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Revision as of 18:32, 29 May 2015
Baiken |
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Defense Modifier: x 1.18
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Overview
Baiken is an original Guilty Gear character known for strong defensive options and controlling space.
She is set apart from the cast due to her guard cancels that allow Baiken to attack during block stun without tension. This enables her to break out of pressure and limit the opponent's options.
Pros/Strengths:
- Tensionless guard cancels.
- Multiple excellent ways of breaking out of pressure.
- Great Anti-Air and Air-to-Ground.
- Can seal opponent's options with Force Break.
Cons/Weaknesses:
- Horrid defense.
- Poor throw range.
- Bad attack speed.
- Below average damage without tension.
Move List
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Specials
Tatami Gaeshi 236K air OK |
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Youshijin 623P |
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Zakuro Guard + 412P |
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Mawarikomi Guard + 412K |
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Sakura Guard + 412S |
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Ouren Guard + 412H |
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Suzuran 63214K |
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Youzansen j.623S |
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Kabari 41236H |
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Tetsuzansen Kabari -> H |
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Force Breaks
Baku Guard + 412D |
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Baku: XXX Baku -> P/K/S |
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Follow Up Baku:XXX -> P/K/S/H/D |
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Triple Tatami Gaeshi 236D |
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Overdrives
Tsurane Sanzu Watashi 236236S |
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Instant Kill
Garyou Tensei in IK mode: 236236H |
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Strategy
Playing Baiken at neutral is all about adapting. She has to manage her meter carefully because she has, arguably, the lowest meter gain in the game. Without meter to burn, Baiken tends to favor a defensive style where she can try to gain meter while fending off the opponent. She has no way to apply and reset strong pressure (strictly compared to typical guilty gear rushdown) without meter to FRC. Therefore much of her non-character-specific strategy is to play defensively until you have enough meter to mixup and pressure reset the opponent properly. How much meter you have and how much you spend when you actually HIT the opponent is also something to consider. Extra damage is nice, but as little as 25 saved meter can mean a pressure reset in case the opponent blocks your okizeme mixup. This can be done with an air tatami FRC, a Tetsuzansen FRC or even a jump cancel j.D FRC. Shifting from defense and offense is one of the main focuses with Baiken.
Defense
While on the defensive, focus on using her strong, long range pokes to out-zone your opponent, or try to get an abare combo. Her j.S, j.D are excellent moves to zone with. In +R, despite the j.D nerf, a raw hit or a second hit j.D is still likely to end with knockdown at most heights. Use this to your advantage as Baiken is very scary on okizeme. On the ground her f.S(fast) and 2S(good hitbox) are great pokes to use to out-space the opponent trying to rush in. Her 2D is absolutely amazing as a low, very long range poke, and it beats many jump-ins. Her true anti-air, 6P, is also decent as it provides her upper body invulnerability starting from frame 1. Many characters will go for grabs often against Baiken since tick grab setups tend to work very well against her guard cancels. Remember to use her 6KHS option select in these situations and turn things around. Baiken's grab range is the second worst in the game, and she must make up for it creatively by using this option select. In the event where your opponent is too far to be grabbed, you will get a 6K which is grab invincible and will allow you to prevent getting grabbed yourself from an opponent reacting to your tick grab setup. This will lead to a favourable counter hit.
Guard cancels can help avoid letting the opponent gain the upper hand while you are playing on the defensive, but that is all they should be used for. Relying too heavily on her guard cancels can be dangerous. The threat of guard cancels is much more rewarding then the guard cancels themselves. Forcing the opponent to create gaps in their pressure to avoid or bait guard cancels allows Baiken to be in control of the match even while blocking, and while gaining precious meter.
Offense
Switching to offense is best done when scoring a hit into knockdown, or after a successful guard cancel. Air tatami FRC followed by an air dash, Tetsuzansen FRC, or meaty air tatami on okizeme are all safe approaches Baiken can use to move in and perform one of her very deadly mixups. Having enough meter to perform the combo you want, while saving some to continue pressure afterwards is something important to think about when you land a hit with Baiken.
Combos
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •