CtrlAltThe1337
New Member
So with the rolling ground throw's damage nerfed from 40 to 35, and lots of stuff can end in 3K 2T22T, I wonder what are Bayman's best options if they break 2T22T. He is at +3, but it leaves them at a Kokoro distance that most stuff Bayman has just doesnt have the reach for. Only thing I can think of is 46P, but that is more of a +13 move.
He has some new options out of the front roll now, but when I was tried to use it from a distance, I still got beat by just about everything. And boy does it hurt like an SoB when you get hit while rolling. Is it once again doomed to be useless as a ranged tool, and only good for using after P+K, 9P, and 3K to screw with their minds? I managed to steal a couple of close matches using 9P3P+KT at the very end, they were waiting for me to whiff 9PP complete and finish me off, but the new roll caught them by surprise lol.
His T and 4T grabs got a 25% damage buff, loving it.
Edit: after a little testing, it seems both 8P and 236P has the reach to hit the opponent after they break 2T22T ground throw. But they are both fairly slow, so any fast highs or mids from the opponent can beat them, even with the +3 frame advange.
He has some new options out of the front roll now, but when I was tried to use it from a distance, I still got beat by just about everything. And boy does it hurt like an SoB when you get hit while rolling. Is it once again doomed to be useless as a ranged tool, and only good for using after P+K, 9P, and 3K to screw with their minds? I managed to steal a couple of close matches using 9P3P+KT at the very end, they were waiting for me to whiff 9PP complete and finish me off, but the new roll caught them by surprise lol.
His T and 4T grabs got a 25% damage buff, loving it.
Edit: after a little testing, it seems both 8P and 236P has the reach to hit the opponent after they break 2T22T ground throw. But they are both fairly slow, so any fast highs or mids from the opponent can beat them, even with the +3 frame advange.
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