Dead or Alive 5 Ultimate

Ehh, I'm starting to see the limitations of DOA5U's netcode... Holding, despite the large active window, can be very timing dependent, especially against some string attacks... The delay can mean the difference between a Counter or Hi-Counter hold, and getting hit.

This is what Mr. Wah was talking about when we fought- I couldn't feel it at all at the time, but now I see...

Everything's always better offline. :|
 
Someone may have already pointed it out but it looks like some of the costumes are based off of Darkstalker characters. Looks like Kokoro (Morrigan though faintly), Leifang (Hsien Ko) and Tina (BB hood).
 
That set is beautiful. Leon gets a returning classic, Rachel gets an old Ninja Gaiden costume, and everybody else gets something nice (love Mummybusa and party skeleton Zack). Although I'm not thrilled with Ein getting more bondage gear.
 
Nifty Halloween costumes. Seems like they're based on certain tag-team combinations. Hayabusa and Momiji share a mummy costume, Ein and Helena have a devil/incubus/succubus motif, etc.

Although, some characters have so few tag-team partners some are looking a little lonely or just referential (Rachel, Eliot, Bayman). Suits me fine, either way.

Meanwhile I've downranked from C+ to D now. I think I've run out of ideas on how to play.
 
I've played him a couple times before, but to be honest, I have no idea which moves are Bayman's good stuff.

I don't really abuse his 2P+K roll stuff. I end up using a lot of his 8PP and 8PT, and I use 3P a lot. Several players have eaten his 6PPP string into 3K into ground throw, when I end up abusing it, though I can't say for certain if that string is any good on counter hit, as no one has held against it.
 
Played about 19 matches, won 10 with Bayman.

Started off trying to pressure with 6P+K 3P, but it never worked so I just ended up doing what I normally do, 6PPP 3K 2T throws.

I also tried mixing up 46T and 214T offensive holds, both of which worked out pretty well. Probably better than they should have. Managed to beat three Rachels at the very least. Although one of those three Rachels was the same player I fought twice. Got hate mail for it, even though I couldn't really get anything but 1PP off thanks to the player smashing PP2K PPP and PPK all the time. Couldn't even find a way to hold those highs.
 
Here is what you do -- pressure folks at the end of a stun, not at the start of one.

What I mean is that after you get a stun with most characters you are obligated to either wait for a hold and throw it, or just mixup into a strike and yolo the situation. With Bayman its not quite the same. For him, you get a stun and then you are basically waiting for the end of the stun to happen. As the end of the stun happens, THAT is when you tap them with an offensive hold like the DDT or a strike like 236K (+1 on block) or 6P+K (+9), etc.

In this way, you control the situation and don't take as much risk. If they hold early, you smash them with a back breaker or an arm break. If they start mashing attacks out at the end of the stun, you'll be rewarded with a high-counter hold when your OH connects. If, for some reason, they are mashing a crush and it goes under the DDT then it will at the very worst be a normal hit attack as counter-hits against an offensive hold are impossible. It is also worth noting that unlike other characters, any time Bayman has one of his throws or holds broken he is at +3. So even if someone breaks your DDT, you keep right on fucking with them.

With Bayman, you can pace your in-stun offense easier than with other characters, and with far fewer repercussions when it backfires.

And if you DO decide to play for strikes inside the stun game for whatever reason, you are actually a much bigger bully than you might realize. 2kk is a 2-in-1 inside of stun and will fill out the threshold pretty much instantly. 1PP is another 2-in-1 inside of stun, but is instead good for knocking people into the environment when you have them cornered (the first hit tracks).

From range, 8PP is a 2-in-1 launch as well, but only on normal hit. This means you use this string strictly as whiff punishment. It has deceptively killer range, so make sure to abuse it.

He is also one of the few characters with a good CH high jab that lets him truly start up. PK both will connect on CH, which gives him a long enough stun that it lets him mix up into his followup PKP for backturned pressure shenanigans, or PKK for a guaranteed ground throw.
 
Finished another round of games with Bayman, 16 games 5 wins.

6P+K post stun isn't working. 236K works occasionally, I'm not getting many OHs beyond 6T
 
Sounds like you may be waiting too long to make your move. Are you trying to hold/strike them so that it connects just as they leave stun? Or are you waiting for the stun to end and then making your move?

if you can save some replays and get them uploaded I can see whats going on a lot easier.
 
I'm rather reluctant to give away personal information to YouTube and google plus, much like I avoid Facebook and other sites. I have replays of every Bayman fight I've done thus far and don't mind posting the or uploading the files, but I can't really bring myself to create a YouTube account.
 
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