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Hellmonkey

Robo vs Baiken

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Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5k

Punishes:

Counters: If the Baiken you're playing against is fond of using Ouren/Bellyflop you can attempt to bait one with a well spaced Bazooka. Get her to block one then jump up and do a TK air missile, preferably Level 2. If done correctly she will bellflop into your missile for massive wallbounce, damage, stun goodness.

You can also try to counter the Bellflop in a similar way with 2hs Knee Rockets.

Anti-airing:

Zoning:

Their game plan:

Strategy: You make missiles, she'll make carpets. Every once in awhile one of you will attempt to rush the other one down, pretty boring matchup. Poke with 2p and 5p to try and bait counters, and get a read on her and attempt a command grab.

Char specific details:

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At the start of the match if you expect Baiken to airdash backwards and use a mat then you can instant air dash after her and counter hit her out of it with j.s for a free combo. If you prefer to not air dash in you can also just run right in for a robo dash which will be counter hit or non counter hit depending on how fast the Baiken uses the mat.

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Punishes: j.hs: If done high enough you can jump up and get a free counter hit of your choice, or wait on till she gets low enough and srk her for free combo. Be careful as this move will clash with srk if you do it too early. j.s: If she is coming down from above and within reach you can srk her for counter hit. If she is dashing in with it and not too low 6p will beat it. This move will also clash with srk if angled right. Kabari(long chain move): Can be used to set up a frame trap. To counter the frame trap IB the chain and use 5hs frc to get counter hit. If she is close enough when using this move you can 6p through it. Watch for the follow up to make sure you don't 5hs it on accident. On less the baiken is fast enough to counter within hit pause 5p is the safest attack for baiting counters. Sakura(slow counter): 2k can go under it if timed right(not recommended). If you bait sakura with 5k you can back dash and if she doesn't frc it you have enough time to dust her. You can throw her if she does it close enough to you and you react fast enough. Youshijin(fast counter): Bait with 5p. Maybe 5k if the baiken is slow to counter. 2k, 2s, 2p, 5s, 5k will stuff it if you were using these in a block string and she counters with youshijin. Can be back dashed, but kind of pointless much safer to IB and punish. 5D: Safe for baiken on block it pushes you or her too far way to punish. On less you back dash it on reaction. Youzansen(fast spinning sword overhead): Wait for her to land before you punish because she can block after using it, but not when she lands. Ouren(fast cross up overhead): Can be baited with 5k/5p. If you bait it with 5k you can back dash to avoid the attack and be put closer to her for when she lands. Will whiff against 5D when done close enough and most low moves. But, Baiken probably wouldn't be using this counter for those moves anyway. Baku(FB counter): Only really dangerous on CH from what I've seen. On less she spends the extra tension for the follow up. Char specific details: When near the corner from full tension lvl 3 horsie, 5hs frc, 5hs frc, j.hs into 4 lvl 2 missiles does around 280 damage and will instantly put baiken into dizzy or be very close to it.

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