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LM_Akira

Order-Sol vs. Baiken

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Originally posted by WUT:

This match-up is a headache for pretty much everyone. Baiken forces you to play patiently and opt for a drastic change in the way you condition your opponent. Your main priority in this match is to bait/avoid Baiken's counters. Some tips on doing that:

1: Keep pressure strings short. One to two hits at the most. Anything more and you're just giving Baiken a free window to Sakura or Ouren. Short and sweet.

2: Pressure with mostly Jump Cancellable moves. Easy enough. 5P, 5K, 5S©, 5S(f), and 5HS are all JCable. Opt for the quicker pokes (5P, 5K) and just watch and react. Using the faster pokes also has another use (explained further down).

3: Keep special use low. In pressure: If it's not BRP, don't use it. Frame advantage means jack in this match. GB is also a viable option. While it's hard to reaction GB in the middle of pressure, you can throw it out there every now and then to beat/whiff every counter except the P one (the anti-air chain). This same principle goes with ending pressure strings in CC; 2D/5HS CC will, more often than not, leave you eating a Sakura or Ouren.

Now that you can deal (relatively) with Baiken's counters, you have to deal with Baiken zoning and pressure. Baiken zoning relies on Tatami as a big ass wall of free combo death, 6P for anti-air, 5S(f) and 2S to simply outrange you, 2D for anti- run in and air (wtf), and j.S for its good hitbox and potential knockdown for Baiken oki (j.S, j.D). If Baiken likes to zone then you're in good shape. Take the time to either back off and Charge to Lvl2/3 (forces Baiken to close the gap) or attempt to get in by FD braking and baiting pokes/Tatami, then moving in via jumping or continuing to run forward. Smart movement will easily let you whiff a poke and start your offense, as many Baikens will not poke much, instead relying on their counters to protect them and get some damage/knockdown.

Baiken pressure is also relatively simple to guard. It's mostly based around Tatami to come in, IAD in, and guard bar building. Personally, I feel that 6P and GB are AWESOME against Baiken pressure. 6P nulls Tatami mats (unless they're right on top of you), whiffs IAD/jump in j.S for a CH, whiffs j.HS unless Baiken is higher up (at which point GB scores a free CH for major damage), and 6P will clash with Baiken's chain pull (preventing the suck-in effect). GB stops all of Baiken's air assault really; making Baiken stay on the ground helps immensely in controlling this match.

If you're actually forced to guard (Knockdown + meaty Tatami oki) then concentrate on escaping. Guard low and watch for 5D (or Youzansen if Baiken has 50% tension to RC). Chain Pull is a free escape or 2D if Baiken does the follow-up; just learn to IB it. Pressuring Tatami also leads to a potential jump out unless Baiken FRCs (which some will do to continue cranking guard bar). With Tatami FRC and chain pull, Baiken can easily get your guard bar to flashing for crazy damage if she breaks your guard. The most important thing is to not panic; a flashing guard bar means that Baiken had to spend alot of tension (via Tatami FRCs) to keep you locked down effectively. Just watch for throw attempts, and don't get suckered into eating a throw bait via 6K or ascending j.HS; that's free HUGE damage for Baiken.

The "secret" to pressuring Baiken and scoring damage is utilizing throws and throw baits. Don't worry too much about high/low mix-up; you'll only get countered, regardless of how much you attempt to condition a Baiken into not doing them (think pre-AC Anjis and their autoguard spam ). Tick throws are excellent in this fight. 5P/5K, 2P/2K, while landing j.HS, 6P are all great ticks which allow you to bait counters at the same time due to their speed and recovery. Once Baiken catches on and starts trying to poke you out of throws or throw break, you have the option of using 6K for the CH into massive damage, or JC into j.HS for CH into massive damage. Also, if you successfully bait counters then punish them effectively; Sakura and Mawarikomi (high autoguard run) can easily be 2D'd and CC'd into combo, chain counter lets you score a free combo, and Ouren is a free escape (but resets the situation in your favor, due to frame disadvantage or potential whiff).

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