< GGXRD-R2
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{{AttackData-GGXRD-R2 |damage=24 |tension= |risc= |prorate= |level=3 |guard=Mid | {{AttackData-GGXRD-R2 |damage=24 |tension= |risc= |prorate= |level=3 |guard=Mid | ||
|cancel=S |roman=YRP |startup=12 |active=9 |recovery=6 |frameAdv=+2~+10 |inv=[1-11F Throw] | |cancel=S |roman=YRP |startup=12 |active=9 |recovery=6 |frameAdv=+2~+10 |inv=[1-11F Throw] | ||
|description= | |description=6K is Baiken's best pressure normal, since it is positive on block, moves her forwards, lifts her hurtbox over most lows, and all practical gatlings into 6K leave very small gaps (3f). Has a very generous special cancel window and is one of Baiken's few ways to create ambiguous situations on block. Its frame advantage is amplified if it connects from further away and Baiken advances a bit before landing the hit (generally around +7). | ||
*The throw OS option of choice against people mashing backthrow. | *The throw OS option of choice against people mashing backthrow. | ||
*Throw invulnerable on startup frames [11] | *Throw invulnerable on startup frames [11] | ||
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|description=Useful combo starter followed with Tatami, and the low half of Baiken's high/low mixup out of 5P/5K/5S. Once you make your opponent afraid of youzansen, you will find they get hit by 2D a lot more. | |description=Useful combo starter followed with Tatami, and the low half of Baiken's high/low mixup out of 5P/5K/5S. Once you make your opponent afraid of youzansen, you will find they get hit by 2D a lot more. | ||
Like most sweeps with decent range, it is also good for | Like most sweeps with decent range, it is also good for mashing with, but where Baiken's 2D stands out from most good abare sweeps is its surprisingly high hitbox, which makes it better against low-crush options than most sweeps, and an overall strong option in matchups like vs. I-no. The hitbox and hurtbox are both still quite tall, so don't expect to low-profile anything. | ||
*Can be jump cancelled | *Can be jump cancelled | ||
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|description=As one of the few level 4 air normals in the game, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Its usefulness is slightly limited by the awkwardness of the best special cancel it offers in air tatami, and the hitbox structure tending to put you inside throw range on airdash approaches, but it some very good reward on hit, as well as decent hitbox coverage, good frame advantage on block in most cases, and can be awkward to antiair from the right angles. Hits fairly deep and doesn't need to be timed, so it will blow up late 6Ps fairly often. | |description=As one of the few level 4 air normals in the game, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Its usefulness is slightly limited by the awkwardness of the best special cancel it offers in air tatami, and the hitbox structure tending to put you inside throw range on airdash approaches, but it some very good reward on hit, as well as decent hitbox coverage, good frame advantage on block in most cases, and can be awkward to antiair from the right angles. Hits fairly deep and doesn't need to be timed, so it will blow up late 6Ps fairly often. | ||
Because of the high commitment nature of this move, it is best to option select forward air-throws with one of Baiken's other air buttons. | Because of the high commitment nature of this move, it is best to option select forward air-throws with one of Baiken's other air buttons (usually j.P). | ||
*Very good frame advantage from safejumps. | *Very good frame advantage from safejumps. | ||
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*The only Azami followup that is not grounded throughout. Use this as a hard callout if your opponent has taken to throwing your azami followups. | *The only Azami followup that is not grounded throughout. Use this as a hard callout if your opponent has taken to throwing your azami followups. | ||
*On CH, gives hard knockdown and launches opponents long enough to begin air combos | *On CH, gives hard knockdown and launches opponents long enough to begin air combos | ||
}} | }} | ||
{{AttackData-GGXRD-R2 |version=Suzuran |damage=42 |tension= |risc= |prorate=initial 65% |level=2 |guard=Mid | {{AttackData-GGXRD-R2 |version=Suzuran |damage=42 |tension= |risc= |prorate=initial 65% |level=2 |guard=Mid | ||
|cancel= |roman=Azami:R Suzuran:YRP |startup=12 |active=6 |recovery=32+6 After landing |frameAdv=-34 |inv= | |cancel= |roman=Azami:R Suzuran:YRP |startup=12 |active=6 |recovery=32+6 After landing |frameAdv=-34 |inv= | ||
|description=Suzuran Kuchinashi is Baiken's best combo ender, and because of the relative position it leaves you to your opponent, gives somewhat better okizeme than Rokkonsogi. It Links into 5P, 2K or 5K | |description=Suzuran Kuchinashi is Baiken's best combo ender, and because of the relative position it leaves you to your opponent, gives somewhat better okizeme than Rokkonsogi. It Links into 5P, 2K or 5K (and slower normals if it connects later into active frames) and if used as a combo extender, gives fairly reliable corner carry in midscreen combos. Kuchinashi usually gives knockdown, but if used against opponents too high in the air in long combos, will allow them to tech. | ||
*Has upper body invulnerability that ends as soon as the move becomes active | *Has upper body invulnerability that ends as soon as the move becomes active |
Revision as of 04:04, 19 October 2018
Baiken |
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Defense Modifier: Guts Rating:
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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 |
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Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack P/K+H |
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Special Moves
Tatami
Tatami Gaeshi 236K (Air OK) |
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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 |
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Suzuran
Suzuran 63214K |
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Kuchinashi
Kuchinashi P after successful ground Azami catch or during Suzuran |
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Mawarikomi
Mawarikomi K after successful Ground Azami catch or during Suzuran |
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Sakura
Sakura S after successful ground Azami catch or during Suzuran |
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Rokkonsogi
Rokkonsogi H after successful ground Azami catch or during Suzuran |
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Yashagatana
Yashagatana D After Successful Ground Azami Catch |
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Tsubaki
Tsubaki P or K After Successful Air Azami Catch |
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Kikyou
Kikyou S or H After Successful Air Azami Catch |
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Kabari
Kabari 41236S/H |
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Himarawi
Himarawi Kabari > P |
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Tetsuzansen
Tetsuzansen Kabari > S |
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Rokkonsogi
Rokkonsogi Kabari > H |
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Youzansen
Youzansen j.623S |
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Overdrives
Tsurane Zanzuwatashi
Tsurane Zanzuwatashi 236236S/D |
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Metsudo Kushoudou
Metsudo Kushoudou 236236H after a successful Ground or Air Azami catch or during Suzuran |
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Instant Kill
Garyo Tensei During IK Mode: 236236H |
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