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===<font style="visibility:hidden" size="0">Baiken</font>===
===<font style="visibility:hidden" size="0">Baiken</font>===
{{MatchupSummaryBox|character=Baiken
{{:User:Moxian/SandboxTemplate
|character=Baiken
|game=GGST
|favorability={{clr|3|Average}}
|favorability={{clr|3|Average}}
|oneliner=
|oneliner=

Revision as of 17:56, 28 July 2022

Baiken

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Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

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!