ok, i’m a heavy Sol player…in fact, Sol is the only character i play period lol. but i just so happen to stumble across Baiken, who i feel doesn’t get enough attention…so in turn, i decided to make a thread to discuss strats, tactics, match-ups, etc. much input would be greatly appreciated since i am new to her. what are her worst match-ups? what are some basic combos besides hitting people with the dust loop lol? ok, basically, how the hell do i use her…and how do i use her to her full potential?
There is only one thing you need to learn grasshopper: Ducking Dust that shit until they die or punch you out.
It sets up rediculously damaging combos (4 hits=35%???:fury: ), but it is also used as anti-air. It comes out extremely fast, and cannot be punished. Without his move, she has no combos:lame:
Learn how to use her invincible run and counters if you wanna get good. Otherwise, turtle and wear out the Dust button.
Edit:
Yeah, I forgot combos:confused:
Ducking Dust, Green mat thingy, jump, slash, dust… 35%
You can RC the dust at the end and dash in and do another slash-Dust rep.
This is all you need.
is that all, i can do that combo already…and actually it’s closer to 50%:evil: yah, i need to learn how to use her counters…but i’m still wondering who her worst match-ups are.
edit* her damn overhead is hard to do.:mad: (her damn shoryuken in the air :fury: )
k…will do.
in corner sweep, mat, jump S, D FRC dash D, land then jump agen p,k,D you can FRC that agen to do the same thing over or you can dash right before you hit the ground and hit em with S,D agen then keep the combo going
also i like do this when not near the corner
Sweep, mat, jump S,D FRC dash Mat rejump s,D if they dont tech in time you can frc and dash in agen for anther s,D and then do the combo stated above
That works well too, and it makes a good wake-up.
every once in a while, I like to throw out her claw arm, to break up the c.dusting and green matting. Drag your opponent back in, then mix up j.dp thing and (you guessed it) c.dust once again. Umm, probably best to have some tension to rc the j.dp, since it’s not all that safe if they block, and you can usually tack on a j.s, j.d if it hits.
I like to attack from the air to mix things up a bit. I don’t always end a blocked combo with tatami. It gets predictible.
There’s other ways to gt some one in te air than c.D, tatami but there’s not many.
The combo listed by Vinnyman is Baiens Dust Loop. Hard to do midst battle but pretty poweful. Thedust shouldbe FRCd instead tho. (the corner is rquired for the bounce off)
An easy combo tat canbe one anywhere:
c.D, tatami, JC, j.S, j.P, j.K, JC, j.S, j.D
If you throw out a j.HS early enough in a jump (close to your opponent), you can combo an air tatami off of it. If it’s blocked, you can follow up on the ground with whatever mixup you want, since it keeps your opponent in block stun. If it hits, just rejump to continue the combo.
i was playing yesterday and i found myself dominating somewhat with just d.dust and tatami mats occassionally mixing it up with the chain… the command counter is good to use as well… i like grabbing them in the corner and starting the loop combo off of that setup too… Baiken is too good :D. counters are good for me to know too if i didn’t keep forgetting about them.:rolleyes: …especially against lockdown characters like eddie. speaking of which, i heard Baiken has a hard time against Faust. is this true? how should go about approaching this matchup?
c.D, tatami, JC, j.S, j.P, j.K, JC, j.S, j.D
Could somone type that up so I can understand it
like back forward that kind of thing? Does that mean, jump and punch… or what?
Sorry but I can’t get to Gamecombos for some weird reason so I can’t check the database.
Thanks.
K - Kick
P - Punch
S - Slash
HS - Hard Slash
D - Dust
c.x means crouching whatever. So c.D is Crouching Dust, c.S is crouching Slash, etc. This could get confusing when Gamecombos comes back up though. They use c.x for close attacks, but in this context, it means crouching.
j.x means jumping whatever. So j.D is Jumping Dust.
sj.x means Super Jump whatever. So sj.HS is super jump Hard Slash
JC is Jump Cancel. It’s when you cancel a move with jump (rather than, say a fireball)
Tatami is her qcf+k move.
So the combo listed, in pseudo-SF terms would be:
crouching dust xx qcf+k, jump up, jumping slash, jumping punch, jumping kick, Jump Cancel, jumping slash, jumping dust.
Some random stuff you should know, Vinny.
The Punch guard counter on counter hit will knock the opponent high, and they also can’t recover from it.
The kick guard counter is a good escaper from certain attacks, or getting out of the corner.
The Slash guard counter is basically what you want to do if you want the opponent to stop what they’re doing. Also free damage for most cases.
The DP+slash attack, if done straight off the ground (after a up-forward) you might stay in the air long enough to do a second one, just enter the DP+slash command again.
Thanks Masaka. Couple more questions.
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How do you cancel a move with a jump?
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I’ve heard lots of talk about Baikens counters but I don’t know how to do them/what they counter. Is it like a CvS Geese stlye thing? “my fav char in that game him and Rugal : )”
Thx
EDIT: the post above appeared when i was writing this post btw
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Jump Canceling, is cutting a move short by pressing jump (this will cause you to jump however). for example, Crouching Hard Slash with Baiken will cut the move short and you will Jump (I think) Also Tatami Mat (QCF+K) is Jump Cancelable. Basically you cut the recovery time of the move down and end up Jumping.
You use it to do aircombos or just recover faster. -
Baiken’s counters are done on Block (You will see in the command list its shown as On Guard) While you’re blocking, execute her move, and she will perform the counter.
She has several of these, and one super counter.
Attacking while blocking = good.
what are some air combos i can do off the dust launch…i do:
in the open: s,d
in corner: s,d, frc, dash foward, s, d again.
what else can i do in the open?
dust launch:s,s,p,p,s,p,k, double jump, s,d
i don’t get why you have to waste the tension for frc after the dust launch.
i rather save the tension for the loop.
guess it’s because i just started playing her and i’m just doing things as i see it. thx for the info. i usually use the tension for the dust loop anyway…plus, i get tension quick since i rush with her more than any other Baiken player i’ve seen…so tension isn’t a problem for me.
Got nth to do right now.
So here you guys go. Just in case you guys don’t know the loop for Baiken.
Note that you gotta do this in corner.
Version 1:
2d,41236k,jump,s,d,frc,d,before you land, low airdash,s,d,land,s,jump,s,d.
After that, you could frc and dash forward,s,d but it wouldn’t do that much damage
Version 2:
2d,41236k,jump,s,d,frc,dash forward,cancel the dash with d,land,superjump,p,s,d,before you land, low airdash,s,d,land,s,jump,s,d.
Version 3:
After throw,2d,superjump,s,d,before you land, low airdash,s,d,land,s,jump,s,d.
After that, you could frc and dash forward,s,d but it wouldn’t do that much damage
The timing for this is harder than version 4
Version 4:
After throw,6p, superjump,p,s,d,before you land, low airdash,s,d,land,s,jump,s,d.
(Not sure if this works but i think it should)
Or
After throw,6p, superjump,p,s,d,frc,d,before you land, low airdash,s,d,land,s,jump,s,d.
PS.You won’t be able to do this for SOME characters. You gottachange a bit for the loop.
I’ll be back for details.
um… wrong in version 1 and 2. Tatami is QCF not HCF.
It should read “236K”