GGXRD-R2/Baiken: Difference between revisions

From Dustloop Wiki
(3 intermediate revisions by the same user not shown)
Line 147: Line 147:
{{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=A good pressure normal that is positive on block and moves Baiken forwards. Its frame advantage is amplified if it connects from further away and Baiken advances a bit before landing the hit.
  |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]
Line 231: Line 231:
  |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 abare, 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.
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
Line 289: Line 289:
  |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.
Line 451: Line 451:
*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
*No invulnerability, but a large hitbox.
  }}
  }}


{{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 in if you hit close airborne opponents 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.  
  |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
GGXRDR2 Baiken Portrait.png
Defense Modifier:

Guts Rating:
Weight:
Stun Resistance:
Prejump:
Backdash Time / Invul:
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Countering

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
  • Very high average damage in the corner, and solid corner carry on many of her combos.
  • Good at fishing for counterhits, and gets huge damage from specific counterhit confirms.
  • Good okizeme and a strong mixup game.
  • Exploits RISC well and can crank the RISC gauge very quickly if not quickly dealt with.
  • A guard cancellable parry and a solid metered DP make for a strong defensive spread of options.
  • Very capable of playing defensive neutral and punishing predictable approaches.
  • Can guardpoint through many moves with Suzuran.
  • The 2nd lowest stun resistance behind Dizzy/Chipp. Pays dearly for mistakes and bad decisions.
  • Poor lockdown without meter; cannot keep opponents blocking without having to make risky callouts against jumps and backdashes.
  • Unimpressive damage without tension or the opponent in the corner.
  • Ground normals are frequently outclassed in speed and range by dedicated footsie characters.
  • Guard cancel is significantly more difficult than in previous games.
  • Aggressive space control methods are all slow and high-commitment.

Template:CharLinks-GGXRD-R2

Normal Moves

5P
5P
GGXRD Baiken 5P.png
Knock knock
8 Mid 5 2 6 - -
5K
5K
GGXRD Baiken 5K.png
Deceptively far-reaching
14 Mid 7 5 8 - -
c.S
c.S
GGXRD Baiken c.S.png
28 Mid 9 2 16 - -
f.S
f.S
GGXRD Baiken f.S.png
Strong, highly active disjoint.
30 Mid 9 6 15 - -
5H
5H
GGXRD Baiken 5H.png
Stronger, less active disjoint
44 Mid 11 2 22 - -
5D
5D
GGXRD Baiken 5D.png
Puffball
20 High 25 2 26 - -
6P
6P
GGXRD Baiken 6P.png
Now comes with a hitbox on her breasts
30 Mid 9 7 15 - -
6K
6K
GGXRD Baiken 6K.png
Staggers like a kick to the gut should
24 Mid 12 9 6 - -
6H
6H
GGXRD Baiken 6H.png
Baiken Smash!
52 Mid 14 8 28 - -
2P
2P
GGXRD Baiken 2P.png
Fist bump
8 Mid 6 3 7 - -
2K
2K
GGXRD Baiken 2K.png
Mind your feet
12 Low 5 5 6 - -
2S
2S
GGXRD Baiken 2S.png
Riskier than it used to be
32 Mid 11 3 13 - -
2H
2H
GGXRD Baiken 2H.png
Roll under all the stun edges
48 Low 17 6 22 - -
2D
2D
GGXRD Baiken 2D.png
Get hit by all the stun edges
30 Low 8 9 16 - -
j.P
j.P
GGXRD Baiken j.P.png
Basically Sol's j.P ... but this one actually has some recovery
10 High/Air 5 8 10 - -
j.K
j.K
GGXRD Baiken j.K.png
Hopkicks
18 High/Air 7 8 12 - -
j.S
j.S
GGXRD Baiken j.S.png
Ol'reliable
32 High/Air 8 7 19 - -
j.H
j.H
GGXRD Baiken j.H.png
PAIRON SWORD!
40 High/Air 15 Until Landing Until Landing - -
j.D
j.D
GGXRD Baiken j.D.png
Note: not an air fireball
38 High/Air 12 3 26 + 6 after landing - -

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Baiken GroundThrow.png
60 Ground Throw 1 - -
Air Throw
Air Throw
GGXRD Baiken AirThrow.png
60 Air Throw 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Baiken 6P.png
25 Mid 11 7 15 - -
Blitz Attack
Blitz Attack
P/K+H
GGXRD Baiken Blitz.png
Baiken does strike a cool pose, though
50 Mid (15~50)+13 3 hit:11 Whiff:20 - -

Special Moves

Tatami
Tatami Gaeshi
236K (Air OK)
GGXRD Baiken TatamiGaeshi.png
Scream it from the mountaintops.
40 Mid 15 Total 45 - - 40 Mid 20 Until Landing+12 - -
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
GGXRD Baiken Azami.png
Hold it, HOLD IT, aaaaaand... perfect!
1 12~100F(Hold) Total 34~122 - -
Suzuran
Suzuran
63214K
GGXRD Baiken Suzuran.png
Not quite Fuujin, but it'll do
N/A Total 28 - -
Kuchinashi
Kuchinashi
P after successful ground Azami catch or during Suzuran
GGXRD Baiken Kuchinashi.png
"Gap Opener" ... but its a combo ender.
42 Mid 12 6 32+6 After landing - -


42 Mid 12 6 32+6 After landing - -
Mawarikomi
Mawarikomi
K after successful Ground Azami catch or during Suzuran
GGXRD Baiken Mawarikomi.png
 "Wraparound"

Float like a butterfly

N/A Total 30 - - N/A Total 30 - -
Sakura
Sakura
S after successful ground Azami catch or during Suzuran
GGXRD Baiken Sakura.png
"Silk Tear" ... but its a stab.
30 Mid 17 2 31 - - 30 Mid 17 2 25 - -
Rokkonsogi
Rokkonsogi
H after successful ground Azami catch or during Suzuran
GGXRD Baiken Rokkonsogi.png
 "Six Roots Slice"

Sting like a bee

40 Mid 13~23 4 24 - - 40 Mid 13~23 4 Total: 30~43 - -
Yashagatana
Yashagatana
D After Successful Ground Azami Catch
GGXRD Baiken Yashagatana.png
"Guardian Deity Sword" ... but its a gun
25 Mid 33 Total 48 - -
Tsubaki
Tsubaki
P or K After Successful Air Azami Catch
GGXRD Baiken Tsubaki.png
Spin to win
44 Mid P:9 K:14 P:11 K:10 16 + 5 after landing - -
Kikyou
Kikyou
S or H After Successful Air Azami Catch
GGXRD Baiken Kikyou.png
"Devil Split"
40 Mid S: 19 H: 22 Until landing Until L +26 - -
Kabari
Kabari
41236S/H
GGXRD Baiken Kabari H.png
"Mosquito Net"
GGXRD Baiken Kabari S.png
Everyone and their dog bursts this
30 Mid 21 11 14 - - 30 Mid 26 11 14 - -
Himarawi
Himarawi
Kabari > P
GGXRD Baiken Himarawi.png
"Free Match"

Baiken with the RKO outta nowhere!

0, 70 Ground Throw 36 1 53 - -
Tetsuzansen
Tetsuzansen
Kabari > S
GGXRD Baiken Tetsuzansen.png
"Iron Cutting Fan"
36 Mid 22 3 16 - -
Rokkonsogi
Rokkonsogi
Kabari > H
GGXRD Baiken Rokkonsogi.png
"Six Roots Slice"
30 Mid 14 3 21 - -
Youzansen
Youzansen
j.623S
GGXRD Baiken Youzansen.png
"Fancy Fan Slash"
44 High 6 12 14 +11 after landing - -

Overdrives

Tsurane Zanzuwatashi
Tsurane Zanzuwatashi
236236S/D
GGXRD Baiken TsuraneZanzuwatashi1.png
"Three Consecutive Slashes"
GGXRD Baiken TsuraneZanzuwatashi2.png
Heaven, Earth, Man
45,40,43 Mid 6+1 6(18)6(26)3 23 - - 56,50,53 Mid 6+1 6(18)6(26)3 23 - -
Metsudo Kushoudou
Metsudo Kushoudou
236236H after a successful Ground or Air Azami catch or during Suzuran
GGXRD Baiken MetsudoKushoudou1.png
"Nine Paths of Nirvana"
80,63 Mid 5+1 Total: - -

Instant Kill

Garyo Tensei
During IK Mode: 236236H
GGXRD Baiken IK1.png
"The Finishing Step"
GGXRD Baiken IK2.png
Now with 100% more shamisen
DESTROY All 9+27
[5+22]
16 38 - -



Template:CharLinks-GGXRD-R2 Template:Navbar-GGXRD-R2