< GGReload
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{{Description|7|text= | {{Description|7|text= | ||
Knocks down opponent on hit. Initial prorate 50%. }} | Knocks down opponent on hit. Initial prorate 50%. | ||
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{{Description|8|text= | {{Description|8|text= | ||
The air version is great for okizeme, chasing down opponents, or catching opponents chasing you down. Retreating air tatamis allow you to evade and create space while also baiting opponents into bad situations. Advancing airdash tatamis are generally high risk ways of forcing an approach on an opponent, or resetting pressure on unsuspecting opponents, and can also be used to set up dangerous fuzzy overhead/low/delayed low mixups in the corner. In combos, with the FRC, it tends to lead to some of Baiken's most damaging combo strings. | |||
Floats opponent if it hits within the first 6F. FRC timing 18~19F. Attack disappears immediately when Baiken is hit. | Floats opponent if it hits within the first 6F. FRC timing 18~19F. Attack disappears immediately when Baiken is hit. | ||
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{{#lsth:GGReload/Baiken/Data|Guard 412S }} | {{#lsth:GGReload/Baiken/Data|Guard 412S }} | ||
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{{Description|7|text= | {{Description|7|text=One of Baiken's best ways of commanding respect from opponents. You use this to brute force through hitboxes, projectile-covered approches, and plenty of other unfavourable situations. With 50 Meter it can be RRC'ed on block to swing tempo, and on counter-hit, it leads into monstrous damage and corner carry. Sakura's downsides are that it is relatively slow, and very unsafe without 25 Tension to FRC. | ||
1~5 Full invul. 6-19F Strike invul. FRC timing 10~11F. Knocks down opponent on ground hit. | 1~5 Full invul. 6-19F Strike invul. FRC timing 10~11F. Knocks down opponent on ground hit. | ||
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{{Description|7|text= | {{Description|7|text= | ||
A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure. | A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure. Suzuran is completely vulnerable to lows and throws, however. During the autoguard, opponents can easily react to having their quick normals being blocked, and simply cancel into a low, jump, or RC to block anything that you wish to follow with. If the Baiken player chooses to simply end and throw, this can be jumped away from or thrown before Suzuran ends. If it gets hit low, they simply get to convert. Still, Suzuran is a powerful option when used properly. | ||
4~25F Guard Point. Can cancel into Mawarikomi, Sakura, or Ouren after guarding an attack. Can cancel into Mawarikomi, Sakura, or Ouren 9~24F. | |||
4~25F | |||
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{{#lsth:GGReload/Baiken/Data|j.623S }} | {{#lsth:GGReload/Baiken/Data|j.623S }} | ||
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{{Description|7|text= | {{Description|7|text=The foundation of Baiken's high/low mixup and one of the simplest ways for Baiken to close out a match. Youzansen makes for a terrifyingly fast overhead when Tiger Knee'd, with the fastest possible TK Youzansen being a 9F overhead that can come out of any jump cancellable normal as well as after positive-on-block moves, or even as a hard callout against low-mashing opponents. With 50 Tension, Youzansen leads into huge damage when used in the corner and good damage and corner carry when used midscreen. Can be used as an unorthodox mobility tool because of the way it alters Baiken's aerial momentum or as a tech option because of its huge hitbox. It's also an enormous move that comes out in 6f, covers all areas around her over the next 12 frames, shrinks her hurtbox during startup and trades abusively because of its very extended CH hitstun. Punishable on air IB but generally not on normal block in air-to-air confrontations. On ground block, however, Baiken is left wide open for a punish. Good for catching characters that like to stall high in the air. Her hurtbox becomes incredibly small during move startup and then expands as the move becomes active. This lets it dodge lows if Tiger Knee'd and makes it hard to stuff. Also useful as an air-to-air for covering awkward angles. The hitbox takes some time (around 2-3f) to move upwards, so the move is effectively a bit slower if you use it to hit above you. The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway. | ||
1~3F Strike invul. Floats opponent on hit (untechable for 28F). Knocks down opponent on CH. Baiken is in crouching state during landing recovery. Fastest possible TK Youzansen has startup 9F. | 1~3F Strike invul. Floats opponent on hit (untechable for 28F). Knocks down opponent on CH. Baiken is in crouching state during landing recovery. Fastest possible TK Youzansen has startup 9F. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on occasion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited. | Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on occasion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited. | ||
1~5F Full invul. 6~12F Strike invul. Knocks down opponent on hit. | 1~5F Full invul. 6~12F Strike invul. Knocks down opponent on hit. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Baiken's reversal super. Has a very good horizontal hitbox, but can be jumped over. Strike invulnerable on startup and quite fast, horrendous on whiff. Good for salvaging knockdowns from awkwardly-spaced combos, forcing your way through frametraps and unsafe oki, pushing damage in combos with the burst version, and even for whiff punishing. Tsurane doesn't do any one thing exceptionally well but it is exceptionally high-utility and competently fills a lot more roles than most characters' supers. It is relatively safe and the pushback makes it very difficult to punish if the opponent lets themselves block all three hits, but it is actually punishable between hits. If the second hit is Instant Blocked, the third hit can be backdashed for a potentially nasty punish. | |||
1~9F Strike invul. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0. | 1~9F Strike invul. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0. |
Revision as of 01:50, 20 June 2019
Baiken | |||||||||||||||||||||
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Defense Modifier: x1.18 Guts Rating: 5 Weight: Lightest (x1.10) Stun Resistance: 55 Jump Startup: 3F Backdash Time: 16F / Invul: 1~9F Wake-Up (Face Up/Down): 36F / 32F
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Overview
- Baiken is a character known for strong defensive options and controlling space. She is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Guard Cancel
- Baiken can cancel into special moves during blockstop/blockstun.
Curses
- Through her guard cancel Overdrive Baku, Baiken can apply one of four curses upon the opponent that go from disabling their specials to making them take more damage.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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6P |
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6K |
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6H |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Tatami Gaeshi 236K air OK |
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Youshijin Guard + 412P |
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Mawarikomi Guard + 412K |
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Sakura Guard + 412S |
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Suzuran 63214K |
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Youzansen j.623S |
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Kabari 41236H |
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Tetsuzansen Kabari -> S |
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Overdrives
Tsurane Sanzu Watashi 236236H |
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Baku Guard + 463214P/K/S/H |
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Instant Kill
Garyou Tensei in IK mode: 236236H |
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