< GGReload
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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Baiken}} | |||
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==== Guard Cancel ==== | ==== Guard Cancel ==== | ||
:Baiken can cancel into special moves during blockstop/blockstun. | :Baiken can cancel into three special moves during blockstop/blockstun: '''Youshijin''', an anti-air, '''Mawarikomi''', a crossup dash with invincibility to slip past the opponent's offense, and '''Sakura''', a sort of reversal that powers through the opponent's offense and grants a knockdown on hit, but is unsafe unless FRC'd. | ||
:What makes Baiken's guard cancel property really scary, though, is her '''Baku''' Overdrive series. | |||
==== Curses ==== | ==== 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. | :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. With their lighting fast startup and large invulnerability, the opponent must be exceedingly wary of executing multi-hit moves or applying careless extended pressure even more so than before when Baiken has access to 50 Tension. | ||
{{#lst:GGReload/Baiken/Data|Links}} | {{#lst:GGReload/Baiken/Data|Links}} | ||
== Normals == | == Normals == | ||
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|name=5D | |||
|image=GGAC_Baiken_5D.png | |||
|data= | |||
{{AttackDataHeader-GGReload}} | |||
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{{#lsth:GGReload/Baiken/Data|5D}} | |||
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{{Description|7|text= | |||
Decently sized Dust that's also a good disjoint. Slow to start up and fairly unsafe. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Almost always used to | 6K is Baiken's best pressure normal, since it is positive on block, moves her forwards, lifts her hurtbox over most lows, and all practical gatlings into 6K leave very small gaps (3f). 6K is fairly hard to challenge once it gets going, though it has slow startup. Almost always used to OS throw on the ground (6K+HS), due to Baiken's extremely poor grab range. Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move though because it loses grab invincibility during active frames. It's also a strong option when opponents are throw-happy and you don't have time to set up air tatami. Blows up a lot of backdashes if done almost meaty. Not as good against people who just get normal hit by mids on wakeup unless you special cancel it. Strong frametrap option vs fuzzy throw, especially against characters with slow 5H/throw OSes. Pushes the opponent farther than it advances Baiken, so you can't constantly throw this out on a blocking opponent. | ||
1~11F Throw invul. Staggers opponent on ground CH (max 43F). | |||
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{{Description|7|text= | {{Description|7|text= | ||
Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancellable on hit (unlike 5H). It has a very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during wall bounce | Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancellable on hit (unlike 5H). It has a very slow startup, however, and can be a challenge to place: the hitbox is deceptively small and it has very long recovery, which makes it not a good neutral tool, but it will sometimes catch backdashes or people running in to you. Usually used to pick up opponent during wall bounce. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Not very useful, | Not very useful, especially compared to 5P. Mostly used as microdash 2P, because it is easier than microdash 5P. | ||
Initial prorate 80%. | Initial prorate 80%. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Baiken's fastest low | An all-around great low with long active frames, an abusive hitbox, good gatling options, and long cancel windows. Tied for Baiken's fastest normal, and her go-to low. Inches her forwards, which is useful in combos. | ||
Initial prorate 80%. | Initial prorate 80%. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Very good hitbox. Only gatlings into c./f.S and can only combo into tatami on CH or on crouching opponents. | Very good hitbox. Safe ender for blockstrings and a good low-risk low-reward poke. Only gatlings into c./f.S and can only combo into tatami on CH or on crouching opponents. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Useful combo starter followed with Tatami, and the low half of Baiken's high/low mixup out of 5P/5K/5S. Once you make your opponent afraid of youzansen, you will find they get hit by 2D a lot more, leading into jump cancel conversions. Like most sweeps with decent range, it is also good for mashing with, but where Baiken's 2D stands out from most good abare sweeps is its surprisingly high hitbox, which makes it better against low-crush options than most sweeps, and an overall strong option in matchups like vs. I-No. The hitbox and hurtbox are both still quite tall, so don't expect to low-profile anything. Hardly unsafe on block since it cancels into Tatami. | |||
Initial prorate 70%. | Initial prorate 70%. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Extremely fast air poke. Very poor GB-, use sparingly in combos. | Your main low-commitment air button. Extremely fast air poke, Baiken's fastest air normal and has very good active frames. Good throw OS choice in the air. Great anti-air too. Very poor GB-, use sparingly in combos. | ||
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{{#lsth:GGReload/Baiken/Data|j.K}} | {{#lsth:GGReload/Baiken/Data|j.K}} | ||
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{{Description|7|text= | {{Description|7|text=Baiken's only jump cancellable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent, except on CH. Staple for combos. | ||
Baiken's only jump | |||
Floats opponent on hit (untechable for 25F). Knocks down opponent on ground CH. | Floats opponent on hit (untechable for 25F). Knocks down opponent on ground CH. | ||
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{{Description|7|text= | {{Description|7|text= | ||
One of her furthest reaching air normals. The fact that it's faster than j.D, keeps momentum, and its angle make it a good tool to swoop in with from neutral, provided you've spaced it well. With some spacing j.S becomes quite difficult to anti-air, but does not always give good reward on hit. Large, abusive disjointed hitbox makes this a good jump in option. Will beat 6Ps if done deep enough, or clash if spaced far enough. Airdash j.S will whiff on all crouching characters and leave you vulnerable to an air throw. Pay attention to if your opponent crouches in neutral and mix it up with a delayed j.S. | |||
Good zoning tool. The downward angle makes it a great retreating air-to-air. The disjointed hitbox and quick startup make it very hard to challenge while advancing. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Highest damage air normal after j.D, and favorable GB-, using this move as much as possible in combos is key. Can also be good to use as a meaty. Active for as many frames as it takes for Baiken to reach the ground. | Highest damage air normal after j.D, and favorable GB-, using this move as much as possible in combos is key. Can also be good to use as a meaty. Active for as many frames as it takes for Baiken to reach the ground. Being an attack level 5 normal, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Takes some finesse to use properly, but it gives some very good reward on hit and good frame advantage on block. Hits very deep and doesn't need to be timed, so it will blow up mistimed 6Ps. It is also active forever which can be very useful when you are trying to beat airthrows or high-invuln backdashes. | ||
Because of the high commitment nature of this move, it is best to option select forward air-throws with one of Baiken's other air buttons (usually j.P). | |||
Untechable for 20F on air hit. | Untechable for 20F on air hit. | ||
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{{#lsth:GGReload/Baiken/Data|j.D}} | {{#lsth:GGReload/Baiken/Data|j.D}} | ||
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{{Description|7|text= | {{Description|7|text=The staple of Baiken's corner Dustloops. Does good damage and has long untech time that allows for followups. Gives quite a lot of untech time and corner carry when used mid-screen. j.D knockdowns are highly position-sensitive and require you to plan your combos carefully to actually get knockdown. | ||
Blows back opponent on hit, untechable for 35F. Wall bounces opponent on air hit. Knocks down opponent on ground hit. | Blows back opponent on hit, untechable for 35F. Wall bounces opponent on air hit. Knocks down opponent on ground hit. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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Her grab range is the second worst in the game (tied with Millia, second worst to Chipp). | Her grab range is the second worst in the game (tied with Millia, second worst to Chipp). | ||
Blows back and knocks down opponent on hit. Initial prorate 50%. | |||
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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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== Specials == | == Specials == | ||
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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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{{Description|7|text= | {{Description|7|text= | ||
It has a small amount of early invulnerability, which means it can serve as an anti air since its hitbox extends very high. Can also be used to punish multi-hit moves, or moves that force CH state, since a CH hit launches for a full combo for a much better reward compared to Sakura. | |||
1~5F Full invul. Hitstop 6F. Initial prorate 70%. Floats | 1~5F Full invul. Hitstop 6F. Initial prorate 70%. Floats and knocks down opponent on CH. Attack is fully extended on 15F. | ||
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Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. Can be very useful, but you'll need to exercise judgement since it doesn't actually have a hitbox. | Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. Can be very useful, but you'll need to exercise judgement since it doesn't actually have a hitbox. | ||
1~5F Full invul. 6 | 1~5F Full invul. 6~16F Strike invul. Can pass through opponent during move. FRC timing 21~23F. | ||
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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 RC'ed on block to swing tempo. 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 | A command dash with full upper body autoguard for most of its duration. 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 or just throw you out of the dash. | ||
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 | |||
4~25F | 4~25F Guard Point. | ||
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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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== Overdrives == | == Overdrives == | ||
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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. | ||
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====== ====== | ======<font style="visibility:hidden" size="0">Baku</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Baku | |name=Baku | ||
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== Instant Kill == | == Instant Kill == | ||
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==Navigation== | ==Navigation== | ||
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{{notice|To edit frame data, edit values in [[GGReload/Baiken/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGReload/Baiken/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
Revision as of 22:33, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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
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Unique Mechanics
Guard Cancel
- Baiken can cancel into three special moves during blockstop/blockstun: Youshijin, an anti-air, Mawarikomi, a crossup dash with invincibility to slip past the opponent's offense, and Sakura, a sort of reversal that powers through the opponent's offense and grants a knockdown on hit, but is unsafe unless FRC'd.
- What makes Baiken's guard cancel property really scary, though, is her Baku Overdrive series.
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. With their lighting fast startup and large invulnerability, the opponent must be exceedingly wary of executing multi-hit moves or applying careless extended pressure even more so than before when Baiken has access to 50 Tension.
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
Baku Guard + 463214P/K/S/H |
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Instant Kill
Garyou Tensei in IK mode: 236236H |
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To edit frame data, edit values in GGReload/Baiken/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.