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Orion

lookin for tips (AC)

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The best way to figure out what you need to work on is to get trounced. Judging from the rather flattering videos of yourself in action: Work a little on comboing from those CH tat mats, and hit confirming in general. This helps maximize your damage output and minimize your opponent's opportunities to recover the round. More tick throws. I'd say a few more TK YZNs as well, just for the people who think that blocking low will keep them safe until Baiken gets 50% tension. You look like you're on the right track to me, keep playing. Encourage your fellow players to keep playing, too, and if they can't figure out how to deal with your shit, tell them how to deal with it: For example, how they can backdash the mats you throw at them as they wake up, or if they're in the corner, how IB'ing the mats on wake up will help keep them from being completely at Baiken's mercy. The better the people you regularly play against get, the better you'll get.

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DEFENSE- It's nonexistent. Every time you might have to block you're countering, jumping, bursting, doing ANYTHING but blocking/FD/IB. Unfortunately the people you're playing against aren't punishing things that they should be, but because you're looking for consistency defense is the easiest thing to work on. Relax and block, counters are a great way to get out of pressure but blocking should still be your number one method. Execution- You're missing FRCs all over the place. Baiken doesn't really have the tension to waste, playing more should solve this. Learn how to 1f jump and use it to escape (after blocking). Zoning/pressure- So much of your game plan seems not to really take into account what your opponent is doing. Almost the entire time you're at neutral, you are jumping around with normals waiting for them to get hit, and while zoning from the air is one of baiken's strongest points, you need to work on applying it a lot better. A lot of this ties in to blocking issues, you need to realize when NOT to be attacking from the air. If they get into a position to anti-air you easily or are using dolphin for example, you need to recognize that and FD their attacks or double jump/IAD away if possible. Don't use j.tatami from high up, the higher you use it the more recovery baiken has. If you're going to use j.tatami to bait them coming in with something your best bet is to just iad back tatami quickly. j.H spam can be punished hard, try not to use it too much against Potemkin. Learn how to use FD braking to approach from the ground. Run at them and stop yourself with FD to block any attacks they're throwing out, just approaching from the air isn't enough. TK youzansen with 50% to RC->tatami is basically guaranteed huge damage when pressuring in the corner, try mixing it into your pressure/oki. Combos- Use j.D always. Any time that you can be comboing into j.D you need to be doing so, and it's necessary to have a sense of how many hits at what heights you can throw in to still get your knockdowns with j.D. Aside from FRC issues themselves, there were times when you went for j.D frc ad mat against may near the corner, in those cases just j.SD SD frc tatami. Against potemkin you picked them up after j.K with j.P, use 2D or straight to j.S. In general, always take a few strong hits into j.D knockdown midscreen, or into a tensionless loop in the corner. Not that big of an issue, with more practice you should be fine with combos. It's going to be hard to improve a lot with people not punishing you for the mistakes you're making. Keep playing and encourage those around you to as well, as they improve you will undoubtedly as well. edit: beaten lol

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Is there any reason you mainly seem to go for the old school air normals into yozansen instead of j.d blue roman tatami mat into corner relaunch. there were a lot of times against pretty much everyone where you had good distance to do it, but instead opted for the old school combo's. Then, like hellmonkey said, even if you are going for tensionless damage it's better to end with dust than yozansen. I'll edit if i see anything else(long video's). edit: Watch out for wake up game on jam, I've played against a jam who parry's pretty much all your air to ground moves. he was pretty new to GG but was an experienced 3's player so he was unable to punish me well, but i assume a more experienced jam player would be able to punish IAD tatami/heavy/j.k after a succesful parry.

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yea, sorry bout the length, that's just how tru_tech did it, he's been our vid dude here in CO. I certainly do appreciate the advice! I think the biggest problem in CO now, and I'm guilty of this too, is our casual nights aren't really that casual. it's almost like a mini-tourney for no money, not much game analyzation and I think that's something we as a whole community really need to change. we also get together in some way shape or form at least once a week, usually more so there's no reason why, like hellmonkey said, people are eatin the crap I throw out. I don't want to get into autopilot mode and then go out of state and get dp'd just cuz of the lazyness, so definitely I'll be working on this! edit: question: with 1f jump, do you mean 1 frame jump? in any case, I've never heard of that, how do you do it?

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FD immediately as you jump, you cancel your jumping frames and although you can't attack faster it's a safer way to escape. If you do it correctly it should always turn your jump into a neutral jump.

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yes everyone can do it, it's most important for characters with the longest jump startup (robo, pot), but is useful for everyone. When you cancel straight out of your jump startup it will make your jump go straight up no matter what. Hitting 7 and immediately FDing is the easiest way to 1f jump.

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Well, not really gonna give advices as i'm a pure noob at GG, but wanted to thank you for the vids as you showed a quite "punchy" Baiken! I'm playing this kind of aggressive bacon too, but my execution still lacks a lot (only being serious on the game since few, so not getting much more than 2/3 iad tatami, the 1/3 resulting usually in a super jump tatami >.>;; ), so i learned quite few interesting strings watching you :keke: And will start to train directly with using the advices of the more experienced players who answered the thread, so i dont take bad habits :] Still, after watching those vids, i got a question that didnt found answer to wich i'd like someone enlight me (if you allow me to ^^') :eng101: After a throw in corner, tried many things and best i found out (and i seen you too use that) is using her super to finish someone; or HS > tatami. But it seems to launch oponent a bit too high to pull something really interesting of it, xcept a j.D or a youzansen. Any better solution for eat more life gauge from a throw in that position ? Had others things bothering me about combos, but videos and advices Hellmonkey gave will help me a lot allready! edit: ha, and sorry if some sentences sounds weird, i still have troubles using english >.>;;

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for more damage with tension: throw -> tatami frc jS jD dustloop best damage with no tension: throw -> tatami hihjump jp js jd dash js jd its in the 101-thread. oh, and throw -> overdrive is okay, since it is burstproof and does some damage. but do it only if it kills them

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Ha oki, so FRC or highjump after tatami. Allways had the impression the bouncing of tatami was different after throw. thx :] actually skimming through threads, quite a lots of things to read in [strats] and [combos] ^^

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yea, being aggressive with baiken is like running across a freeway, it can work but it's hella dangerous. that's one of the main things I have to work on is my patience. it seems with baiken that the #1 goal of combos is to end in j.d which will knock them down and they can't tech....usually. that way you have the upper hand to keep your momentum going. go for the damage you can, but plan ahead too. don't burn your tension like me:psyduck: lol. nothing's worse after a throw than getting knocked down with the potential to get thrown again. Lately I've been going for more tensionless combos.

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wierd, do you jump straight up or does it not matter? and can everyone in the cast do it?

also, you know you've done it correctly when there is no dust coming off the ground. (when you jump normally, there's a small plume of dust that comes off the ground.)

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Lately I've been going for more tensionless combos.

Good. Always aim to use as little tension as possible, since baiken is very tension-dependant.

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and it takes her forever to build it up edit: I've been told what I just said isn't true, I learn new shit every day:keke:

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Nice videos, even though I didn't quite watch all of them, just May/Po. You gotta be agressive with Baiken! She doesn't have the health, and against an uber tier GG player (not character) they can bait your stuff like nothing. Most of what you need to work on was already covered. I'll just add my initial thoughts. Mix it up on the Oki, like I saw tons of c.k's. That's def. a good one, but I usually pull from that, throwing, blocking then throwing if they do nothing, TK YZN, IAD crossup j.s -> j.d. Usually that's enough. Your counters, of course all Baikens will say to not rely on your counters, but you need to know which ones to do, and when you can do it. i.e. if the attack stays out long enough for you to get a counter hit anchor counter, or if nothing else, kick counter to mix things up (good for screwing up button inputs for the opponent, if nothing else). yeah, just keep practicing with Baiken, learn to hit confirm, and how to pick up on random counter hits that let you get free air combos. In short, DON'T BE DEFENSIVE. Rush that %^&* down! This is of course, just a scrubby Baiken's opinion.

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mix it up, yes. but know your limits. yzn is very risky if you dont have 50%-tension. really easy to punish for big-damage.

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In short, DON'T BE DEFENSIVE. Rush that %^&* down! This is of course, just a scrubby Baiken's opinion.

i think you meant to say, "turtle aggressively".

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Only the most courageous of Baiken warriors will attempt a Youzansen when they don't have 50% tension. I wrote a poem about it: They block high, You will die.

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I've seen some baikens do tk yzsn if the other guy's always in the air super jumping and airdashing because it hits all around. is that a good idea or garbage? yea, without the option of a RC, yozansen's make you into a combo video:psyduck:

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did I SAY 50% Tension? No way ya'll. THAT'S HOW I ROLL. I KNOW when they're gonna block low, I can feel it. After 'nam, you get a kinda 6th sense about danger...and if they block high or low. edit:course I meant wit tension, 50% at least, 25% if you're good...

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I can't possibly be the only person here who knows that TK YZN RC tat mat isn't safe, either. :psyduck: Is there a followup to TK YZN RC that guarantees Baiken's safety that I don't know about, which everyone here is assuming a Baiken player will use in the event that their TK YZN is blocked? EDIT: Like, cover her landing with j.S or j.D? Backdashing sounds dangerous... would they have time to air throw you should you decide to FD until you land?

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