DOA4 Bayman vs. DOA5 Bayman

EMPEROR_COW

Well-Known Member
Premium Donor
Who said that?

Like I said, I was speculating from the general vibe of the nerfs...
Well if he still has a few setups from air juggles then that's honestly good news..

We'll just have to wait and see.. just a few more days now..
 

Rikuto

P-P-P-P-P-P-POWER!
You know I can't answer that.

At least one of his most efficient ways of getting a guaranteed ground throw was removed though. He got the same treatment as the Bass nerf.

Not something that will forever cripple him, but you have to question whether or not somebody deserves to be punched in the face over it.
 

ILYA✰

Active Member
I think Alpha's get up frames are different from other characters... (she doesn't really lie down...)
 

Rikuto

P-P-P-P-P-P-POWER!
this video seriously concerns me.did they get rid of all of Bayman guaranteed ground grabs? what the hell.


Yes and No.


You know what its two days away and I really don't give a fuck anymore, i've been playing a legit copy as well so whatever. Info dump!


Da Nerfs!


-- 236K is now +1 instead of +9 on block. As an 11 frame jabber this makes it kinda shitty against basically half the cast, but still fairly effective against someone like Hayabusa so its not a total wash.

-- 6PPK and 8P no longer give a guarantee ground throw after a launch. They DO still give a guaranteed ground throw if an opponent was never launched.

-- 9K is a complete joke. It is slow, unsafe, and gives shitty launch height which has indeed been nerfed since the GVN build. It still looks hilarious though, and it is indeed the signature puppy kicker attack. Use sparingly.

-- 3pp6k as mid-juggle string is now worthless. It does not have any decent relaunch property anymore, and actually pushes your opponent too far back to continue with anything. This hurts his juggle potentially in a big way.




Da Buffs!


-- 8P, as well as BT PP now give a ground bounce when used post-launch. This allows Bayman to followup with the remainder of his string, 8PP or BT PPP, with the final hit potentially resulting in a wall hit. Think of it like "dribbling" your opponents body. This also means....


-- 7K is now actually a viable alternative launch to simply chain stunning into a launch with 3P, or using 236P. Very nice as this actually gives him a solid mid kick launcher now.


--6PPK during a juggle gives a similar ground bounce to the previously mentioned attacks, however it has no followup and cannot be followup with anything "guaranteed". This creates another beneficial situational however, as the bounce is considered an air state and thus when tech'd immediately is incredibly obvious. This creates a situation where the ground throw is basically guaranteed if the opponent does not tech immediately, and it is very, very, very easy to see if they have tech'd or not. If they do tech, you are at basically + 100,000,000 frame advantage and right in their face. It is a deceptively fucked up situation for the defender and a great platform for griefing with anti-wakeup offensive holds.

-- 6K, or any string variation which results in the knee, can now be canceled into Baymans side tank roll much like his 3K can be canceled into the front roll.

-- 2K (knee drop version) now tracks like a MOTHER.




Da Gold! (ie what was left unfucked from the last build)



-- 1PP is a natural combo on CH. This can result in immediate wall rape off of a single well-timed high-crushing low attack.

-- 2KK is natural combo on CH. Good for causing filler damage when going for something like a CB. Or just pissing someone off.

-- 2K on CH causes a trip stun, which means you can followup with 3k for a sitdown stun if they don't hold. This puts Baymans best threshold starter as a fucking unreactable low. This will cause some severe paranoia issues with your opponent and open them up into getting hit by all kinds of dumb shit. Mitsurugi style, baby.

-- 6H+P against a wall is still a +14 mindfuck against your opponent.

-- BT H+P is still a +18 field day.

-- P+K, 9P, 4K and 3K all guarantee ground throw followups during a juggle.

-- All of his offensive holds still grant frame advantage when broken. Happy griefing.
 

Rikuto

P-P-P-P-P-P-POWER!
If you're good, Bayman is good. I don't know if he is the type of character I'd go for CB's with too often, but his ground/wall game is pretty retarded and he's one of the only grappler characters to retain frame advantage on throw breaks.

He's a bit slow to get in, but once he does he stays there.
 

Matt Ponton

Founder
Staff member
Administrator
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Also 44H+P guarantees 41236H+P (neck swing) on CT/HCT. They changed the command for neck swing from 44H+P in GVN.
 

Rikuto

P-P-P-P-P-P-POWER!
:4::4::H+P: on high counter gives enough advantage for :426::H+P: to be guaranteed. That's what he is saying.

The numbers represent directions. The easiest way to figure out what we're talking about is to look at the number pad on the right side of your keyboard. 4 would be back, 6 would be forward, 8 would be up, 2 would be down, etc.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
I
:4::4::H+P: on high counter gives enough advantage for :426::H+P: to be guaranteed. That's what he is saying.

The numbers represent directions. The easiest way to figure out what we're talking about is to look at the number pad on the right side of your keyboard. 4 would be back, 6 would be forward, 8 would be up, 2 would be down, etc.

advantage comes from your opponent being stunned and you being able to move before them,but from my experience you can only grab an opponent in neutral not stun thats where I'm confused.and I understand the notations thing but I havnt played in ever and I can't remmember the moves just from text I need a controller in my hand is all I'm saying
 

Rikuto

P-P-P-P-P-P-POWER!
So, it's not all that bad. Rick, does he feel complete to you or are there some holes in his game?

There are holes in the sense that he is a flawed character like everyone should be theoretically. Like, you just don't juggle with the guy anymore in open space for damage. That isn't the type of character he is anymore, his juggles suck. That damage is purely meant to condition people into eating throws and OH's, and continually force tech'ing over and over again so you can keep getting the opportunity to do so.

He is probably one of the more pure grappler's in this sense... everything you do is to annoy your opponent into eating a DDT or get them trapped against his wall shoulder.


I

advantage comes from your opponent being stunned and you being able to move before them,but from my experience you can only grab an opponent in neutral not stun thats where I'm confused.and I understand the notations thing but I havnt played in ever and I can't remmember the moves just from text I need a controller in my hand is all I'm saying

It connects. Don't question it, your head will explode. It's special.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
fine by me, does his (I think it was 3k) cause a sit down stun on a crouching opponent? not as good as what it was at E3 but that would still be useful wouldn't it.
 

Rikuto

P-P-P-P-P-P-POWER!
fine by me, does his (I think it was 3k) cause a sit down stun on a crouching opponent? not as good as what it was at E3 but that would still be useful wouldn't it.

It still connects on a crouching opponent, yes.

In order to "force" an opponent to crouch you can clip them with a trip stun from 2K and then use 3K. Thats one method, anyway.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
that's good,once I ge the game I'm gonna be working on some new ways to end my juggles to get maximum distance to get them up against the wall. I have some ideas that may work but who knows.ya know we probably should make a new thread for this kinda stuff,you kinda answered the main question couple pages back.
 
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