Search results

  1. C

    guarantee 2T22T ground throw

    You can hit 22 before the combo marker, just hit T right as the marker appears. Take into consideration of the latency when playing online and time it a little earlier to minimize the chance of opponent escaping. The timing on this throw is a little different than all his other combo throws. For...
  2. C

    "Do you like Pain?" DOA5U changes

    P+K3P+KP almost garrentees a launch as well, almost as in it works with fast slow escape setting in training mode, but not fastest. And it can be followed with 3K rolling thunder, as I like to call it, as long as there is absolutely no delay in inputs. It is fun to have Bayman do two rolls...
  3. C

    I give you all a mission.

    It comes out naturally after the side roll, maybe it can be a viable alternative option to leg scissors. In theory, the best thing to do when they see the side roll and anticipate the leg scissors is to do a low throw, which makes it perfect for a knee to their face, followed with some 3K...
  4. C

    "Do you like Pain?" DOA5U changes

    Hmm... P+K, on NH at least, no longer garentees 3K, even without slow escaping, you have just enough time to pull out a hi counter hold... This is a nerf right?
  5. C

    "Do you like Pain?" DOA5U changes

    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...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top