< GGXRD-R2
(→j.S) |
(→Tatami) |
||
Line 375: | Line 375: | ||
|tension= |risc= |prorate= |level=2 |guard=Mid | |tension= |risc= |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=YRP |startup=15 |active= |recovery=Total 45 |frameAdv=-4 |inv= |description= | |cancel= |roman=YRP |startup=15 |active= |recovery=Total 45 |frameAdv=-4 |inv= |description= | ||
Your most versatile special. Tatamis push damage in combos, control space in neutral, counterpoke, frametrap, start combos and end blockstrings. With 25 meter Baiken can YRC on frame 6 and the move will still come out. YRC tatami gaeshi is Baiken's safest pressure extender, and is useful in neutral to close distance relatively quickly or retreat safely. | Your most versatile special. Tatamis push damage in combos, control space in neutral, counterpoke, frametrap, start combos and end blockstrings. With 25 meter Baiken can YRC on frame 6 and the move will still come out. YRC tatami gaeshi is Baiken's safest pressure extender, one of her best combo starters, and is useful in neutral to close distance relatively quickly or retreat safely. | ||
Confirmed correctly, counterhit tatami gaeshi and normal hit YRC Tatami allow Baiken to convert into huge damage or significant corner carry. | Confirmed correctly, counterhit tatami gaeshi and normal hit YRC Tatami allow Baiken to convert into huge damage or significant corner carry. | ||
*Very active, and good for controlling the space right in front of Baiken. Will often clip characters' hurtbox extensions, but using it carelessly will cause attentive opponents to dash in and take their turn on you. The flop hitbox from earlier games is now purely vertical and does not extend to when the tatami actually falls down. The most it will do is shield you from a projectile occasionally. | *Very active, and good for controlling the space right in front of Baiken. Will often clip characters' hurtbox extensions, but using it carelessly will cause attentive opponents to dash in and take their turn on you. The flop hitbox from earlier games is now purely vertical and does not extend to when the tatami actually falls down. The most it will do is shield you from a projectile occasionally. | ||
*Ground version is go-to launcher to begin dustloops in corner. | *Ground version is go-to launcher to begin dustloops in corner. YRC tatami as a starter leads to 200-250 damage combos anywhere on all characters. | ||
*Level 2 normals (c.S, f.S, 2S, 6P) combo into tatami on crouching characters. If the cancel is done as quickly as possible, c.S/f.S/2S/6P > Tatami also naturally catches jump startup and has a 2f YRC window that makes for a good pressure reset. | *Level 2 normals (c.S, f.S, 2S, 6P) combo into tatami on crouching characters. If the cancel is done as quickly as possible, c.S/f.S/2S/6P > Tatami also naturally catches jump startup and has a 2f YRC window that makes for a good pressure reset. | ||
*With level 4 normals like 6H, 5H and 2H, creating gaps for frametraps and YRC is only possible if the special cancel is initiated at least 4f after hitstop ends. Requires practice. | *With level 4 normals like 6H, 5H and 2H, creating gaps for frametraps and YRC is only possible if the special cancel is initiated at least 4f after hitstop ends. Requires practice. | ||
Line 389: | Line 388: | ||
|cancel= |roman= |startup=20 |active= |recovery=Until Landing+12 |frameAdv=- |inv= | |cancel= |roman= |startup=20 |active= |recovery=Until Landing+12 |frameAdv=- |inv= | ||
|description= | |description= | ||
The air version is great for okizeme, chasing down opponents, or catching opponents chasing you down. | The air version is great for okizeme, chasing down opponents, or catching opponents chasing you down. Retreating air tatamis allow you to evade and create space while also baiting opponents into bad situations. Advancing airdash tatamis are generally high risk ways of forcing an approach on an opponent, or resetting pressure on unsuspecting opponents, and can also be used to set up dangerous fuzzy overhead/low/delayed low mixups in the corner. | ||
*One of Baiken's best combo starters. | *One of Baiken's best combo starters. |
Revision as of 07:43, 17 October 2018
Baiken |
---|
Defense Modifier: Guts Rating:
|
Overview
Well known for her ability to completely turn the tide of a battle with a successful guard cancel and even prevent opponent advances with Azami, Baiken is a credible threat with huge potential for massive comebacks. Baiken can very easily keep pressure on the opponent through Tatami, Rokkonsogi, and Kabari, alongside her far-reaching slash and heavy slash.
However, Baiken is a glass cannon based around reading what your opponent is going to do and dedicating herself to stopping that motion. Since Azami leaves Baiken in counter hit state, an unsuccessful Azami can be devastating, especially considering Baiken's low defense modifier.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5P
5P |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
5D
5D |
---|
6P
6P |
---|
6K
6K |
---|
6H
6H |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Attack
Blitz Attack P/K+H |
---|
Special Moves
Tatami
Tatami Gaeshi 236K (Air OK) |
---|
Azami
Azami S+H or 4S+H for Standing 2S+H or 1S+H for Crouching j.S+H or j.4S+H for Air |
---|
Suzuran
Suzuran 63214K |
---|
Kuchinashi
Kuchinashi P after successful ground Azami catch or during Suzuran |
---|
Mawarikomi
Mawarikomi K after successful Ground Azami catch or during Suzuran |
---|
Sakura
Sakura S after successful ground Azami catch or during Suzuran |
---|
Rokkonsogi
Rokkonsogi H after successful ground Azami catch or during Suzuran |
---|
Yashagatana
Yashagatana D After Successful Ground Azami Catch |
---|
Tsubaki
Tsubaki P or K After Successful Air Azami Catch |
---|
Kikyou
Kikyou S or H After Successful Air Azami Catch |
---|
Kabari
Kabari 41236S/H |
---|
Himarawi
Himarawi Kabari > P |
---|
Tetsuzansen
Tetsuzansen Kabari > S |
---|
Rokkonsogi
Rokkonsogi Kabari > H |
---|
Youzansen
Youzansen j.623S |
---|
Overdrives
Tsurane Zanzuwatashi
Tsurane Zanzuwatashi 236236S/D |
---|
Metsudo Kushoudou
Metsudo Kushoudou 236236H after a successful Ground or Air Azami catch or during Suzuran |
---|
Instant Kill
Garyo Tensei During IK Mode: 236236H |
---|