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{{FP Box | {{FP Box | ||
|header=Overview | |header=Overview | ||
|content=Baiken is | |content=Baiken is Ishiwatari mistaking Ruroni Kenshin for a woman, known for her powerful defensive options and controlling space. | ||
Baiken is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during '''blockstop''', the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, '''plus''' the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GGACR|Baiken|24px}} fights at midrange, while meterlessly attacks while blocking, and can seal opponent's movement options and buttons. | | intro = {{Character Label|GGACR|Baiken|24px}} fights at midrange, while meterlessly attacks while blocking, and can seal opponent's movement options and buttons. | ||
| pros = | | pros = | ||
* Tensionless guard cancels | * '''Tensionless guard cancels''': Baiken's guard cancels allow her to act during '''Blockstop''', forcing opponents to play cautiously even while on the offensive. | ||
* '''Powerful hitboxes''': Notably 2K, S normals, 5H, j.H, j.D, and Tatami are very disjointed can be very difficult to contest. | |||
* | * '''Tiny hurtbox''': Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her. | ||
* | * '''Strong mixup tools''': Youzansen instant overhead, throw conversions, a safe 5D, and the ability to play while blocking give Baiken lots of mixup options. | ||
* | * '''Can use Baku to seal options and setup''': 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos. | ||
* Can seal opponent's | |||
| cons = | | cons = | ||
* | * '''Awkwardly limited gatlings/conversions''': Many of Baiken's better normals have limited conversion ability at distance, and may require counter/crouching hit confirms, or more difficult inputs (e.g. Kire Tatami). | ||
* | * '''Slower attack speed''': With her fastest moves at 5f, Baiken can be preemptively poked or shut down on offense with proper spacing, making her sometimes reliant on GCs. | ||
* Very low health. | * '''Doesn't take hits well''': Very low health and stun resistance, despite the best guts in the game, means Baiken can die very quickly. | ||
* Poor | * '''Poor throw range''': Baiken has the second worst throw range in the game. | ||
* | * '''Meter reliant''': Baiken generally needs an FRC in order to turn strays hit into real damage and/or a knockdown while midscreen, or sometimes even in the corner. | ||
}} | }} | ||
|subheader1=Guard Cancel | |subheader1=Guard Cancel |
Revision as of 15:55, 11 August 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
Please understand while we verify them.
Baiken is Ishiwatari mistaking Ruroni Kenshin for a woman, known for her powerful defensive options and controlling space.
Baiken is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.
Baiken Baiken fights at midrange, while meterlessly attacks while blocking, and can seal opponent's movement options and buttons.
- Tensionless guard cancels: Baiken's guard cancels allow her to act during Blockstop, forcing opponents to play cautiously even while on the offensive.
- Powerful hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and Tatami are very disjointed can be very difficult to contest.
- Tiny hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
- Strong mixup tools: Youzansen instant overhead, throw conversions, a safe 5D, and the ability to play while blocking give Baiken lots of mixup options.
- Can use Baku to seal options and setup: 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
- Awkwardly limited gatlings/conversions: Many of Baiken's better normals have limited conversion ability at distance, and may require counter/crouching hit confirms, or more difficult inputs (e.g. Kire Tatami).
- Slower attack speed: With her fastest moves at 5f, Baiken can be preemptively poked or shut down on offense with proper spacing, making her sometimes reliant on GCs.
- Doesn't take hits well: Very low health and stun resistance, despite the best guts in the game, means Baiken can die very quickly.
- Poor throw range: Baiken has the second worst throw range in the game.
- Meter reliant: Baiken generally needs an FRC in order to turn strays hit into real damage and/or a knockdown while midscreen, or sometimes even in the corner.
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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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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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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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 -> S |
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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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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Kei | Japan | - | https://twitter.com/baiken_kei | Active | Consistently posts combos on twitter | Link | |
Nok | Japan | - | - | Active | - | Link | |
ClassicFightingGamer | USA - SoCal | Game Realms | https://twitter.com/CFightingGamer | Active | ACPR Tournament Organizer for majors. | Link | |
Woocash | USA - Chicago | Ignite Gaming Lounge | https://twitter.com/LukeShooty | Active | Mains Anji | Link | |
ShinATProof | Japan | - | https://twitter.com/WeeabooNinja | Active | - | Link | |
HellMonkey | USA - SoCal | - | - | Retired to Xrd | Can FRC Youzansen | Link | |
Maruken | Japan | Mikado | - | Retired to Xrd | Insane execution and strategic play | Link | |
Kuni | Japan | Mikado | - | Retired to Xrd | - | Link |
move
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sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
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- Slayer [★]
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- 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 •