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===Beginner Combos===
===<font style="visibility:hidden" size="0">Baiken</font>===
These routes are basic bread and butter combos for players looking to get started with Giovanna. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them.
{{MatchupSummaryBox|character=Baiken
 
|favorability={{clr|3|Average}}
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|oneliner=
|+Beginner Combos
|summary=&nbsp;
|-
* Ky's Charged Stun Edge Okizeme can circumvent Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=parry}}, but be wary of being too predictable with 2P and 2K/5K frametraps.
{{GGST-ComboTableHeader}}
* Be wary of throwing projectiles against a Baiken with 50 Meter as {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}} will beat it fullscreen.
|-
* Ky can force Baiken to respect Ky via using Stun Dipper to low profile {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=Kabari}} blockstrings and H Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)
{{:User:Moxian/SandboxTemplate
|combo = (66) {{clr|P|5P}}/{{clr|P|2P}}/{{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|6P}} (> {{clr|K|214K}})
|position = Anywhere
|damage = 70 (73) [76]
|tensionGain = ~14
|worksOn = Everyone
|difficulty = [1] {{clr|1|Very Easy}}
|notes = Close range {{clr|P|P}}/{{clr|K|K}} confirm. {{clr|P|6P}} > {{clr|K|214K}} is guaranteed in the corner, but very close range or dash momentum is needed midscreen for the combo to connect midscreen. Damage given for {{clr|P|5P}} starter.
|recipePC = 52491
|recipePS = 35854
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate
|notes = 1.18
|checkedVersion = 1.18
}}
|-
{{:User:Moxian/SandboxTemplate
|notes = 1.17
|checkedVersion = 1.17
}}
}}
|-
====<big>Round Start</big>====
{{:User:Moxian/SandboxTemplate
----
|notes = none
* Baiken's {{clr|S|f.S}} will beat most of Ky's options outside of {{clr|P|6P}} but Ky walking back will force it to whiff. Ky's {{clr|S|2S}} should beat most of Baiken's options outside of {{clr|S|f.S}} though, so the round start is fairly straightforward choices between {{clr|S|2S}}, {{clr|P|6P}}, and walking back.
}}
|-
{{:User:Moxian/SandboxTemplate
|notes = 2.0
|checkedVersion = 2.0
}}
|-
{{:User:Moxian/SandboxTemplate
|notes = qwe
|checkedVersion = qqwe
}}
|}


== hi ==
====<big>Neutral</big>====
{{TheoryBox
----
| Title      = Basic Gatling Combo
*Ky can work around Baiken by playing a strong fireball game outside of H Kabari range and then taking advantage of Baiken's hesitation around further Kabari use to close space inside of Ky's {{clr|S|f.S}}/{{clr|H|6H}} range and begin to bully her with his strong normals. When playing back with fireballs, take care to not to be too predictable as Baiken's {{keyword|IAD}} {{clr|S|j.S}} is quite strong. Mix in pauses and short walks to bait jump-ins from her and {{clr|P|6P}} accordingly. If distance is closed into the midrange, Ky's normals should be enough of a threat to shut down Kabari. At this range. Baiken's {{clr|S|f.S}} and {{clr|S|2S}} are her main threats. Preemptive {{clr|H|6H}} or good use of whiff punishes / {{clr|S|2S}} to control space should take care of them. Her {{clr|H|2H}} can also be quite annoying as it will catch attempts to backdash or microdash for spacing; but it also as a LOT of whiff recovery and can be {{clr|H|6H}} punished on reaction to a whiff. If you see Baiken relying on {{clr|H|2H}} too much, try to set up proper spacing to bait the whiff and kill her for it.
| Oneliner  = Simple low into knockdown
* If Baiken is playing a cat and mouse game with her air movement and {{clr|S|j.S}} / air Tatami you can approach on the ground and look to react to her options accordingly. IAD back tatami can be beaten by swinging through her tatami as she lands to hit her and {{clr|S|j.S}} can be taken care of by {{clr|P|6P}} on reaction. Patience is key here, you don't want to rush in and get hit with a {{clr|S|f.S}} / Kabari or IAD at her to chase her every jump. Even walking her down and letting her corner herself is a big win.
| Difficulty = {{clr|2|Easy}}
| Anchor    = ThrowMid2
| Recipe    = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}}
| Youtube    = p_chYyHRc98
| Size      = 300
| content    =
I-No's most basic combo into knockdown. This will work at most ranges, and depending on character you may be able to cancel the {{clr|5|2D}} into {{clr|2|632146K}} for additional damage. [[GGACR/I-No/Combos#Character_Specifics|Reference for which characters this works on.]]


{{clear}}
====<big>Defense</big>====
}}
----
* Stun Dipper is a strong defensive option to use vs Baikens who prefer to end blockstrings in H Kabari. Blockstrings that space you a bit farther out allow you to ''react'' to H Kabari and Stun Dipper under it for a clean punish. If the blockstring is 2H -> Kabari, even 2H itself is so negative that it can be Stun Dippered. Take care to not autopilot this in all blockstrings as it can be baited, and if you are too close you will not low profile fast enough to get under Kabari. Make sure to go into the lab to get a feel for the distance this works at!
* Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close {{clr|K|2K}} > {{clr|D|2D}} > Tatami. Not the best first line of defense but it's an option to keep on deck.
* Tatami has two different frame advantages on block. If you blocked both hits of Tatami, it's slightly negative. Don't let Baiken easily take another turn at this point. {{clr|S|f.S}} is a strong option to check her here. If the first hit of Tatami whiffed and the second hit connects, she is slightly plus. Be careful to differentiate these two scenarios!

Revision as of 17:46, 28 July 2022

Baiken

Average

 

  • Ky's Charged Stun Edge Okizeme can circumvent Baiken's parryGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-, but be wary of being too predictable with 2P and 2K/5K frametraps.
  • Be wary of throwing projectiles against a Baiken with 50 Meter as KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 will beat it fullscreen.
  • Ky can force Baiken to respect Ky via using Stun Dipper to low profile KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 blockstrings and H Vapor Thrust certain blockstrings ending in Tatami (which leave a gap between the move and tatami)

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


  • Baiken's f.S will beat most of Ky's options outside of 6P but Ky walking back will force it to whiff. Ky's 2S should beat most of Baiken's options outside of f.S though, so the round start is fairly straightforward choices between 2S, 6P, and walking back.

Neutral


  • Ky can work around Baiken by playing a strong fireball game outside of H Kabari range and then taking advantage of Baiken's hesitation around further Kabari use to close space inside of Ky's f.S/6H range and begin to bully her with his strong normals. When playing back with fireballs, take care to not to be too predictable as Baiken's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.S is quite strong. Mix in pauses and short walks to bait jump-ins from her and 6P accordingly. If distance is closed into the midrange, Ky's normals should be enough of a threat to shut down Kabari. At this range. Baiken's f.S and 2S are her main threats. Preemptive 6H or good use of whiff punishes / 2S to control space should take care of them. Her 2H can also be quite annoying as it will catch attempts to backdash or microdash for spacing; but it also as a LOT of whiff recovery and can be 6H punished on reaction to a whiff. If you see Baiken relying on 2H too much, try to set up proper spacing to bait the whiff and kill her for it.
  • If Baiken is playing a cat and mouse game with her air movement and j.S / air Tatami you can approach on the ground and look to react to her options accordingly. IAD back tatami can be beaten by swinging through her tatami as she lands to hit her and j.S can be taken care of by 6P on reaction. Patience is key here, you don't want to rush in and get hit with a f.S / Kabari or IAD at her to chase her every jump. Even walking her down and letting her corner herself is a big win.

Defense


  • Stun Dipper is a strong defensive option to use vs Baikens who prefer to end blockstrings in H Kabari. Blockstrings that space you a bit farther out allow you to react to H Kabari and Stun Dipper under it for a clean punish. If the blockstring is 2H -> Kabari, even 2H itself is so negative that it can be Stun Dippered. Take care to not autopilot this in all blockstrings as it can be baited, and if you are too close you will not low profile fast enough to get under Kabari. Make sure to go into the lab to get a feel for the distance this works at!
  • Short blockstrings into Tatami allow Ky to DP through Tatami to punish Baiken. Things like very close 2K > 2D > Tatami. Not the best first line of defense but it's an option to keep on deck.
  • Tatami has two different frame advantages on block. If you blocked both hits of Tatami, it's slightly negative. Don't let Baiken easily take another turn at this point. f.S is a strong option to check her here. If the first hit of Tatami whiffed and the second hit connects, she is slightly plus. Be careful to differentiate these two scenarios!