GGACR/Baiken: Difference between revisions

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Yes, Baiken has a Dead Angle.
*Fully invincible 1~17F.
*Fully invincible 1~17F.
*Throw invincible 18~20F.
*Throw invincible 18~20F.
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{{MoveData
{{MoveData

Revision as of 18:32, 29 May 2015

Baiken
GGAC Baiken Portrait.png

Defense Modifier: x 1.18
Guts Rating: 5
Stun Resistance: 55
Prejump:
Backdash Time: 16
Backdash Invincibility: 9
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Full Frame Data
GGACR/Baiken/Frame Data

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
GGAC Baiken 5P.png
8 HLF 5 2 6 +2 -
5K
GGAC Baiken 5K.png
14 HLF 8 5 6 +1 -
c.S
GGAC Baiken cS.png
28 HLF 8 2 11 +1 -
f.S
GGAC Baiken fS.png
30 HLF 9 6 8 0 -
5H
GGAC Baiken 5H.png
40 HLF 9 1 24 -6 -
6P
GGAC Baiken 6P.png
15,25 HLF 8 6(2)4 9 -3 -
6K
GGAC Baiken 5K.png
24 HLF 12 9 6 +2 -
6H
GGAC Baiken 6H.png
56 HLF 15 8 28 -17 -
5D
GGAC Baiken 5D.png
20 HF 27 2 26 -9 -
Dead Angle Attack
GGAC Baiken 6P.png
25 All 6 7(2)3 6 -4 -
2P
GGAC Baiken 2P.png
8 HLF 6 3 7 0 -
2K
GGAC Baiken 2K.png
12 LF 5 5 6 -1 -
2S
GGAC Baiken 2S.png
32 HLF 11 3 9 +2 -
2H
GGAC Baiken 2H.png
18x3 HLF 15 4(2)6(2)2 8 +4 -
2D
GGAC Baiken 2D.png
30 LF 8 9 13 -8 -
j.P
GGAC Baiken jP.png
10 HA 5 8 10 - -
j.K
GGAC Baiken jK.png
18 HA 7 8 12 - -
j.S
GGAC Baiken jS.png
32 HA 8 7 19 - -
j.H
GGAC Baiken jH.png
40 HA 15 until Landing 0 - -
j.D
GGAC Baiken jD.png
50 HA 9 3 21+6 after landing - -


Throws

Ground Throw
GGAC Baiken throw.png
60 40 pixels - - - - -
Air Throw
GGAC Baiken airThrow.png
60 88 pixels - - - - -


Specials

Tatami Gaeshi
236K air OK
GGAC Baiken 236K.png
40(late 20) All 15 17 16 -6 - 40(late 20) All 18 - 16 after landing - -
Youshijin
623P
GGAC Baiken 412P.png
24 HLF 12 6 25 -17 -
Zakuro
Guard + 412P
GGACR Baiken Zakuro.png
0,22x5,16 all 9 1 32 - -
Mawarikomi
Guard + 412K
GGAC Baiken 412K.png
- - - - Total: 34F - -
Sakura
Guard + 412S
GGAC Baiken 412S.png
30 HLF 10 1 33 -16 -
Ouren
Guard + 412H
GGAC Baiken 412H.png
34 HA 19~ 2 14 + 10 after landing -15 -
Suzuran
63214K
GGAC Baiken 63214K.png
- - - - Total 30 - -
Youzansen
j.623S
GGAC Baiken j623S.png
44 HA 6 12 15+11 after landing -25 -
Kabari
41236H
GGAC Baiken 41236H.png
12 HLF 20 11 15 +2 -
Tetsuzansen
Kabari -> H
GGAC Baiken tetsuzansen.png
36,15 HLF 12 3(11)4 16 -17 -


Force Breaks

Baku
Guard + 412D
GGAC Baiken 412D.png
30 HLF 11 2 20 -3 -
Baku: XXX
Baku -> P/K/S
GGAC Baiken bakuTsuki.png
18 HLF 6+9 3 40 -24 -
Follow Up
Baku:XXX -> P/K/S/H/D
GGAC Baiken followupD.png
15 - 15 3 5 +10 - 10x2 - 18 3(6)3(7)5 8 - - 20 - 15 1 14 +5 - 24 - 8 16 16 - - 5x7 - 9 3(4)8 20 - -
Triple Tatami Gaeshi
236D
GGACR Baiken 236D.png
30x3 all 14 16 Total: 47 -3 -


Overdrives

Tsurane Sanzu Watashi
236236S
GGAC Baiken 236236S.png
60x3 HLF 7+1 6(9)5(11)2 22 -5 -


Instant Kill

Garyou Tensei
in IK mode: 236236H
GGAC Baiken IK1.png
GGAC Baiken IK2.png
Fatal All 7+10 While running 19 -15 -


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