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*A not so fast air normal. | *A not so fast air normal. | ||
*Can be used in many situations as a combo starer, since when it land, launches the opponent in the air. | *Can be used in many situations as a combo starer, since when it land, launches the opponent in the air. | ||
*Highest upwards reach on her air normals, jump cancellable as well. | |||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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Revision as of 07:51, 21 July 2017
Baiken |
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Defense Modifier: 1.18 Guts Rating: 4
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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 high defense modifier.
Strengths
- Excellent pressure on block.
- Good Okizeme.
- Strong defensive spread of options.
- Surprisingly effective against projectiles with Tatami and Yashagatana/Mawarikomi.
- Ability to completely negate and punish raw or mistimed supers while gaining meter with Azami.
- Huge damage off of easy confirms, such as a grab, sweep or Azami followups.
- Lots of options off of specials like Kabari and Suzuran.
Weaknesses
- 3rd highest defense modifier behind Milia and Chipp.
- 2nd lowest stun resistance behind Dizzy/Chipp.
- Azami easily baited and reactable if not used properly.
- Below average mobility.
- Unimpressive damage without tension or the opponent in the corner.
- Guard cancel is significantly more difficult than in previous games.
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
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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Kuchinashi
Kuchinashi P After Successful Ground Azami Catch |
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Mawarikomi
Mawarikomi K After Successful Ground Azami Catch |
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Sakura
Sakura S After Successful Ground Azami Catch |
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Rokkonsogi
Rokkonsogi H After Successful Ground Azami Catch |
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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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Tatami
Tatami Gaeshi 236K (Air OK) |
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Youzansen
Youzansen j.623S |
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Suzuran
Suzuran 63214K |
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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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