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[GGAC] Baiken Guide: Read this first!

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Welcome to the Baiken guide! This is meant to be a complete guide of the character Baiken, with all the information anyone might want about the character. Within this thread you will find lots of information about tatami spam, turtling, and general lack of O. Please enjoy.

If you're new here, make sure you familiarize yourself with the terminology used in GG. Read this guide!. Don't hesitate to ask questions in this thread about anything related to GG, Baiken, or the guide!

Edited by kaeru

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[bAIKEN BASIC CHARACTER OUTLINE] - Written by Hellmonkey

Picking up Baiken

information for a new baiken player

Baiken is a character in GGAC known for good offense and stronger defense. Baiken has one defining point that distinguishes her from the rest of the GG cast: tensionless guard cancels. They alone make up for her low defense modifier and mediocre pokes. They cause other characters to have to play differently against her- forcing them to be wary of the guard cancels and bait for them. As a Baiken player, you will learn to assess situations and figure out whether you should guard cancel or not, which to use, and how to follow them up.

Her corner dust-loop is strong and nets knockdowns, but it can be hard to get to that point. She has limited ranged options, j.S and kabari (41236H, her chain attack) being some exceptions, as even air tatami mats can be dangerous to use against some characters.

Realize that in many matches you'll end up having to play somewhat turtle-styled to get the best results, because of her design there is nothing to prevent this. Still, she can deal great damage using j.D and tatami mats, and once you get her counters and okizeme down she can be extremely solid. I highly recommend watching Baiken match videos from Youtube or wherever to see if you like her style of play. Seeing a character in action is very helpful before trying to learn them.

Baiken from Slash to Accent Core

The properties of many of Baiken's moves have changed since Slash, making her a better character in AC than ever. One of the most notable of these changes is the untechable time and faster startup of j.D. It knocks down from almost anywhere on the screen, especially against medium and heavy weight characters. You can also now combo j.P, 5S, and even 2D into j.D now. These changes allow for more combo opportunities often resulting in a knockdown. The properties of tatami mat were changed, giving ground tatami a pull in effect but only being able to combo with j.P afterwards, and making the air tatami wallbounce. The change to ground tatami made it better, as you can tensionless combo from a ground tatami easier now, finishing with a j.D for a knockdown, but the air tatami wallbounce makes it much harder to combo afterwards unless it is a counterhit. Her two new moves also aid her a lot in this game. Ouren, her new guard cancel is a crossup, overhead counter which allows her to get out of pressure much better than previously. Her new baku system also helps her somewhat, although it is much harder to apply and arguably not worth the tension.

Baiken has had some negative changes along with all the positive. Her combo -> knockdown allows for many opportunities to okizeme, which is always good. However, with nerfs to youzansen, giving it much more recovery, making it much easier to punish, a nerf to the techable time of the first hit of tetsuzansen, a huge nerf to the Sakura counter, making it stagger and not allow any decent combo afterwards without spending tension along with proration that has made this move much less useful than it used to be, and a nerf to combo damage by upping the GB- on her 6HS have hurt her a bit. A far more important factor, though, is the fact that every character is stronger in AC with added ways to get in and deal consistent and higher damage. As Baiken takes the 3rd most damage in the game, just slightly better than Millia, this affects her greatly, so if she takes hits she is in big trouble.

Baiken has some decent matchups, mostly even matchups and a few bad ones. Potemkin, as always, has been her worst, with Jam following close behind. Both of those characters deal with guard cancels extremely well and can kill baiken very easily. HOS and Slayer are as well, as they too can deal with counters fairly easily and their average damage is insanely high. Overall Baiken is good though, and definitely a character who has the potential to win most matches if you play and counter well.

Edited by Hellmonkey

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[bAIKEN STRATEGIES]

Written by Hellmonkey, Counters help from Shinjin

Baiken is a character with many safe defensive options but few high risk/reward options. Her guard cancels allow her to do better under pressure and escape what is normally inescapable. Guard cancels make up for her low defense and somewhat lacking ground/anti-air pokes. It is important to note that every good player will expect Baiken to use her counters a lot, so one common mistake that many new Baiken players commit is countering too frequently. With more experience Baiken players learn that counter's main use is to throw off the opponent from time to time and force them to try and bait Baiken's different counters, along with punishing opponents for moves that are slow as well as high air moves. Once a Baiken player learns the art of countering correctly, they will be on their way to becoming a good Baiken player!

Poking

Air Normals

j.S - is by far her highest priority air move. It combos into j.D which knocks down now, and a low j.S can combo into ground moves as well. If you are dashing in at them you can also combo into j.P j.K for a launch, or j.P j.S 2D tatami etc. j.S should be your main air poke, with almost no exceptions. It doesn't extend immediately, your goal should be to hit with the end of it as her hit box is slightly above it, like a slightly nerfed version of #R Eddie kick.

j.K - is a great move to use as a meaty. It will whiff and you will land and block against invincible moves the opponent wakes up with, and you can mix up going into j.D, landing and going low, landing and throwing, or if you still have a jump you can jump cancel to bait things, like them expecting a throw and you jump and j.HS. This move hits mainly above baiken, and raises the opponent, so it's decent in combos, although not many involve this move anymore as almost everything is j.S -> j.D for knockdowns now.

j.P - is her fastest air move, but has horrible GB-(Lots of guard balance is taken away, so combos with it don't do as much damage afterwards) so it's awful for damage in combos. It is her only option after a ground tatami with no tension now, though (except j.K, which has very tight timing), so it still has it's uses. Not a bad poke, since it's somewhat quick though, jumping at them pre-emptively with j.P can be one of her best anti-air options.

j.HS - is a decent poke and great meaty as well. Allowing for more damage if it lands, by allowing baiken to land and 5HS tatami, or a number of other options, it definitely leads to more damage than j.K. It doesn't cancel into j.D, however, so the air mixup you can do with it is much weaker as a low j.D puts baiken in a better position than a low youzansen, especially because they nerfed the recovery on youzansen, allowing it to be punished much easier. j.HS is a great move to throw in combos as it does great damage and has very low GB- (it takes away less guard balance when it hits, allowing you to deal more damage afterwards). Higher j.HS hits against grounded opponents can combo in to j.tatami, and you will always want to do the tatami afterwards, or possible a youzansen, if you're too high otherwise it'll be much more unsafe. j.HS will combo into j.tatami on opponents in the air, which can be good for combos, although generally harder to pull off and don't net her a significant amount of extra damage.

j.D - This move was improved a lot from Slash, not only being faster but allowing Baiken the options of comboing 5S, j.P, and 2D into it. It also has a much longer untechable time than before, however in return the opponent falls quicker. It's speed increase has made it much safer, and has made it a great poke to throw out to catch the opponent in the air. Even without a counter-hit you will almost always net a knockdown off a connected j.D. Be careful not to j.D if the opponent is too close or below you, as it is punishable.

Ground normals

2S - By far Baiken's most useful ground poke. This move's hitbox hits way out in front of Baiken, however it is slower than most of her other options and can't really go into anything very damaging unless you land a CH or catch them crouching so you can combo into a tatami mat. The only normal it can cancel to is 5S, so if you hit them with 2S close enough you should gatling 5S 2S for the best damage until out of range. Be careful not to whiff at the end of a string like that because it is punishable. This move also can bait some SRKs like volcanic viper, as it will clash or whiff if placed on them from far enough away on wakeup.

f.5S - This is a decent poke against both air and ground. It beats a lot of moves, but the range is slightly less than 2S. Again it shares the same problem by going into nothing but 2S, so you won't get high damage off this unless you CH or hit crouching and go into tatami.

6P - Baiken's main (and only true) anti-air. It has upper invincibility, hits twice, and is jump cancellable for both hits. There are a few weaknesses to this move, though. Should you happen to land one, the damage actually isn't that great. There is a lot of GB- on both hits and they don't do terrific damage, and you should j.P after it to continue the combo, causing the combo damage to take an early hit, impacting it greatly. Also, the timing on this move makes it somewhat dangerous, since you have to do it fairly late. This is one of the weaker 6Ps in that it gets completely stuffed by some of the better air moves like hos j.HS or ABA's j.HS. One CH slide from those and Baiken instantly explodes. Another weakness is that if it's blocked, the first hit acts as a level 1 hit and the second as a level 2 hit. Because of this, they recover from blockstun very quickly (Baiken is at frame disadvantage on block) and all you can do is jump cancel to keep pressure on, or cancel into a special (not recommended). Considering that youzansen is so nerfed in recovery time, it's very dangerous to youzansen without an RC after this, however you can keep them guessing if you will youzansen, or wait and 2k/2d after, or throw. Your best bet is when this is blocked superjump or iad back to get out, since your only option is jump cancelling to not get minus frames and they will expect a youzansen making that option even more dangerous than it normally is.

5P - a good point-blank poke, and probably her best tickthrow poke (this move has plus frames). It cancels into 2K and is jump cancellable to you can mixup low/youzansen off of it fairly easily. The range is incredibly small so don't use this from any sort of distance. Also, I haven't had much success using this as an anti-air, so be cautious if you try to use it this way.

5HS - One of her best damaging moves to throw in combos, as the GB- is quite low on it. It also jacks up GB quite a bit on block. Good to gatling 6K into, but too slow to throw out as a poke most of the time. The range is decent on this, and if you do happen to land a counterhit you can combo into Kabari which is quite nice. (This can be great to start the round with)

6HS - Her highest damage move, which was nerfed in AC. The GB- is high on this move, so throwing it in longer combos usually causes the damage to be lower than if she uses her other options. Still very high damaging, and has high invincibility after the startup, which can be used a number of ways. The move is very slow though, so you need to be cautious of where you use it. It can be jumpcancelled, but the jump cancel is quite late. If you IAD quick enough after landing it on a taller, standing character, you can IAD and combo into j.P or j.S, or you can gatling it into tatami, 2D, or kabari. It's a great meaty to punish mashing, but other than that I don't think there are a whole lot of uses for it since it is too slow.

2D - Baiken's longest range low hitting move. 2D is a decent poke/anti-air, though definitely not as good as her other options, as it does get stuffed by a lot. Used often in combos as it gets people off the ground, knocks down by itself, and combos into tatami mat easily. Used in the 50/50 after a c.5S, where she can either youzansen or 2D.

6K - A peculiar move which seems to beat out a lot of random stuff. It is one of baiken's only moves which will stuff anji's wakeup fujin for example, which is EXTREMELY useful. It is throw invincible for the startup of the move, so if you time it correctly you will get a counter-hit if they try to throw you on wakeup. Cancels into 2HS, 5HS, kabari, and tatami mat, leaving her with a lot of good combo or GB jacking options. If it wasn't for being fairly slow (12 frames startup), this move would be extremely good, but because it is fairly slow and the throw invulnerability does end after those 12 frames, it's not quite as useful as it could be.

2K - Baiken's fastest low hitting move. Her most common move to start/follow up with pressure. Can be used as a tickthrow, but not a great one because it is minusframes by itself. This, however, allows you to gatling into 6K and catch people who try to throw her with a counter-hit, even though the gatling does not combo. Expect to use this move a lot.

Specials

Ground Tatami - Most commonly used in combos, her main launcher into air combos, not too useful as a ground poke unless they're running or air dashing into it with something. Untechable on counter-hit. Best followup is j.P on non-counterhit, won't work from too far/against the lightest characters.

Air Tatami - Wall bounces on normal hit. Her main projectile. Use air tatami mats as close to the ground as possible where they still come out, as you get less recovery after landing, and don't have as much time floating helplessly in the air after doing it. Great zoning tool after an instant air backdash or just normal jumps. Also a good way to get in with a forward air dash. Lay this meaty on people as they wake up to prevent them from mashing anything out, although you still need to beware SRKs and supers as most will go through it. Does not launch if it hits late, just does a small unprorated hit, so try your best to confirm when it does connect as it leads to high damage combos. Best followup midscreen is using air dash on non-ch.

Kabari/Tetsuzansen - Her best ground zoning tool. The chain is a projectile and does not extend baiken's hitbox, so anyone doing something within the hitbox of it will get hit. On a ground hit, can combo into tetsuzansen. Is plus frames, so if they block it you usually have a chance to follow it up, although it is escapable through instant block-> backdash or 1 frame jump. On air hit can combo into 5P or 5S if they're close/low enough, or tetsuzansen. Tetsuzansen followup is invulnerable to strikes for a short period of time during it's startup, which allows it to punish any mashing after they block a kabari. Overall a good move to keep pressure on and poke with, as you have lots of options afterwards, but don't rely on it too much as better players know how to escape it/clash with it which can nullify it's use completely. The first hit of tetsuzansen has 90% forced proration, and the second has 80% forced proration, so if you're comboing off of it and have 50% or more generally you want to FRC the first hit into j.SD or j.D FRC, air dash and continue (or straight into dustloop from the tetsuzansen in the corner) as the 80% forced proration hurts he damage a lot. If you do complete both hits, you can j.P fairly easily if you're close enough in, otherwise j.SD works but j.D is the most consistent option (A beginning of the round 5HS CH -> kabari -> testsuzansen 2hit -> j.D is one of her best openings!) Tetsuzansen gives her an insane amount of tension, so it can be useful to take the tension instead of blowing it on the FRC even if you have 25%.

Youzansen - Primarily used as an overhead by using it immediately off the ground. Youzansen was often used to end combos with, but in AC j.D is almost always a better option due to it not being able to be teched. Will keep you in the air if you do it over and over again, if you want to avoid something like a faust bomb. No invincibility, not extremely useful as a poke. The FRC on it is useless for the most part except for some tricky low airdash stuff. After a blocked 5P or 5S, use youzansen (high) or 2K/2D (low) to try and break the opponent's guard!

Suzuran - A move that runs you forward while blocking high. You can guard cancel out of this move now, but because they increased the recovery you will usually want to cancel it this way to prevent getting punished. You can bait bursts by canceling into this move, or cancel her normals like 5HS at the end of a string to make up space quickly for a throw or bait. It gets hit low and is relatively easy to deal with so try not to use this too much, especially if they're grounded.

Counters

Mawarikomi (K counter): Dashes behind opponent - The basic folloup to this counter is a throw. You dash behind them during their string and throw them. If you're in the corner, this is the easiest way to deal tensionless damage where youshijin isn't applicable or is too risky, as Ouren will whiff into a corner and is extremely easy to punish and Sakura requires 25% to continue the combo. There is an FRC on this move but you should only resort to using this move with the FRC if you are very close to death and want to escape at all costs without throwing out a Sakura you think might whiff.

Youshijin (P counter): Ground chain counter - This counter comes out very quickly, and can be used to punish almost any high air move or slow ground move next to you. You want to make sure you're getting counter-hits when you use this, as it will launch them up untechable, so you can run up and 6HS or whatever you want and continue the combo. It prorates really bad so try not to blow tension on the combo following this as it's not really worth it. Extremely useful, make sure you get a good feel for when to use this move as used correctly it can be a huge aid but if you're hitting them non-counterhit on the ground or they're blocking it you can be punished hard.

Ouren (HS counter): Crossup overhead jumping bellyflop - Besides the changes to j.D, this is by far the best thing she got in AC. A crossup overhead that is almost completely safe on block which will knock down on hit or launch for a combo on counter-hit. Try not to do it when they're too close to you as it will whiff, and they can punish it if it whiffs, but even then it's fairly safe to escape pressure with. While this move is extremely useful and safe, it doesn't have any invinciblity, so if they read this and stick a move out before you do it you will get a counter-hit, which can be extremely lethal. Make sure you don't spam this move too much, because MANY Baiken players do in Accent Core, so most people have learned to bait this counter a lot. Make sure you get the combo if it counter-hits, as there is no proration so it does quite a bit of damage.

Sakura (S counter): Stabbing invincible thrust of greatness - Sakura is your counter of choice if you want to punish moves with long recovery that dont put your opponent in counterhitstate, for example Slayers 2D/6HS and Jams 6HS/puffball.

Sakura can be thrown out quite safely with an FRC. When someone blocks a sakura FRC you gain advantage. Some follow-ups after this are:

- short dash throw/6K-mixup

- 2K/5P into pressure/yzn

- backdash / retreat

In other words, there is yomi-game after a blocked sakura FRC. Keep in mind however that your frame advantage isn't great after this, so playing it safe, especially against other players who aren't scared to throw stuff out, can be more advantageous after it is blocked.

Random matchup specific notes about Sakura:

Now there is one character that can completly fuck up sakura, Testament. Sakura has 2frames of activity, and the frc is on those two frames (17-18). Testaments Nets remove one frame of activity per net. In other words, if you hit the 17th frame frc, and testament has ONE net in the sakura-hitbox, the sakura will completly miss. Same goes with two nets, frc on 18th frame. Good testament-players know this, so beware.

As for combo-followups one could say there are 3-options:

1. Dust-combo

2. dash 5HS tatami-combo

3. 6HS IAD-combo

The choice of how to follow this up can change, if it connects you should try to hit confirm it with something that isn't 2K or 5P, though. If you didn't hit confirm, 2K is much safer, but you will lose damage.

Now some people would say "hey, why use sakura when you have baku?". The advantage Sakura has over Baku is that it will combo on normal hit for 25%, instead of only on CH or Baku's followup which costs another 25%. Just because the damage after Sakura has nerfed doesn't make the move bad, it's just not as useful as it was previously.

Baku (D counter): Invincible kanji forcebreak (25% tension) - After a baku you can first follow up with P, S, or K, which have the properties listed below, and following that you have 5 different options, one for each button, which seal that button if it connects (you have to be in range.)

To combo after the first hit of Baku without a followup that costs another 25% tension, you must hit with a counter-hit. If you dont know you will get a counterhit, you're better off just using Sakura most of the time. Some examples for baku-setups are Slayers 6K (aircounterhit) and Dizzys 6HS (ground counterhit).

Opposed to both the Youshijin and Sakura counters, Baku does not prorate as the first hit of a combo, so use the combo possibilities which follow it to their full potential.

Air counter-hit:

6HS/5S j.D FRC -> combo

or IAD Tatami -> combo

Ground counter-hit:

5HS tatami -> combo

6HS IAD -> combo

-P followup (Seal Forward Dash, Backdash, Jump) (25% tension) - Now this followup is really sweet. Since its duration is pretty long, you basically control the flow of the match for some time, and by sealing your opponent AA of choice by pressing the corresponding normals button, you can kinda do whatever you want. By locking HS after this you can successfully cripple them completely at close range, so it's almost gauranteed tick throws, and fishing for a mashed CH is easy.

-K followup (Counter-hit state) (25% tension) - Contrary to what Shinjin wrote, this follow up definitely has it's uses. If you lock down HS after this, you can mix up for free against most characters with no fear of throw, and if you do land a crossup j.HS or another big combo starter you are looking at ~200 damage combo with corner knockdown. The best combo followup to this is 5HS, tatami x n until they counter-hit state is about to wear off, then finish with a normal dustloop ending.

-S followup (Next hit unblockable) (25% tension) - This counter allows you to land a gold burst, which doesn't get rid of the Baku on them, as well as one unblockable hit. Baku -> S -> D (for knockdown and sealing their burst). Then do a meaty-goldburst and then follow that up with 5HS/6HS/IAD jHS-meaty for some free damage. Versus ABA you can remove a whole Moroha guage by doing something like:

Baku -> S D, Goldburst meaty knockdown, meaty kabari frc to fastfall dust for knockdown, IK.

The catch is that the unblockable combos have a nasty prorate, so its only to be used if you want full tension, the opponent is low on health, or to kill ABA with a single counter->followup.

Edited by Hellmonkey

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[bAIKEN STRATEGIES CONT.]

Written by Hellmonkey

Okizeme (wake-up game)

Okizeme is the mind game that is played every time somebody wakes up after being knocked down. Successful okizeme is extremely important, because even if you can poke extremely well, okizeme is where the most damage is dealt. The basic options people have after knocking someone down is hitting low, high, throwing, or crossing them up. Each option will beat some things the opponent may do when they wake up, and lose to others. Generally, you want to go for the safest okizeme option that is hardest to react to (usually quickest) with the best damage return, but because those are usually the most expected options, you must mix up with other things. The main key to having successful okizeme is knowing your opponent. See what they tend to do in certain situations and punish them for it, until they get smarter. Always try to be one step ahead of them, and mix it up when they don't expect it. Another extremely important aspect of okizeme is baiting. While it is very important for you to mix up and get in, always remember to bait against characters with good reversals. I will cover baiting options first, and then list Baiken's okizeme options. Keep in mind that Baiken's low air meaties will all bait invincible wake up moves (you will have time to land and block it as your air move will pass right through them), but all of her ground attacks are too slow and will get hit by them (unless you confirm with a low meaty tatami mat, which I cover in a note.)

Throwing

When baiken goes for ground throws, she has to be very careful. Baiken's ground throw range is a measly 40 pixels, tied for 2nd worst with Millia, with only Chipp having a smaller range. Unfortunately, Baiken doesn't have the speed Millia or Chipp do to make up space very quickly, so she has to be almost right up in their face a longer period of time before faster characters or characters with longer throw ranges.

Baiting

Against invincible wakeup attacks- Block, backdash, jump and FD, iad tatami mat, far 2S, far Kabari, Suzuran. After ground blocking or Suzuran remember that you can punish many of these invincible attacks with her guard cancels because invincible attacks usually have more recovery, but if you have time to recover and hit them instead you will almost always get more damage output. Figure out how to punish these wakeup moves best, remember that you cannot always punish, even if you bait and block, especially if they burn tension.

Against throws- 6K is the best answer by far. Timed correctly, you will get a counterhit and can combo directly into tatami or 5HS and tatami. Leads to big damage. Other good baits are jump and j.HS, backdash (but this is dangerous because many HS are slow and long enough range you will still get hit), or airdash over them and tatami mat back towards them for a counter-hit.

Against wakeup backdash- Running late 6K and 6HS are probably the highest damage baits on these, and a late enough 6K will net a counter-hit if they try to throw after their backdash, although Kabari is safer and will still punish most backdashes.

Against wakeup gold burst- Burst grab!! Seriously, though, the best way to deal with this is to jump and block it right off the ground, so you can land and throw them when they hit the ground, because the only way to punish a gold burst besides a burst grab (grabbing them before the burst actually comes out, so almost instantly jumping and throwing) is with a ground throw. It is safest to just avoid it so you don't risk giving them 100% tension and just backdash, but this will lose your momentum.

Any attack that you do to them that is not a throw should be meaty, which baits any form of mashing or reversal attacks that aren't invincible. If you have any attack on them when they wake up, and they do a move that isn't invincible, you will always hit them (and usually counter-hit). By using low jumping meaties, you will even beat almost any 6P, even though they are high invincible, because the hitbox from your air move will be low enough.

Jumping in at opponent

Low meaty j.K

Connected: j.D FRC ad combo, land jump j.P combo, land 2D combo.

Blocked:

  • land, 2K
  • j.D
  • land, throw
  • jump cancel, j.HS
  • jump cancel, FD to bait
  • land, bait

Low meaty j.HS

Connected: 5HS tatami combo, 2K 2S tatami combo, 6K tatami combo

Blocked:

  • land, 2K
  • youzansen
  • land, throw
  • land, bait
  • youzansen FRC FD bait or burst throw (!!)

Low meaty j.S is the same as j.K except you cannot jump cancel it, you must start the move up earlier, you can do it from further away and if it connects on crouching you must land and combo usually into 2D to continue.

Low air dash j.S j.P j.K, j.S j.HS, or j.P (x1-3) j.K - j.S is the slowest move you should do after an air dash, and after connecting should be comboed into j.P j.K for the launch. If it is blocked, you can go into j.HS for more advantage when you land as well as jacking their guard gauge higher, but if they instant block the j.S they can use invincible moves before the j.HS, although it's pretty safe. j.P should go into itself and end with j.K right before you land, it's faster than j.S so you're most likely to hit with it after a low air dash, if it is blocked, when you end with j.K you can act as if it is a blocked low meaty j.K except without the option of jump cancelling and mix up with j.D, land 2K, etc.

Air dash crossup j.HS: If you air dash correctly, you can get a low j.HS to cross up, especially in the corner. The spacing is really tricky on this, but if you land it you can still get the fat combo afterwards, I haven't played around with this too much because it seems kind of random as to when it crosses up, this should definitely be looked into more.

Empty jump, land 2K, throw, or bait. Empty jumps are extremely good to throw in your okizeme, especially against more experienced, safer players. People who try to see what you are going to do every time you jump in can often be thrown off by empty jumps because they just sit there and wait for something that never comes, but be careful not to overuse this as better players will adapt to this quickly.

Note: Low tatami mat on their wakeup. By placing a low tatami mat on them when they wake up (via IAD mat or just jumping in mat,) it is essentially a safer way to do Baiken's normal ground Okizeme. By doing this, you pause for a short period of time while the tatami mat hits them, and then you can react to what they do. If blocked, you can continue your normal ground okizeme. If it connects, though, you can run up and combo. If they do a reversal invincible move, you can block and punish. It is always best to do ground okizeme after a low tatami on their wakeup. Also, if you knock them down right next to you, you can airdash over them and tatami mat back the other way for a ghetto slow crossup but still get the low meaty mat. This can get them closer to the corner and throw them off if they were planning on using a wakeup move the other direction.

On ground next to opponent

Lows: 2K (fastest), 2D (longer range)

Highs: 5D (slow but great damage output), TK youzansen (refer to techniques section)

Throws: Run/walk up throw, tick throw with 5P, 6K, 2K, 2P (not recommended)

Crossups: Running early Youzansen, running youzansen FRC j.K

Baits.

On ground far away from opponent

Baiken has extremely few fast long-range options, so if you get a knockdown and are too far away to get anything meaty, your best bet is to keep your distance and go back to poking.

Keeping pressure on

to be continued...

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[bAIKEN COMBOS]

After connecting, her basic gatling combos that lead into the most damage are 5P>2K>5S>2D, 5P>2K>5S>5HS, 6K(throw invulnerable)>5HS. It will generally start from the 2K when guard breaking on the ground. Tatami will combo from 2D or 5HS on standing and crouching, as well as from 2S or 5S on counterhit or crouching (not standing). If you are too far for a tatami combo (you don't have the tension to follow up, or hit with a f.5s and they aren't crouching and in range to tatami) you generally want to use f.5s>2s>repeat until they are out of range (don't whiff your last hit, it's punishable!).

Her basic combo for knockdown is tatami j.PSD, or j.PD for lighter characters. Against many characters superjumping will make it hit more often than normal jumping. To get more damage, the tatami can be FRC'd and followed up by j.S or j.D to continue without the j.P taking damage away due to being early in the combo. The FRC is necessary when too far from an opponent, or if they're too light (like against Baiken always). Learning when you have to FRC and when you don't is very important for Baiken. This requires having a good feel for the hitboxes of all of the other characters, and knowing the spacing really well. FRCing won't hurt if they're too close, but Baiken doesn't gain tension fast so blowing it for minor extra damage (like if you only have 25% midscreen), versus saving the meter or relaunching after a j.PD or j.PSD will lose her a lot of damage or needed meter.

Her dustloops are in the corner. Against heavier characters, and characters with harder-to-hit hitboxes, j.P will almost always need to be used before and/or after the air dash to keep them in the air. Her corner dustloop is great damage and always ends in the corner knockdown, which gives her an incredibly good mixup especially with 50% meter for a youzansen RC. Make sure you know it.

Character Weight

Gravity Modifier, character names. Lower modifier means they fall faster.

Parenthesis show what size the characters are generally considered in air combos

s=Small m=Medium b=Big

0.94 Potemkin (b)

0.95 Robo-Ky (m)

0.98 Johnny (m*), ABA(small), Order Sol(m)

1.00 Axl(m), Anji(m), Venom(s), Eddie(b*), Ky(m**), Zappa(m), Slayer(m), Sol(m), Chipp(m), Testament(b), Faust(m**)

1.05 Ino(m), Dizzy(m), Millia(s)

1.10 Jam(b/s**), Baiken(s), Bridget(m), May(m)

*Johnny and Eddie fall faster than it would seem from the weights lists, be careful not to drop by going for ad j.S when you can't.

** mentioned in specifics section

Dust Combos

This is her basic dust combo, it works on basically everyone (you may need to vary it a bit for heaviest and smallest hitbox characters). Also, against the lightest characters you will need to alter your timing to make sure you're hitting them lower so they don't tech at the end.

5D (homing jump cancel)>*HOLD UP*>j.HS>j.S>*STOP HOLDING UP*>j.SD *wait*>j.SD>ad j.SD (try to be close enough in to connect the last hit)>j.D

If you're too far away for the first j.HS, do j.S>j.HS. If you're too far away for both, just do j.S j.S.

Basic dustloops

gatling -> tatami>j.PSD>ad j.SD

gatling -> tatami FRC>[sj]j.SD>ad j.SD (lightweight, some mid include sj)

gatling -> tatami FRC>j.D>ad j.SD FRC j.tatami>j.SD>ad j.SD (medium/heavy include [])

Midscreen combos

basic for knockdown

Kabari>Tetsuzansen>[j.P]j.D (j.P if close enough, j.D works from the furthest but timing is somewhat tight)

gatling -> tatami FRC>j.D

gatling -> tatami>[sj]j.PD (Leave out slash if the character is very light)

gatling -> tatami>[sj]j.PSD FRC ad j.SD

relaunch to corner

gatling -> tatami FRC>j.D FRC>ad j.tatami>j.SD>ad j.SD

Kabari>Tetsuzansen FRC>j.D FRC>ad j.tatami>j.SD>ad j.SD

Kabari>Tetsuzansen FRC>j.D FRC>ad j.tatami>j.HS j.tatami>j.SD>ad j.SD

gatling -> 5S>j.c>lowest j.D FRC>ad j.tatami>j.HS>j.tatami>j.SD>ad j.SD

Throw combos

corner

Everyone: (run) 2K 5S jc j.[P]SD ad j.[s or P]D

Lights: (run) 5S 2D jc j.SD ad j.SD

Heavies/mids: tatami>j.PSD ad j.S[P]D

Robo/pot: tatami>2D j.SPSD ad j.SPD

Corner fastfall j.D combos

tensionless

Lightweights: gatling -> tatami SJ j.PD ad j.PD 2D jc j.SD ad j.SD

Midweights: gatling -> tatami SJ j.PSD ad j.PD 5S jc j.D

Light&Mid(bigger hitboxes help): gatling -> 2D tatami SJ j.PSD ad j.PD 6HS iad j.PSD

25%

Lightweights: gatling -> tatami FRC>iad D>dash 2D>j.SD>j.SD (baiken . 204)

Midweights: gatling -> tatami FRC>iad D>tatami>sj.PSD>j.SPSD (testament . 172)

Robo: gatling -> HS tatami FRC iad D tatami 2D j.SD j.SD (153)

Read more on how to fastfall j.D in the Techniques section.

Low youzansen combos (Refer to techniques for how to easily input the mat)

Midscreen: Youzansen RC mat > land > iad j.SD (j.SPSD against biggest hitboxes)

Corner: Youzansen RC mat > land > j.SD > ad > j.SD

Other combos

Against tall characters, 2k c.5S (f.5S) jc/sjc j.D FRC ad tatami ->

-in corner: 2D j.S(PS)D ad j.SD

-in corner: 8(jump) j.HS j.tatami sj j.SD ad j.[p]SD (big hitboxes only)

-midscreen: iad j.SD

-midscreen: land, jump j.D frc iad tatami

2D actually directly combos into jc forward j.P against a lot of characters, against some you can do j.S j.P j.S j.D. Not really useful, but neat and tensionless.. better to go for a mat 99% of the time since you have to be really deep for this.

**after you do any j.D deep in the corner, if you are against a character who has a wide enough hitbox and do your j.D low enough, you will always get more damage in your combo by doing j.D FRC j.tatami land and then continue. This is only really worth doing if you have tension to blow, they're low on life, you're early in the combo, or if their guard gauge is jacked. You actually get more damage than doing iad tatami after an early midscreen j.D frc ad to the corner if you do j.S j.D FRC tatami and continue, but you need to be positioned correctly against a character with a hitbox it would work on.

Character/Combo Specific Stuff

Aside from the mentioned character specific stuff about adding j.P, or 2D against the heavies after corner tatami, there are a few special cases to watch out for.

For Faust, in corner loops after airdash it's by far easiest to j.P j.K j.D, although j.S j.D still works. (j.S j.P j.K j.D works too!) Also against Faust, if you counter his scalpel fast enough (refer to fastest guard cancels in the Techniques section for help!) youshijin will launch him from almost full screen. Air dash -> j.S j.D to follow up.

Against Eddie, you can connect j.P after a ground tatami with or without super jumping extremely easily, his air hitbox is huge so you almost never need to blow tension after a tatami to combo.

Jam's hitbox is extremely big vertically but very small horizontally. This means that if you are close up to her, you can easily combo into sj j.P from a mat, but any further and you'll need to cancel.

For Dizzy, Bridget, and May (only, I think), if you cancel 2D into tatami immediately, you can't follow up with sj j.P. If you wait slightly after your 2D, though, and do your tatami just slightly late but so it still launches, you can sj and connect a j.P.

ABA has a small hitbox and is heavy, this causes lots of problems in combos. Even Baiken's dust combo can whiff if you're close in to the corner, figure out all the situations you need to switch up between j.K/j.P/j.S, there are a lot. It's important too, since you need that knockdown to get rid of her packs often.

I believe Axl, for some reason, doesn't get hit by tatami after a corner throw. Use run 2K 5S jc etc.

You can gatling to j.D from the ground against characters from c.5s, f.5s, and 2D. Here is a list of who which ones work on.

Characters you cannot ground gatling to j.D: Zappa, Jam, Millia, Bridget, Baiken
only c.5s: ABA
only f.5s: Robo-Ky, Chipp, Ky
Easier to f.5s than c.5s: Anji, Sol, I-no
2D->j.D: May, Faust 
Everyone else use either c.5s or f.5s

For 5S -> j.D FRC ad mat combos, it's incredibly hard without using the quick method to input ad mat. Refer to Techniques.

Ky's hitbox is a bit weird, you can usually get j.SPSD after a corner airdash in a dustloop, but it can be harder to connect that first j.S. Be aware of it.

Against potemkin, you can mix in j.HS j.tatami after air dashes and stuff, it's cool but in general I find it best to just do j.SPSD ad j.SPSD for dustloops. Good damage, meter, and hard to mess up. Dropping stuff against potemkin is asking to die!

What's next: GC combos

Edited by Hellmonkey

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[bAIKEN TECHNIQUES]

Written by Hellmonkey

IAD tatami mat (kire tatami):

From Ground: There are a few different ways to get the fastest and lowest iad tatami mat. It's very difficult to input 956, 236k to get the quickest and lowest tatami mat, so there are a few different inputs which make it easier. (I don't know about pad, this is how you do it on stick). The first way is to 236956K. You wait slightly before the 6 and again slightly before the K, as the 6 when you're moving up acts as the first forward of your dash, and then you jump, and then the last is the 2nd input for the dash. The game holds the 236 input long enough for you to tatami mat after dashing. The other way, somewhat similar, is 23676K. This way is more fluid in that your hands can move in a larger, more circular motion. Try out both and see which one suits you, don't get discouraged if you can't get it at first. Remember the input is fast, but you need a slight pause before the last 6 and K because you need time to actually get off the ground and time to get long enough into your dash to act.

From Air: When you want to do it from the air, the input is simply 23656K. This is the method you want to use after a low j.D FRC, or if you happen to want to ad tatami while falling. Keep in mind that she has longer recovery from higher up, so you want to be low in the air when you use this.

TK youzansen (Tiger knee, meaning inputting an air move on the ground then immediately jumping and pressing the button to do the move): There are also a few different ways to get the fastest and lowest youzansen. The easiest way, I think is to 6321473S, with almost no hesistating for any of it. One result of doing youzansen this way is that you will get a back jump. Because it is a back jump, you will lose your forward velocity if you are running, which can be good if you want to stay in front of them; note that this won't allow for crossup youzansen because of this. Another, and probably the best way to do it while maining your forward velocity is 632896s. It's a very fluidlike motion, going in a circle through the neutral position, and I find this is the easiest way to do it if you don't want to do the first way. The last way used to be the best way to TK youzansen before they made it easier. 623696S is in my opinion the hardest way to input it, but if you can get good at this way then go for it. You will almost always get the lowest TK youzansen with it. I personally use the first method most often, as the timing is not very strict and you'll always have the same velocity so you won't have to change up your combo should you decide to RC tatami.

RC tatami: To make it easier to hit confirm your youzansen into tatami mat, after performing a youzansen you should just input the 236 for a tatami mat. If you see your attack hit, all you have to do is RC with three buttons that include kick, and when you let go of your RC, you will negative edge a tatami mat. Easy as that!

FRC TK youzansen: Good luck with this one. I've played with it quite a bit and to be frank the timing is HARD. The FRC is extremely quick, and the rewards of doing it aren't worth it (except for flashiness). The most success I've had with it is normal TK youzansen and then immediately let go of slash for a fraction of a second and press and hold K, S, HS. If you don't hold them the input stays from your TK youzansen and it will either youzansen again or tatami mat when you let go of kick or slash. After holding it for a tiny bit you can then let go and j.P or j.K or whatever you were using FRC youzansen for. Definitely not consistent or really usable IMO, as your youzansen will whiff if you try to meaty with the FRC and miss it, which makes you dead.. IMO.

This is how you should typically be inputting TK youzansen for each situation: Running: 6321473S | In general/by itself: 623696S | after 5P: 6239S | after 5S: 9623S

Fastfall dust: In previous versions of the game, you could combo with a fastfall j.D in the corner as well as poke with j.D midscreen with less danger by air dashing and immediately hitting j.D (hitting j.D with foreward dash momentum causes her to fall to the ground quickly). In AC they sped up j.D, so you actually have more time after air dashing to j.D and still get a fastfall. This allows for some interesting combos, along with allowing you to j.P j.D immediately after an airdash and still get a fastfall. The exact method to get a fastfall dust in the corner in a combo changes depending on other characters height from the ground and weight. Most of the time you want to iad immediately, wait a fraction of a second, and then do the j.D at the last possible couple frames that it will still fastfall. This puts you to the ground quicker and gives you more time to finish the combo. If you are too close to them in the corner, you will not be able to land the iad j.D fastfall combo, you must be a certain distance away. If you're that close, you are probably close enough to tensionless loop most characters, and generally the tensionless is a better choice as you gain tension, still get the knockdown, and don't lose too much damage.

Fastest guard cancels: Baiken can input her guard cancels during the hit stop of moves as well as the block stun. Level 1 moves have 11 frames of hitstop, to level 5 moves which have 15 frames of it, increasing 1 per level. To clarify, when you first get hit by a move there are a certain number of frames that the attacker and person getting attacked are frozen in place- this is hitstop. EVERY MOVE has hitstop, the reason Baiken's counters are able to hit so many moves despite the counter's seemingly long startup in the frame data is because you can go directly into the counter during this time that the other character is frozen- meaning that against a level 1 move she has 11 frames that she can begin doing her youshijin before the other character can gatling into another move or go into the recovery frames of their move. To get the fastest guard cancel possible, what you want to do is complete a guard cancel motion, and then press the button to do your guard cancel on the frame that you block their hit. This is the most useful for Youshijin, as it makes it much easier to get CH's with it and it is her fastest GC besides baku, but this method can be used for any of her guard cancels. The input for the fastest youshijin is 4121P.

**note: some moves have reduced hitstop which cause Baiken's counters to come out much slower than you would normally expect, allowing the other character much more time to punish or escape. One example of this is Jam's 5K. It has reduced hitstop allowing Jam to chain to 5S or other moves that will counter-hit even a fastest youshijin.

**super important note: As a general rule try not to counter projectiles, as they place the blocker in hitstop but do not put the character that launched the projectile into hitstop.

So the method you should be using in general to youshijin:

Immediately before guarding: 4121P(and then 1 frame later)H. This will get you the fastest youshijin, or if you miss it you will get an FD. If you then let go of P after successfully FDing, you can get a negative edged youshijin, otherwise you will be crouch blocking normally.

Running guard cancel (to bait moves): To bait a guard-cancellable punishable move, this method is very strong. When running at the opponent, immediately before you think they will act, you want to input 4PK (to get faultless) 12[P] (let go of P). You will block them with your FD, and then immediately get your guard cancel by negative-edging P for youshijin. This is fairly hard to apply, but worth learning.

Waking up GC to escape pressure: While this method is very hard, this will get Baiken out of almost any okizeme. Right before you wake up, input 4121 as if you are about to block a move. On your wakeup, press P(and then one frame later)S, press 4 and release P, press 7. In the event you block a low hit first, you will get the fastest youshijin, if there is no block, you will cancel your P to FD the next frame, then you will attempt to do yet another fastest youshijin while blocking high, and if you still haven't blocked yet, you will jump. There are only three things which can punish this. If someone does a delayed attack and hits you during your jump startup or during the 1 frame you're doing 2P, you will get caught. You should FD to make your jump 1 frame (by pressing P again immediately after releasing it), but it is still possible to get punished. Also, if someone does a jump punishing move, you will get hit (such as potemkin heat, anji's jumping throw, airthrowing, etc.) In general though, this is extremely safe and good. Also, if someone quickly links to a move which will beat youshijin, you will get hit. Otherwise, you get a fastest youshijin punish on almost any meaty attack, or a jump to escape throwing or any other slower moves. You don't need to use S to FD, you can use any other button, if you use S and accidently let go of it at a time you can GC you will get a sakura counter instead of youshijin, which isn't too bad either.

Edited by Hellmonkey

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I'm sure these posts need to be in the right order - and remember, if there's a missing section that I should add, post up. I'll leave extra empty posts just in case something comes up.

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[PLAYER EXTRA INFO]

Anything that may be useful, that doesn't actually get covered. Variations of the norm or whatever~

Negedge Youzansen FRC

>>Written by KomagPHL

the way i've done the FRC youzansen has always been negative edging it. hold down S, do the motion, release S, then press P+K+HS. by negative edging, hitting the frc point becomes easier.

example: -> 6P -> 62369]S[ -> P+K+HS -> j.P -> j.K

>>Written by Hellmonkey

While that way is easier in training, I think in actual games you generally won't have time to hold down the button beforehand and negative edge. If you can see far enough ahead to have it held down, then all the power to you, but either way the FRC is hard. I also think it's not worth gatling into youzansen FRC at all from the ground, as one of the biggest reasons to do it is to have a low meaty which is safe against dragon punches, as well as crossing up (you can do a running youzansen FRC j.K crossup, it's actually quite good.. just hard.)

>>Written by Zakuta Asura

Basically, if you have the time to do it and you become pretty good at Negeding the Youzansen FRC then it's worth giving a shot, PROVIDED you know exactly what you want from it. Not really a good use of tension, but it's nice to use for fancy tricks. If your butt is on the line, then it's worth ignoring this FRC altogether.

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Did I forget to mention that posts containing information will be moved to the relevant spots - the main posts will be deleted as a result (eg. being Hellmonkey's post has been deleted but his entry added into the character outline post).

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Added a bunch of stuff, if you see anything that looks wrong or that you have questions about, please post. Also, if you want to contribute please feel free to do so.

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Updated/added tons. Order to do the rest: fix up GC section make GC combo section add beginning sections for baiken terminology and rewriting intro to make it more appealing (move slash change stuff to the end or remove) make section devoted to hitstop and why it matters, separating it from fastest guard cancel section "AC, Option Selecting, and you!" standardize the notation on all of the combos (need ideas on this- what looks the best to you?) writing "Keeping pressure on" section Add "bursting" section with offensive and defensive portions. Offensive concentrate on not only when to expect and how to bait the bursts, but how to analyze your opponent's bursting patterns, which oki/mixups/poking to use to make them burst because of it. Defensively analyzing how/if they bait combos, and baiting accordingly. Gold bursting. Eventually: Possibly pull all relevant data from the guide and put it here, so it's a 1-stop way to master Baiken Overall reorganization of the guide to make it easier for new people- I need suggestions of how to do this, many have expressed that the guide was very complicated and made it hard for them to try and learn. I'm reluctant to add a "noobie section" to the beginning because I think it's important to get all of the basics down so the player doesn't hit a ceiling later from missing key aspects of gameplay. How to practice effectively and retain things you've either practiced or read when you actually play. What to focus on to actually improve. DEFENSE. Everything about defense. How to look for moves to guard cancel while still dealing with throws, tick throws. Analyzing opponent's method/frequency of baiting counters and abusing it. When to backdash. When to 1F jump. When to counter-throw. (General, not character specific) More in depth discussion about analyzing when to be on the offensive or defensive, when to bait for block -> 1f guard cancel. Methods of getting inside the opponents head by mixing up strings that look like ticks but punishing or the opposite and throwing. How to deal with certain styles of gameplay. (General, what style to zone, pressure, what to look for). Maybe before my fingers fall off: Maybe not threads, but a seperate section for each character. All relevant info would be either moved or copied there (not sure if it's better to keep combo stuff by itself or what). Main points: counterable moves, moves definitely not safe to counter, how to deal with specific styles of play for specific characters, best moves to poke with, pokes to watch out for, what spacing you want while poking around, what spacing you want on their wakeup, specific setups/oki/pressure/baiting for supers or forcebreaks and how to expect them depending on the opponent's meter. Full list of a few of the best combos to use for each situation with characters it works on listed. This should be unnecessary if people learn from the rest of the guide, they can find all of this themselves. God that's a lot. I'm so dedicated :eng101: It took a final to study for to get me to do this, lol. Input is essential! Should I bother going into more advanced stuff at all? Should I do more about technical/frame data, which really helps understand how the game works and lets you find out everything yourself, or "feed" it instead? Should I bother going into the mind game behind all of the different aspects of gameplay? There is nothing as effective as DOING, which applies for both finding stuff out and practicing in training mode as well as playing against other people and applying what you learn to improve. I am always open to answer any questions anyone has. Writing this stuff up, in fact, even helps me get my thoughts together and lets me continue to improve (it's very easy for me to go to offcharacters since my Baiken mainly requires opponents to hone my game at this point) If there is no interest, I'll get everything done eventually just to have it done.. but I'd prefer that not to be the case obviously :toot:

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you're the best re: standardized combo notation i prefer using what Gwyrygn has in the Gameplay FAQ sticky as a standard. as for combos, i can do grunt work for you (that's all i'm good for) and i've actually translated the combos from mattariwafuku (the site with Baiken CMs), so if you think that's worth posting, i can post it up. as for "feeding" info, i guess it's a judgment call. the rebuttal to "feeding" info is that the players should spend more time playing and figuring stuff out, but the problem is that some of us don't have a wide variety of competition to try stuff out against. also, some of us just aren't that smart with fighting games, so we need help sometimes :( to add to that, i guess it depends on what you hope to achieve with all of this: do you want to accelerate the Baiken players here to a "higher" playing level, with perhaps less awareness of all the rough work needed to get there without your help? or do you want to give us the basics, with helpful hints along the way, and let us "find our own way", so to speak? (if it's a helpful analogy, think of any university class you've ever taken, in a subject that's at least a hundred years-old: because the topic is presented so clearly and elegantly, it's often difficult for the student to realize that it took several people to clear such a nice, pristine path through an otherwise dark and murky forest. (i'm hoping you had some good classes/profs, for this to be relevant :v: ) )

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shruug. If you can put a better format on the way I listed combos go ahead and change it, I'll leave that to you <3 Also, what I've mainly done is give basics and hopefully a general understanding of her moves. I'm wondering whether I should add more beginner level stuff or let people learn from the ground up with what is there. PS i luv my star

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Holy crap I wish venom forums were even half this organized :) With that said, baiken was one of the first characters I started to learn. I don't have much advice to offer baiken players, but maybe some advice on writing the guy (which I'm loving so far by the way). Since this is a LOT of work for any one (or three) players to make. Why not divide some of the sections you plan to make in the guide into sub forums, let other experience baiken players put their input in, then all you would have to do is scan through the threads for the useful information (this could be a pain with the vs char section, but for a lot of the combos etc. would make things easier. To the person who has translated all the combo vids with baiken, That would be a GREAT section, though maybe start a thread to discuss which combos from the vids are the most useful. As a lot of combos are usually just to be flashy etc. you guys know this. Defense! Omg please make this a seperate thread to kill and add to the guide. When to use WHICH GC, what moves are always safe to GC etc. Super important stuff here. The vs char section is probably the hardest to ever put up IMO. One of the things we did in the venom forums that eventually got incorporated, was listing out your preferred pressure strings and oki's. Not just the standard, but any personal styles that seem incredibly effective (this should prob. only come from the players who get a lot of practice with other experienced players). Sneaky ways/times to slip in a tick throw, etc. Wish I could give a lot more info, getting tired of dealing with venom's lack of defense and picking baiken once again. I have two questions as well. The first is about the youz-FRC. played w/it couple of times in training, it -LOOKS- like if you pop it after a late low AD or something could you FRC for cross over? I know everyone seems to use it as a weird expensive bait for a j.k but i'm thinking if you pop it RIGHT above the person, seems like maybe you can crossover land quick enough to do a throw/low cross over? As hard as it is to do, I'd probably still pass, since you could just run youz>RC for the high crossover, but if you can do it reliably, might give you a cheaper crossover for 25% instead of 50%.. Second question....the H-GC...PLEASE tell me there's a combo you can pop on at least ONE character from either a clean or CH status hit. just my 2 cents, hopefully at least one thing i said in here made sense and was useful :-p

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This is a pretty cool forum. I have a friend who is just learning to play. He glanced at this guide and felt it was really complex. Do you think it's too complex for a newbie, or should anyone who wants to step up their game be able to use it?

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This is a pretty cool forum. I have a friend who is just learning to play. He glanced at this guide and felt it was really complex. Do you think it's too complex for a newbie, or should anyone who wants to step up their game be able to use it?

While the guide is a tad bit complex it does explain practically everything down to the smallest minute detail, trust me exstensive guides are a godsend for newbies (and even for adept/advanced players), just tell your friend not to tackle everything all at once...

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It may seem daunting at first...but once you become familiar to the notations/language and familiar to how the game is played out, these guides are like stepping stones. Think of it as training under a master, young grasshopper :3

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