Rikuto
P-P-P-P-P-P-POWER!
First of all, let me say that I do not go for Critical Burst (CB) very often with Bayman. In fact I think a lot of the time it is a mistake as he gets very good damage and wakeup pressure without going through that extra risk.
That said, he DOES have some fairly legit setups into it. You will have to guess a little more, and they can be held out of at different junctions.... but they don't actually require a lot of guessing compared to a lot of other characters for one reason or another.
First, an explanation of the tools and why they work in his favor when going for a Critical Burst.
Your Weapon, Sire.
-- The CB itself. 20 frames, safe on block, slightly telegraphed. The telegraphed part is the reason I don't much like using it, but different people react differently to certain animations so that doesn't automatically disqualify it from use inside of a holdable stun.
-- This string plays a major role in CB attempts for a variety of reasons.
On CH, the very first two hits of the string are a natural combo (or 2-in-1) that cannot be held out of. That means you are bypassing a good chunk of the guessing needed to get that damage inside of the stun threshold when going for a critical burst.
Alternatively, if you simply use on CH (or inside of a stun) you will get a trip stun which puts your opponent in a temporary Crouch state. This is important, because it sets them up for...
-- This kick, when used on a crouching opponent, grants a special "sit down" stun. These stuns are important because they cannot be held out of at all. Unless your opponent is stagger escaping at absolute on-point, nearly inhuman speeds, a CB is all but guaranteed as a followup. And even if they somehow ARE staggering at that speed, you would still have time for a quick launch as a compromise. A dangerous stun indeed.
Yea yea thats nice, how do I kill people?
Both of these setups assume you are on counter-hit, and in open space, away from a wall. If you are anywhere near a wall and you are going for a CB, you should be re-evaluating the entire way you are playing Bayman, because you are most likely Doing It Wrong™.
, , (3 guesses total)
OR
,,, , (3 guesses total)
Once they are in the air, your juggle changes a bit depending on weight class.
Light -- , , :Link:
Medium -- , , :Link:
Heavy --
Notes for the, like, smart people, and stuff.
You will notice that both of these setups place an emphasis on low attacks at one point or another. They are also very predictable during the stun threshold. That is actually intentional.
CB's can be reached in any number of ways, but by purposely keeping the road to a CB as short and narrow as possible, you also broadcast your "intention" to your opponent. This allows you to predict his most likely response after the second or third time he's eaten one of these setups (ie counter/guarding low, etc) and act before he does to capitalize on his most likely response.
It also opens him up to a general fear of lows, which means he will be taking a lot of extra mid punches to the face during a match when he incorrectly anticipates them. Food for thought.
That said, he DOES have some fairly legit setups into it. You will have to guess a little more, and they can be held out of at different junctions.... but they don't actually require a lot of guessing compared to a lot of other characters for one reason or another.
First, an explanation of the tools and why they work in his favor when going for a Critical Burst.
Your Weapon, Sire.
-- The CB itself. 20 frames, safe on block, slightly telegraphed. The telegraphed part is the reason I don't much like using it, but different people react differently to certain animations so that doesn't automatically disqualify it from use inside of a holdable stun.
-- This string plays a major role in CB attempts for a variety of reasons.
On CH, the very first two hits of the string are a natural combo (or 2-in-1) that cannot be held out of. That means you are bypassing a good chunk of the guessing needed to get that damage inside of the stun threshold when going for a critical burst.
Alternatively, if you simply use on CH (or inside of a stun) you will get a trip stun which puts your opponent in a temporary Crouch state. This is important, because it sets them up for...
-- This kick, when used on a crouching opponent, grants a special "sit down" stun. These stuns are important because they cannot be held out of at all. Unless your opponent is stagger escaping at absolute on-point, nearly inhuman speeds, a CB is all but guaranteed as a followup. And even if they somehow ARE staggering at that speed, you would still have time for a quick launch as a compromise. A dangerous stun indeed.
Yea yea thats nice, how do I kill people?
Both of these setups assume you are on counter-hit, and in open space, away from a wall. If you are anywhere near a wall and you are going for a CB, you should be re-evaluating the entire way you are playing Bayman, because you are most likely Doing It Wrong™.
, , (3 guesses total)
OR
,,, , (3 guesses total)
Once they are in the air, your juggle changes a bit depending on weight class.
Light -- , , :Link:
Medium -- , , :Link:
Heavy --
Notes for the, like, smart people, and stuff.
You will notice that both of these setups place an emphasis on low attacks at one point or another. They are also very predictable during the stun threshold. That is actually intentional.
CB's can be reached in any number of ways, but by purposely keeping the road to a CB as short and narrow as possible, you also broadcast your "intention" to your opponent. This allows you to predict his most likely response after the second or third time he's eaten one of these setups (ie counter/guarding low, etc) and act before he does to capitalize on his most likely response.
It also opens him up to a general fear of lows, which means he will be taking a lot of extra mid punches to the face during a match when he incorrectly anticipates them. Food for thought.