< GGXRD-R2
(→2S) |
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*Can be cancelled into itself, 2P, 2K or 5K on whiff | *Can be cancelled into itself, 2P, 2K or 5K on whiff | ||
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*Is +1 on FD block, which allows you to get away with some pressure resets if you confirm the situation correctly. | *Is +1 on FD block, which allows you to get away with some pressure resets if you confirm the situation correctly. | ||
*Used in some juggles in the corner on lightweights. | *Used in some juggles in the corner on lightweights. | ||
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The hitbox extends all the way to the floor, so it will sometimes catch low profiling moves like Stroke the Big Tree. | The hitbox extends all the way to the floor, so it will sometimes catch low profiling moves like Stroke the Big Tree. | ||
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|description= A Fairly fast, far poke. Has pretty small hurtbox extension, decent speed and good active frames. Still, it is not very safe on its own unless cancelled and has fairly low reward at max range without a counterhit or crouching confirm. | |description= A Fairly fast, far poke. Has pretty small hurtbox extension, decent speed and good active frames. Still, it is not very safe on its own unless cancelled and has fairly low reward at max range without a counterhit or crouching confirm. | ||
*Combos into Tatami Gaeshi on crouching hit, and 2H on counterhit. Like all lv2 moves, it combos into S Kabari on aerial counterhit. | *Combos into Tatami Gaeshi on crouching hit, and 2H on counterhit. Like all lv2 moves, it combos into S Kabari on aerial counterhit. | ||
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*Can gatling into 6K. | *Can gatling into 6K. | ||
*Low active frames but only 3f worse than f.S on whiff. | *Low active frames but only 3f worse than f.S on whiff. | ||
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|description=*Decently sized Dust that's also a good disjoint. | |description=*Decently sized Dust that's also a good disjoint. | ||
*Can be YRC'd, though this causes it to lose its overhead qualities. | *Can be YRC'd, though this causes it to lose its overhead qualities. | ||
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*Good counterpoking tool | *Good counterpoking tool | ||
*Good throw OS option | *Good throw OS option | ||
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*Staggers on ground counterhit | *Staggers on ground counterhit | ||
*Strong meaty when opponents are throw-happy and you don't have time to set up air tatami | *Strong meaty when opponents are throw-happy and you don't have time to set up air tatami | ||
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|cancel=S |roman=YRP |startup=14 |active=8 |recovery=28 |frameAdv=-17 |inv= | |cancel=S |roman=YRP |startup=14 |active=8 |recovery=28 |frameAdv=-17 |inv= | ||
|description=Big damage normal that is mostly combo fodder, but can be used similarly to Sol's 6H as a tool to fish for counterhits that lead into big damage. On counterhit it causes a groundbounce that allows it to combo into S Kabari. The hitbox is deceptively small and it has very long recovery, which makes it not a good neutral tool, but its long active frames and high damage make it quite good as a high-reward meaty that can catch a lot of backdashes. | |description=Big damage normal that is mostly combo fodder, but can be used similarly to Sol's 6H as a tool to fish for counterhits that lead into big damage. On counterhit it causes a groundbounce that allows it to combo into S Kabari. The hitbox is deceptively small and it has very long recovery, which makes it not a good neutral tool, but its long active frames and high damage make it quite good as a high-reward meaty that can catch a lot of backdashes. | ||
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|cancel=CS |roman=YRP |startup=6 |active=3 |recovery=7 |frameAdv=0 |inv= | |cancel=CS |roman=YRP |startup=6 |active=3 |recovery=7 |frameAdv=0 |inv= | ||
|description=*Not very useful, especially compared to 5P | |description=*Not very useful, especially compared to 5P | ||
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|description=*Tied for Baiken's fastest normal, and her go-to low. | |description=*Tied for Baiken's fastest normal, and her go-to low. | ||
*Deceptively disjointed hitbox. | *Deceptively disjointed hitbox. | ||
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|description=Safe ender for blockstrings and a decent low-risk low-reward poke, but has a tendency to get counterpoked. It's dangerous to throw this out in situations where the screen gets filled with actives (e.g. Zato's Drill, Elphelt's low grenade toss), and its generally unreliable when it comes to beating moves, even when spaced. | |description=Safe ender for blockstrings and a decent low-risk low-reward poke, but has a tendency to get counterpoked. It's dangerous to throw this out in situations where the screen gets filled with actives (e.g. Zato's Drill, Elphelt's low grenade toss), and its generally unreliable when it comes to beating moves, even when spaced. | ||
*Extends Baiken's hurtbox along the chain before it becomes active. | *Extends Baiken's hurtbox along the chain before it becomes active. | ||
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*Very slow startup, beware of getting counterhit. | *Very slow startup, beware of getting counterhit. | ||
*Has a hurtbox extension along the blade that only appears once it goes active, so it will tend to trade. Attack lv4 makes it usually ok on trades. | *Has a hurtbox extension along the blade that only appears once it goes active, so it will tend to trade. Attack lv4 makes it usually ok on trades. | ||
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*Can be jump cancelled | *Can be jump cancelled | ||
*Can be used in really specific situations as an anti-air tool (for example, against I-no's hoverdash). | *Can be used in really specific situations as an anti-air tool (for example, against I-no's hoverdash). | ||
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*After a knockdown, can be used as a cross-up by passing the fallen oponent with an air dash. | *After a knockdown, can be used as a cross-up by passing the fallen oponent with an air dash. | ||
*Useful for attacking from an instant air dash, followed with S and then K, but be careful with the short range of the P. | *Useful for attacking from an instant air dash, followed with S and then K, but be careful with the short range of the P. | ||
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*Can be used in many situations as a combo starter, since it launches on hit and does more hitstun than a lv 2 normal has any right to. | *Can be used in many situations as a combo starter, since it launches on hit and does more hitstun than a lv 2 normal has any right to. | ||
*Highest upwards reach on her air normals | *Highest upwards reach on her air normals | ||
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*Can gatling into j.P then j.K, followed by itself again, making it a good air-to-ground combo starter. | *Can gatling into j.P then j.K, followed by itself again, making it a good air-to-ground combo starter. | ||
*The combination of j.s into j.d and their range make them useful for combo enders/ loop extenders. | *The combination of j.s into j.d and their range make them useful for combo enders/ loop extenders. | ||
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*Can be special cancelled on hit. | *Can be special cancelled on hit. | ||
*Completing the special cancel into air tatami on a grounded opponent is possible unless the move connects while Baiken has downward aerial momentum. | *Completing the special cancel into air tatami on a grounded opponent is possible unless the move connects while Baiken has downward aerial momentum. | ||
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*Can be YRC'd starting on frame 7 and the projectile will still come out. Retains its momentum stalling properties if YRC'd, so j.D YRC can also be used to navigate around strong lows. | *Can be YRC'd starting on frame 7 and the projectile will still come out. Retains its momentum stalling properties if YRC'd, so j.D YRC can also be used to navigate around strong lows. | ||
*Wallbounces. Corner crossups are made possible since they are removed from the corner. | *Wallbounces. Corner crossups are made possible since they are removed from the corner. | ||
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*Can be followed up for good damage in the corner, otherwise requires an RC to followup after | *Can be followed up for good damage in the corner, otherwise requires an RC to followup after | ||
*Grabs are important to opening up opponents with Baiken as her other mixups often require meter. The option to tick throw is there, but she can also do her armored run for a suprisingly effective grab setup. | *Grabs are important to opening up opponents with Baiken as her other mixups often require meter. The option to tick throw is there, but she can also do her armored run for a suprisingly effective grab setup. | ||
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|description=*Fairly standard air throw; launches downward. | |description=*Fairly standard air throw; launches downward. | ||
*Cannot be followed up after without RC. | *Cannot be followed up after without RC. | ||
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|description=*Identical in appearance to 6P | |description=*Identical in appearance to 6P | ||
*Useful dead angle due to being fairly large and pushing Baiken forward slightly | *Useful dead angle due to being fairly large and pushing Baiken forward slightly | ||
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|description=*Standard blitz attack. | |description=*Standard blitz attack. | ||
*Not often used due to Azami basically being free blitz. The rejection effect is still useful in certain matchups and situations. | *Not often used due to Azami basically being free blitz. The rejection effect is still useful in certain matchups and situations. | ||
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Azami is the new chassis for Baiken's trademark guard cancel mechanic. It is a parry that can be activated in neutral or during blockstun, and on a successful catch allows Baiken to act during the period of time where characters are frozen as moves make contact to emphasize the hit effects, and execute a number of followups. This makes her able to punish moves that are normally safe since Baiken can act during hitstop, the remaining active frames of the caught move, and also its recovery. Used correctly, Azami can allow you to completely destabilize your opponents' offense, force your opponent to make dangerous guesses, command an inordinate amount of respect in neutral and in pressure, and make incredible comebacks. Used incorrectly, Azami can easily lose matches. | Azami is the new chassis for Baiken's trademark guard cancel mechanic. It is a parry that can be activated in neutral or during blockstun, and on a successful catch allows Baiken to act during the period of time where characters are frozen as moves make contact to emphasize the hit effects, and execute a number of followups. This makes her able to punish moves that are normally safe since Baiken can act during hitstop, the remaining active frames of the caught move, and also its recovery. Used correctly, Azami can allow you to completely destabilize your opponents' offense, force your opponent to make dangerous guesses, command an inordinate amount of respect in neutral and in pressure, and make incredible comebacks. Used incorrectly, Azami can easily lose matches. | ||
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*Guardpoints highs and mids from frames 4-25, but loses to lows. Suzuran can be YRCed to end it quickly. | *Guardpoints highs and mids from frames 4-25, but loses to lows. Suzuran can be YRCed to end it quickly. | ||
*Can be used to reset pressure, or to rush up and throw. | *Can be used to reset pressure, or to rush up and throw. | ||
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*Can be YRCed. | *Can be YRCed. | ||
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*S version is a stall-then-fall from where Baiken currently is. | *S version is a stall-then-fall from where Baiken currently is. | ||
*H version is identical to S version, but moves forward slightly before falling. | *H version is identical to S version, but moves forward slightly before falling. | ||
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*Plus on block, used in blockstrings. Kabari is -2 on instant block and can be low profiled by quite a few moves, so be careful with it. | *Plus on block, used in blockstrings. Kabari is -2 on instant block and can be low profiled by quite a few moves, so be careful with it. | ||
*Takes time to come out, but comes out extremely quickly when active. | *Takes time to come out, but comes out extremely quickly when active. | ||
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{{AttackData-GGXRD-R2 |version=S |damage=30 |tension= |risc= |prorate= |level=3 |guard=Mid | {{AttackData-GGXRD-R2 |version=S |damage=30 |tension= |risc= |prorate= |level=3 |guard=Mid | ||
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*Good for techtrapping, but not something you want to whiff | *Good for techtrapping, but not something you want to whiff | ||
*Takes time to come out, but comes out extremely quickly when active. | *Takes time to come out, but comes out extremely quickly when active. | ||
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*Good mixup and damage, especially if the opponent has been conditioned to expect further pressure. | *Good mixup and damage, especially if the opponent has been conditioned to expect further pressure. | ||
*Easily comboed after | *Easily comboed after | ||
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*Launches upwards, leading to air combos and dustloops in the corner. | *Launches upwards, leading to air combos and dustloops in the corner. | ||
*Huge hitbox, and can be used to catch airborne opponents. Tetsuzansen is +5 if air FD-ed. | *Huge hitbox, and can be used to catch airborne opponents. Tetsuzansen is +5 if air FD-ed. | ||
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*Unlike Suzaran/Azami Rokkonsogi, Kabari Rokkonsogi will not cross up if it connects. | *Unlike Suzaran/Azami Rokkonsogi, Kabari Rokkonsogi will not cross up if it connects. | ||
*Very minus on block, unlike Suzaran/Azami Rokkonsogi. | *Very minus on block, unlike Suzaran/Azami Rokkonsogi. | ||
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*The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway. | *The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway. | ||
*The startup of Youzansen stalls Baiken's aerial momentum, which can be used to and can be YRCed to leave her suspended low in the air. | *The startup of Youzansen stalls Baiken's aerial momentum, which can be used to and can be YRCed to leave her suspended low in the air. | ||
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*Fully invulnerable on startup, and quite fast. | *Fully invulnerable on startup, and quite fast. | ||
*Easily punished between hits if blocked. If the second hit is instant blocked, the third hit can be backdashed for a potentially nasty punish. | *Easily punished between hits if blocked. If the second hit is instant blocked, the third hit can be backdashed for a potentially nasty punish. | ||
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*Can be yrc'd early on, leaving Baiken just above the ground, leading to an instant overhead for 25% meter (needs 75% to be able to do, but only expends 25%). | *Can be yrc'd early on, leaving Baiken just above the ground, leading to an instant overhead for 25% meter (needs 75% to be able to do, but only expends 25%). | ||
*First QCF can be buffered before beginning Suzuran. Inputs like 2363214K6H will give immediate Koshodos. | *First QCF can be buffered before beginning Suzuran. Inputs like 2363214K6H will give immediate Koshodos. | ||
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*Animation is the same as Suzuran. | *Animation is the same as Suzuran. | ||
*Fairly easy to combo into unlike previous games, otherwise a more or less normal IK. | *Fairly easy to combo into unlike previous games, otherwise a more or less normal IK. | ||
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Revision as of 06:51, 3 September 2018
Baiken |
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Defense Modifier: Guts Rating:
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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 low defense modifier.
Strengths/Weaknesses
Strengths | Weaknesses |
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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
Tatami
Tatami Gaeshi 236K (Air OK) |
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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 |
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Suzuran
Suzuran 63214K |
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Kuchinashi
Kuchinashi P after successful ground Azami catch or during Suzuran |
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Mawarikomi
Mawarikomi K after successful Ground Azami catch or during Suzuran |
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Sakura
Sakura S after successful ground Azami catch or during Suzuran |
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Rokkonsogi
Rokkonsogi H after successful ground Azami catch or during Suzuran |
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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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Youzansen
Youzansen j.623S |
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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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