal is Helios (alarm clock super). It is +11 on block, but is only strike-invulnerable on startup.
Bedman - Specials
- Seals are left behind when Bedman performs a special. When activated (Deja Vu), seals create an after-image of Bedman that repeats the attack used to create the seal. They are removed when attacks or projectiles pass through them or disappear after 7s.
- Task A and Task A' (balls) and their Deja Vu can hit up to two times - once when going out and once on the return trip. Ground versions whiff on crouch / low profile moves. The projectile is removed prematurely if you hit Bedman or make him block after it is out.
- Task A' (teleport ball) is +9 on block, and Bedman appears on the side that the ball hits from.
- Task C (bed slam) is an overhead when Bedman is performing it but isn't when it's the Deja Vu. Air version is +0/+3 on block, depending on height performed.
- Deja Vu A and A' go away when Bedman blocks after the projectile is out. Deja Vu B (spin) and C continue even when Bedman is blocking.
Bedman - Mixups
The main mixup sources are:
- Task/Deja Vu A' left/right. This usually comes after a 2D knockdown, and watching the side that the ball connects on when you wake up will help with blocking the correct direction.
- Air dash mixups. Depending on his height and the direction of the air dash, Bedman can fit in up to 3 overheads before landing and going for a low.
Down: 1 at most, j.P or j.K
Down-forward: 2 at most, j.K or j.K > j.P
Forward: 3 at most, j.K > j.P > j.P or j.K > j.S
- Instant overhead j.D. This can only be done from point-blank range, and there's no further follow-up without Red RC or prior Deja Vu / YRC setup.
- Deja Vu A' high/low. On block or hit, Deja Vu A' interrupts Bedman's current action and teleports him to the ground beside the opponent. During a blockstring, this can allow for tricky situations where an overhead or air string is interrupted mid-animation for a 50/50 between 2K and j.D.