My bro(Nightmare Sire) and i were messing around with bayman's moves in DoA3 last weekend, and came up with a list of his most effective attacks and throws. Any bayman player should find this listing useful at most.
Useful Movelist
Fire Bullet: :left:P+K (critical) Does a spinning back knuckle. Delivers critical hit almost always and launches on counter hit.
Side Kick: :diagdownright:K (critical) A simple side kick. Executes very fast and delivers critical hit always.
Javelin Kick: :up:K (critical) A fast high-kick that delivers critical hit status. Effective move when performing "setup moves".
Flame Knuckle: :right::right:P (critical) Bayman's fastest attack. Always hits high and will connect almost 90% of the time. Also effective for a setup.
Break Shot: :down::diagdownright::right:K Roundhouse kick. Has good stopping power and delivers enviornment damage if near a wall.
Side Edge Trass: P+K PK Three-hit combo that ends with a high roundhouse. If launched from this, Execute PP:left:PK (PP:left:P:down:K on heavy). If fast enough, you can also get a free neck submission from the ground.
Side Edge Javelin: P+K P :down: K Alternate three-hit combo. This one ends with a sweep instead of the roundhouse. Can also get a ground submission if fast enough.
Flame Stinger: :right: KP Fast two-hit attack. Last attack hits high, effective for setup moves and /or throws.
Sidewinder: F+K (critical + limbo) The only move that has an high % of limbo (character holds their back). ANY move that launches is highly effective from here.
Solid Crash: :right: PPP Three-hit attack. All hits are mid, yet the great thing about this attack is that you can delay all three hits. Expert players use this method almost always.
Trap Reverse Hammer: KPP Three-hit attack that ends with a mid. This is also useful because most players will NOT reverse the third hit. If the second hit connects, the third becomes GUARANTEED.
Sliding Knee: :right: :right: K (critical) Sweep-like attack. Only effective as a setup move. Deals critical stun always.
Charge Bolt: :diagdownleft: PP (critical) Two-hit attack. The second hit knocks the player away if it connects. Also it is a somewhat tricky attack string (low, mid). Deals critical stun on both hits.
Bulk Uppercut: :down: :diagdownright: :right: P (critical) Uppercut that deals critical stun. ONLY effective as a launcher, especially when performing a wall juggle.
Throws
Neck Hold Swing: :left: F+P Grabs the player and swings them to bayman's side. First part of the neck swing chain.
Swing Neck Hold :left::right:F+P :left:F+P Second part of the neck hold swing. This throw's damage is reduced if the player has countered...making this somewhat weak. Only peform this as a normal throw, as the damage potential remains intact.
Quebradora Congiro: (half circle :right: )F+P His only throw that deals 50% damage to a player if caught in a counter status. Most effective throw because of its damage potential.
Wall Combo
From against the wall, perform the following:
:down::diagdownright::right:P PP :left: PK
Whenever a player is caught against a wall, remember that the inital hit CAN'T be countered. Bayman's bulk uppercut is his ONLY effective launcher when against a wall. The damage ratio is 121pts of damage, and the great thing about this combo is it's guaranteed on ALL WEIGHT CLASSES! Trust me, this is the ONLY wall juggle you would want to perform as bayman.
Phew, a long list. With this all said, bayman definatly has the damage potential to compete. His only weakness is he lacks the tools when pit against faster characters/more priority characters. His counters, accurate counters and advanced counters are his only best friends. You punish the player by effective execution of these three counter techniques. Once you "bait" your opponent, his movelist then and only then becomes extremely effective.
Anyways, Bayman's quite a cool character to use. This should help out future bayman players in the long run.
Take care
-blueboy-
P.S., thankx to my bro for showing me these techniques.
Wow! These are some good pointers. Thx!
:bayman: Update!
40% combo juggle:
To perform this combo, you need an effective launcher. Afterwards, perform :left: PK, then :down: F+P. If accurately timed, you will grab your opponent as soon as they land. From the first grab, perform :down: F+P again. You WILL grab your opponent again for even more damage. This very simple combo deals about 40% every time....and it's guaranteed!
Note: This procedure leaves your opponent layed from a sideway POV. This is the reason why the second grab is guaranteed. To escape the second portion, you must perform :right:+F. Doing this will allow you to escape from the second grab, yet this still is a HARD combo to escape. One thing to remember also, if you aren't fast with your hands, then you will get caught....period!
Tom Brady 267 of DoACentral placed this info on bayman on his webpage. This combo is one main reason why bayman is mid-tier within DoAU.
Note: Alternate Combo method:
This is quite easy also. Perform Quebradora Congiro on any player. Immediately use :down: F+P, as this WILL connect also.
The damage pecentage varies on execution (players receive more damage from counter throw), yet it's more guaranteed than the combo stated above.
My bro and i also discovered that these two methods work in DoA3. Nothing was changed or altered from the previously stated, and the damage potential is still there despite the two titles.
-blueboy-
Any for leon? I need some Leon tips because I use Leon more than Bayman.
Hmm....i'll need to talk to my brother. He uses these two far more effectively than i do. Shouldn't be a problem though. I'll post the info as soon as i'm able to.