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| {{AttackData-GGXRD-R2 |damage=48 |tension= |risc= |prorate= |level=4 |guard=Low | | {{AttackData-GGXRD-R2 |damage=48 |tension= |risc= |prorate= |level=4 |guard=Low |
| |cancel=S |roman=YRP |startup=17 |active=6 |recovery=22 |frameAdv=-9 |inv= | | |cancel=S |roman=YRP |startup=17 |active=6 |recovery=22 |frameAdv=-9 |inv= |
| |description=The new 2H is a long range high damage combo starter that hits low and moves Baiken forward. It has a fairly strong low-profile hurtbox that goes under goes under most fireballs, dead angles, aerial normals, and some pokes. However, it is atrocious on whiff, to the point where if Baiken low profiles an opponent's deadangle with 2H she is still at frame disadvantage after the ensuing mutual whiff. | | |description=The new 2H is a long range high damage combo starter that hits low and moves Baiken forward. It has a fairly strong low-profile hurtbox that goes under most fireballs, dead angles, aerial normals, and some pokes. However, it is atrocious on whiff, to the point where if Baiken low profiles an opponent's deadangle with 2H she is still at frame disadvantage after the ensuing mutual whiff. |
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| *Very slow startup, beware of getting counterhit. | | *Very slow startup, beware of getting counterhit. |
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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- 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.
- Builds RISC gauge quickly.
- 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.
- Surprisingly effective against projectiles with Tatami, Suzuran and Yashagatana/Mawarikomi.
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- Low Effective HP, and 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.
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Template:CharLinks-GGXRD-R2
Normal Moves
5P
5K
c.S
f.S
5H
5D
6P
6K
6K
Staggers like a kick to the gut should
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6H
2P
2K
2S
2S
Riskier than it used to be
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2H
2H
Roll under all the stun edges
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2D
2D
Get hit by all the stun edges
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j.P
j.P
Basically Sol's j.P ... but this one actually has some recovery
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j.K
j.S
j.H
j.H
Powerful Jump-In Button
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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
Note: not an air fireball
|
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
Baiken does strike a cool pose, though
|
50
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Mid
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(15~50)+13
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3
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hit:11 Whiff:20
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-
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-
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Special Moves
Tatami
Tatami Gaeshi 236K (Air OK)
Scream it from the mountaintops.
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40
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Mid
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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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Until Landing+12
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-
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-
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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
Hold it, HOLD IT, aaaaaand... perfect!
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|
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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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Suzuran
Suzuran 63214K
"Noble Dash"
Not quite Fuujin, but it'll do
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Kuchinashi
Kuchinashi P after successful ground Azami catch or during Suzuran
"Gap Opener" ... but its a combo ender.
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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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-
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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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-
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Mawarikomi
Mawarikomi K after successful Ground Azami catch or during Suzuran
"Wraparound"
Float like a butterfly
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N/A
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|
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Total 30
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-
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-
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N/A
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|
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Total 30
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-
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-
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Sakura
Sakura S after successful ground Azami catch or during Suzuran
"Silk Tear" ... but its a stab.
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30
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Mid
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17
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2
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31
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-
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-
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30
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Mid
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17
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2
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25
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-
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-
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Rokkonsogi
Rokkonsogi H after successful ground Azami catch or during Suzuran
"Six Roots Slice"
Sting like a bee
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40
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Mid
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13~23
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4
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24
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-
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-
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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
"Guardian Deity Sword" ... but its a gun
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Tsubaki
Tsubaki P or K After Successful Air Azami Catch
"Energy Guard"
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44
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Mid
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P:9 K:14
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P:11 K:10
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16 + 5 after landing
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-
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-
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Kikyou
Kikyou S or H After Successful Air Azami Catch
"Devil Split"
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40
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Mid
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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
"Mosquito Net" Everyone and their dog bursts this
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30
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Mid
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21
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11
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14
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-
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-
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30
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Mid
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26
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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
"Free Match"
Baiken with the RKO outta nowhere!
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0, 70
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Ground Throw
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36
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1
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53
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-
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-
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Tetsuzansen
Tetsuzansen Kabari > S
"Iron Cutting Fan"
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Rokkonsogi
Rokkonsogi Kabari > H
"Six Roots Slice"
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Youzansen
Youzansen j.623S
"Fancy Fan Slash"
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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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Overdrives
Tsurane Zanzuwatashi
Tsurane Zanzuwatashi 236236S/D
"Three Consecutive Slashes" Heaven, Earth, Man
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45,40,43
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Mid
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6+1
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6(18)6(26)3
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23
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-
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-
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56,50,53
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Mid
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6+1
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6(18)6(26)3
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23
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-
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-
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Metsudo Kushoudou
Metsudo Kushoudou 236236H after a successful Ground or Air Azami catch or during Suzuran
"Nine Paths of Nirvana"
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