Rikuto
P-P-P-P-P-P-POWER!
More often than not, your juggles with Bayman will suck if you try to max out the threshold. This is honestly a waste of time, because currently his post CB juggle is broken and needs to be fixed. He doesn't have to waste his time with CB's and big juggles though... that's not how he rolls these days.
But If you ARE going to juggle, these are the ways you do it.
Straight Forward Approach.
Step 1. Tap opponent with anything to stun them, usually and do not waste your time doing anything more to the threshold unless you are trying to bait holds.
Step 2.
Step 3.
That's it. That's all you do to juggle in open space if you're going for damage, because it does the most bang for the buck for the minimalistic amount of guessing you are doing. It's not there to end the round, it's there to do a moderate chunk of damage and piss your opponent off into holding the next time the situation occurs. Oh, and it also leaves you at the ideal distance to avoid wakeup kicks and pressure your opponent when they start getting stupid.
"I'll dribble you like a basketball, or not" Approach.
Step 1. Same as before.
Step 2. Launch with
Here is where your options branch...
Step 3a. (with opponents back to wall) BT . The third hit will wall splat for additional damage and the slow descent gives you time to back off and re-position.... or just hump your opponent if you want to keep playing in-your-face pressure.
Step 3b. (in open space) BT . There will be a short bounce and you should have adequate time to see if your opponent has tech'd or not. If they have not, you can ground throw/knee drop them depending on how good your reaction time is. If they HAVE tech'd you followup with pressure from , , or any of his heavy hitting offensive holds.
Hey Ayane, I think you gained a few pounds...
One of Bayman's more terrifying ways to approach somebody now is to invest heavily in . On paper this move is garbage, in practice its terrifying. On CH it will launch, and can be followup up with his BT nonsense that was just mentioned. As a whiff punishment it will do a fairly heavy stun and set him up for some really retarded mindgames. Primarily, you will either followup a stun from this attack with either which causes a sitdown stun and opens up "the straight forward approach" OR you will wait for the stun to end and try to get them with his BT offensive hold which I will cover in a moment.
On block is "unsafe", but as a second punch can come from the string and you can delay the hell out of it, most people will be too scared to call you out on this and it remains a guess on their end. Assuming your opponent has good reaction time, he will most likely attempt to get you into a back turned stun with a mid or high. All Mids from here can be stopped with as his parry works while he is backturned. Highs and several mids can be crushed with (which, if they fail a fairly strict tech from they will eat a free ground throw). In the event your opponent is attempting to actually low jab you out of the situation, you are better off simply delaying the second punch of the initial string as long as possible and launching them with it as they attempt to interrupt.
Once you manage to scout your opponents typical response you can work on getting them scared of the situation and force them to turtle up and continue blocking. Once this fear is instilled into them, you can start using Baymans BT . This offensive hold will put Bayman's opponent backturned and leave him at +18, which allows him to commit untold acts of molestation against them. For a quick example, is a three hit guaranteed launcher after this setup.
I am still experimenting to see if there are alternate manners of which to capitalize on this and feel free to post any creative ones you come up with, but the same bread and butter juggle under "Straight Forward Approach" still applies post-launch. You may have to dash forward slightly before you use the however, lest you miss the ground throw at the end. You can use also to get the "bounce pressure" mentioned in the previous section's 3b.
Oh, and also...
is a natural combo on CH and is legit as hell. High crushing legit spacing option, makes people cry on water/ice, leads into very fast wall combos as well from a low. Not to be fucked with.
Okay, there's some open space bread and butter for now folks. I'll post up some more nonsense when I'm feeling motivated. Right now I'm tired, grouchy, and require caffeine. Please feel free to post any discoveries you make.
I'd love to share everything I know with you guys, unfortunately I'm a horrendously lazy man. Please don't hold it against me.
But If you ARE going to juggle, these are the ways you do it.
Straight Forward Approach.
Step 1. Tap opponent with anything to stun them, usually and do not waste your time doing anything more to the threshold unless you are trying to bait holds.
Step 2.
Step 3.
That's it. That's all you do to juggle in open space if you're going for damage, because it does the most bang for the buck for the minimalistic amount of guessing you are doing. It's not there to end the round, it's there to do a moderate chunk of damage and piss your opponent off into holding the next time the situation occurs. Oh, and it also leaves you at the ideal distance to avoid wakeup kicks and pressure your opponent when they start getting stupid.
"I'll dribble you like a basketball, or not" Approach.
Step 1. Same as before.
Step 2. Launch with
Here is where your options branch...
Step 3a. (with opponents back to wall) BT . The third hit will wall splat for additional damage and the slow descent gives you time to back off and re-position.... or just hump your opponent if you want to keep playing in-your-face pressure.
Step 3b. (in open space) BT . There will be a short bounce and you should have adequate time to see if your opponent has tech'd or not. If they have not, you can ground throw/knee drop them depending on how good your reaction time is. If they HAVE tech'd you followup with pressure from , , or any of his heavy hitting offensive holds.
Hey Ayane, I think you gained a few pounds...
One of Bayman's more terrifying ways to approach somebody now is to invest heavily in . On paper this move is garbage, in practice its terrifying. On CH it will launch, and can be followup up with his BT nonsense that was just mentioned. As a whiff punishment it will do a fairly heavy stun and set him up for some really retarded mindgames. Primarily, you will either followup a stun from this attack with either which causes a sitdown stun and opens up "the straight forward approach" OR you will wait for the stun to end and try to get them with his BT offensive hold which I will cover in a moment.
On block is "unsafe", but as a second punch can come from the string and you can delay the hell out of it, most people will be too scared to call you out on this and it remains a guess on their end. Assuming your opponent has good reaction time, he will most likely attempt to get you into a back turned stun with a mid or high. All Mids from here can be stopped with as his parry works while he is backturned. Highs and several mids can be crushed with (which, if they fail a fairly strict tech from they will eat a free ground throw). In the event your opponent is attempting to actually low jab you out of the situation, you are better off simply delaying the second punch of the initial string as long as possible and launching them with it as they attempt to interrupt.
Once you manage to scout your opponents typical response you can work on getting them scared of the situation and force them to turtle up and continue blocking. Once this fear is instilled into them, you can start using Baymans BT . This offensive hold will put Bayman's opponent backturned and leave him at +18, which allows him to commit untold acts of molestation against them. For a quick example, is a three hit guaranteed launcher after this setup.
I am still experimenting to see if there are alternate manners of which to capitalize on this and feel free to post any creative ones you come up with, but the same bread and butter juggle under "Straight Forward Approach" still applies post-launch. You may have to dash forward slightly before you use the however, lest you miss the ground throw at the end. You can use also to get the "bounce pressure" mentioned in the previous section's 3b.
Oh, and also...
is a natural combo on CH and is legit as hell. High crushing legit spacing option, makes people cry on water/ice, leads into very fast wall combos as well from a low. Not to be fucked with.
Okay, there's some open space bread and butter for now folks. I'll post up some more nonsense when I'm feeling motivated. Right now I'm tired, grouchy, and require caffeine. Please feel free to post any discoveries you make.
I'd love to share everything I know with you guys, unfortunately I'm a horrendously lazy man. Please don't hold it against me.