GGXRD-R2/Baiken: Difference between revisions

From Dustloop Wiki
Line 1,124: Line 1,124:
  |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

Revision as of 10:33, 23 July 2017

Baiken
GGXRDR2 Baiken Portrait.png
Defense Modifier: 1.18

Guts Rating: 4
Weight: Light
Stun Resistance: 55
Prejump:
Backdash Time 16 / Invul: 1-8
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

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
GGXRD Baiken 5P.png
8 Mid 5 2 6 - -
5K
5K
GGXRD Baiken 5K.png
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
30 Mid 9 6 15 - -
5H
5H
GGXRD Baiken 5H.png
44 Mid 11 2 22 - -
5D
5D
GGXRD Baiken 5D.png
20 High 25 2 26 - -
6P
6P
GGXRD Baiken 6P.png
30 Mid 9 7 15 - -
6K
6K
GGXRD Baiken 6K.png
24 Mid 12 9 6 - -
6H
6H
GGXRD Baiken 6H.png
52 Mid 14 8 28 - -
2P
2P
GGXRD Baiken 2P.png
8 Mid 6 3 7 - -
2K
2K
GGXRD Baiken 2K.png
12 Low 5 5 6 - -
2S
2S
GGXRD Baiken 2S.png
32 Mid 11 3 13 - -
2H
2H
GGXRD Baiken 2H.png
48 Low 17 6 22 - -
2D
2D
GGXRD Baiken 2D.png
30 Low 8 9 16 - -
j.P
j.P
GGXRD Baiken j.P.png
10 High/Air 5 8 10 - -
j.K
j.K
GGXRD Baiken j.K.png
18 High/Air 7 8 12 - -
j.S
j.S
GGXRD Baiken j.S.png
32 High/Air 8 7 19 - -
j.H
j.H
GGXRD Baiken j.H.png
40 High/Air 15 Until Landing Until Landing - -
j.D
j.D
GGXRD Baiken j.D.png
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
50 Mid (15~50)+13 3 hit:11 Whiff:20 - -

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
GGXRD Baiken Azami.png
Hold it, HOLD IT, aaaaaand... perfect!
1 12~100F(Hold) Total 34~122 - -
Kuchinashi
Kuchinashi
P After Successful Ground Azami Catch
GGXRD Baiken Kuchinashi.png
Who needs upper body invuln on a dp, right?
42 Mid 12 6 32+6 After landing - -
Mawarikomi
Mawarikomi
K After Successful Ground Azami Catch
GGXRD Baiken Mawarikomi.png
N/A Total 30 - -
Sakura
Sakura
S After Successful Ground Azami Catch
GGXRD Baiken Sakura.png
30 Mid 17 2 Azami:31 Suzuran:25 - -
Rokkonsogi
Rokkonsogi
H After Successful Ground Azami Catch
GGXRD Baiken Rokkonsogi.png
40 Mid 13~23 4 Total: 30~43 - -
Yashagatana
Yashagatana
D After Successful Ground Azami Catch
GGXRD Baiken Yashagatana.png
Wait, she has a FIREBALL?!
25 Mid 33 Total 48 - -
Tsubaki
Tsubaki
P or K After Successful Air Azami Catch
GGXRD Baiken Tsubaki.png
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
40 Mid S: 19 H: 22 Until landing Until L +26 - -
Kabari
Kabari
41236S/H
GGXRD Baiken Kabari S.png
[insert obligatory Scorpion reference here]
GGXRD Baiken Kabari H.png
30 Mid 26 11 14 - - 30 Mid 21 11 14 - -
Himarawi
Himarawi
Kabari > P
GGXRD Baiken Himarawi.png
Baiken with the RKO outta nowhere!
0, 70 Ground Throw 36 1 53 - -
Tetsuzansen
Tetsuzansen
Kabari > S
GGXRD Baiken Tetsuzansen.png
36 Mid 22 3 16 - -
Rokkonsogi
Rokkonsogi
Kabari > H
GGXRD Baiken Rokkonsogi.png
30 Mid 14 3 21 - -
Tatami
Tatami Gaeshi
236K (Air OK)
GGXRD Baiken TatamiGaeshi.png
Scream it from the mountaintops.
40 Mid 15 Total 45 - - 40 Mid 20 - -
Youzansen
Youzansen
j.623S
GGXRD Baiken Youzansen.png
44 High 6 12 14 +11 after landing - -
Suzuran
Suzuran
63214K
GGXRD Baiken Suzuran.png
Shami-what now?
N/A Total 28 - -

Overdrives

Tsurane Zanzuwatashi
Tsurane Zanzuwatashi
236236S/D
GGXRD Baiken TsuraneZanzuwatashi1.png
GGXRD Baiken TsuraneZanzuwatashi2.png
Mid 6+1 - - Mid 6+1 - -
Metsudo Kushoudou
Metsudo Kushoudou
236236H after a successful Ground or Air Azami catch or during Suzuran
GGXRD Baiken MetsudoKushoudou1.png
Mid 5+1 Total: - -

Instant Kill

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



Template:Navbar-GGXRD-R2