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| |description= | | |description= |
| *Can cancel into the ground Azami follow-ups by pressing their respective buttons during the run. | | *Can cancel into the ground Azami follow-ups by pressing their respective buttons during the run. |
| *High guardpoint. You can blocks attacks while running in to reset pressure, but mostly going for a grab after. | | *High guardpoint. |
| | *Used to reset pressure. |
| *Can plink into Azami follow-ups, causing the follow-up to come out almost immediately. | | *Can plink into Azami follow-ups, causing the follow-up to come out almost immediately. |
| Follow the [[Help:Writing_Character_Pages]] guidelines | | Follow the [[Help:Writing_Character_Pages]] guidelines |
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
5K
c.S
f.S
5H
5D
6P
6K
6H
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
j.H
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40
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High/Air
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15
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Until Landing
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Until Landing
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-
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-
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j.D
j.D
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38
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High/Air
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12
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3
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26 + 6 after landing
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-
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-
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Universal Mechanics
Ground Throw
Air Throw
Dead Angle Attack
Blitz Attack
Blitz Attack P/K+H
|
50
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Mid
|
(15~50)+13
|
3
|
hit:11 Whiff:20
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-
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-
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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
Hold it, HOLD IT, aaaaaand... perfect!
|
|
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1
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12~100F(Hold)
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Total 34~122
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-
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-
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|
Kuchinashi
Kuchinashi P After Successful Ground Azami Catch
Who needs upper body invuln on a dp, right?
|
42
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Mid
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12
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6
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32+6 After landing
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-
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-
|
|
Mawarikomi
Mawarikomi K After Successful Ground Azami Catch
|
|
Sakura
Sakura S After Successful Ground Azami Catch
|
30
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Mid
|
17
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2
|
Azami:31 Suzuran:25
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-
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-
|
|
Rokkonsogi
Rokkonsogi H After Successful Ground Azami Catch
|
40
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Mid
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13~23
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4
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Total: 30~43
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-
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-
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|
Yashagatana
Yashagatana D After Successful Ground Azami Catch
Wait, she has a FIREBALL?!
|
|
Tsubaki
Tsubaki P or K After Successful Air Azami Catch
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44
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Mid
|
P:9 K:14
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P:11 K:10
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16 + 5 after landing
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-
|
-
|
|
Kikyou
Kikyou S or H After Successful Air Azami Catch
|
40
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Mid
|
S: 19 H: 22
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Until landing
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Until L +26
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-
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-
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Kabari
Kabari 41236S/H
[insert obligatory Scorpion reference here]
|
30
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Mid
|
26
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11
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14
|
-
|
-
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30
|
Mid
|
21
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11
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14
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-
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-
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|
Himarawi
Himarawi Kabari > P
Baiken with the RKO outta nowhere!
|
0, 70
|
Ground Throw
|
36
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1
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53
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-
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-
|
|
Tetsuzansen
Rokkonsogi
Tatami
Tatami Gaeshi 236K (Air OK)
Scream it from the mountaintops.
|
40
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Mid
|
15
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Total 45
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-
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-
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40
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Mid
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20
|
|
|
-
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-
|
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Youzansen
Youzansen j.623S
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44
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High
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6
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12
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14 +11 after landing
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-
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-
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|
Suzuran
Suzuran 63214K
Shami-what now?
|
|
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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