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.