GGXX:Baiken Thread

I’m pretty sure Potemkin can tech out after a while. That combo is mad hard though. :mad:

Yeah, I think you are right. But have no interest in actually trying to check it lol. Shit is hard as hell. Not to mention, by the time he can tech he will probably be able to burst too. I wouldn’t even try it on a bored day… shit gave me a head ache last time.

I will stick to my regular relaunch combos… lol.

how about help with the instant air tatami. That thing is mad hard. I’ve been working on it all day and cannot get it consistently. The buttons I use are 236956+K and 2369856+K.

Any extra tips would be greatly appreciated.

Late air tatamis are actually more useful than instant ones. After you knock your opponent down, jump straight up and snap an air tatami right before you hit the ground so they have to block it as they get up. Baiken’s foot should hit the mat as your opponent rises. This isn’t the safest pressure technique in the game, but it’s probably her best.

You should also practice IAD (instant air-dash) tatamis: 99236+K is what I use. You can do IAD tatamis to apply pressure after a midscreen throw, or after an air combo ending in j.Slash -> j.Dust.

With Baiken, if you do an air HS, you can follow it up with a Yozansen, which is a slap in the face to all those low blockers. Plus, you can do Yozansens as low as you want and, if they aren’t blocked, as many times as you want.
You can also follow up an air HS with a mat, and in the corner, it’s a free grab almost always. As long as you grab while your opponent is still in blocking frame, it’s free.

6K can do some wonders, and it staggers on a counter hit.
She has a lot of 50/50 ability, but unless you 6239 the Yozansen, it’s all pretty much a low rushdown, so be careful. If you rushdown with a BRC tatami, watch for characters with high priority, because it isn’t qite connecting.
c.k, 5s, c.HS, 6239 Yozansen is the shiznit. No one ever sees it coming especially if they are used to the particularly low style of Baiken. In fact, 6239 Yozansen as often as you can find a hole.
If you grab, in the corner you can do either c.HS, or c.d. Either one can combo into j.p, s, d BRC loop.

Counter moves are the key, you can run circles around them with k counter, free loops and air combos with p counter, and stop the rushing madness with s counter. S counter can be RC to c.HS air combo or loop.

Alternate strategy time!

j.H YZS isn’t the best thing to do, because all air moves you block high. Wait till you’re on the ground for YZS; but using one after another is also a good tactic for those who try and get something in after the first blocked one. CH YZS then start pressure again with mat.

But anyway, j.H Tatami is the best thing to do - especially on tall/big characters.

Baiken can’t go low after 2H. It’ll get those who are still ducking when 2H hits though. But why go that far. You can just do ©S, YZS - at least there you have a mix-up. :slight_smile:

YZS should only be used if you use a lot of lows, of which; it has more uses - plus you need to have over half tension to make the most out of it.

**

Counters are key, but overuse will get you owned, unless you have tension to back you up. After a while your game won’t be based off countering, as people will play a little more cautiously and start poking the shit out of you. :stuck_out_tongue:

If you play #r, countering plays a better role as you can do more with them. YZS RC Tatami is also easier in #r.

So would anyone like to do a list with what dust loops work on which characters? It could be a big help to people trying to get good with her, especially those learning her in #r like me. I’d also appreciate some slash counter frc combos as I’ve seen a few in vids that are character specific. One other thing I think I saw was someone doing TK yosansen RC tatami into BnB I’ve tried this out and I guess I am not getting enough height on my yozansen cuz that tatami never makes it out for the launch. Also, Thanks to all who posted strats and combos already

YZS RC Tatami is harder in XX. But you can get it on tall characters easier in XX. In #r, all characters can get hit by it a lot easier seen as YZS hits them higher into the air.

Good stuff, good stuff. Whether you play xx or #r, she’s a good balance. I’ve gotten raped by throwing out too much rushing pressure, raped by trying to control the air way too much, and raped waiting for too many counters. I believe that there is a happy medium and, after a year, I’m starting to break into it a little bit.
Against the rushing, pressuring, rushdown-a-holics, try throwing some well-placed mats. Not necessarily TK mats, but on the ground. Make them think that if they rush, they’ll hit a mat, almost forcing them to jump or iad in at you. Just time it and jump p, s, d., air grab, or fd if they’re faster. Works for me to control those out to control you.

Sometimes, c.hs, c.d, or TK Yozansen for anti-air can be out prioritized
by dumb things. If all else fails, use f.p into loop. #Reload f.p (and f.k) has more priority than in XX.
Play the ground more than the air IMO and be patient, looping will kill easy and your opportunity WILL come in 99 seconds.

Also, for fun, claw grabbing out of the air. It’s so dirty, but so cool!

I think you can only do the pattern 3 times, unless the person doesn’t feel like teching out. But after doing it 2 times, it might be good to go with a combo like j.s, j.p, j.k, JC, j.s, j.p, j.s, j.d

Man, the TK YzN at the arcade is hard for me to do. I keep jumping.

Oh yea, rushers give me trouble too. They make me rely on a lucky j.s, j.d to connect. I don’t know how else to approach/defend against them. As for the tatumi thing, it doesn’t work against this millia player because he keeps throwing the pin out and follows with a huge ass combo…bpp

You might want to single and double jump more. If she airdashes toward you, j.S should be enough to stop her advances. Maybe a j.D FRC combo, if you’re lucky.

Can’t just jump mat all day! ;D

you don’t use TK 623s (or j.623s) for anti-air, since it combos into nothing. 2d isn’t a good option either, since it prorates 70% (and AA = first hit). 6p is your best option for ground AA. j.p-s-d on reaction works against some ad/jump-ins unless they’re right over you, in which case you airthrow for free.

and so useless, since it combos into nothing and does chump damage. it’s alright if you land a lucky CH, but that’s not going to happen a whole lot against a decent player.

uh, if you even have tension for 3 loops. tension dustloop is just stupid to begin with. j.p in dustloop is a bad idea too (not talking about your aircombo string).

depends how good he is. lots of the scrubby rushdowns run into stupid stuff like j.p and CH 6k and die for free. against pressure, remember your GCs. MI’s a bad match, not going to lie to you. mat is pretty useless/dangerous because she’s all over you the entire match and she beats out your air. smart MI isn’t going to give you any space or time, so focus on blocking the small stuff and GCing the heavier hits. the only thing really going for you is if you land a solid hit near the corner, your chances are pretty good - it’s kinda hard to recover from taking 300+. oh, remember: you can GC off of h discs and globes too, since MI likes to use those to pin you down while she does other mixup stuff. in some cases you can 412k to get around them and escape pressure, or 412s/p to stuff her next move.

Coolo. Thanks for the info!

Hehe. Just noticed there are two GGXX Baiken threads.

Anyway, recent batch of match videos from a-cho.com are awesome. That Baiken player Koto has been beasting on everyone, and there have been some other good Baikens appearing, too.

Based on what I’ve seen lately, I am beginning to think that Baiken is the best counter to Eddie. And I actually think she’s ranked a lot higher in the tier list than I originally thought.

ED doesn’t have much on BA since she shuts down his shadow. his normal game plan gets raped by iadb.236k/s and GCs and he doesn’t have much else to fight with since BA outranges most of his options.

koto doesn’t look that good, compared to say, sharon. he really overuses the chain IMO, he uses iad.k … why? (unless he’s messing up iad.236k), uses the wrong followup after untechable launcher, doesn’t use corner airthrow trap, RC’s some ground normals for no real reason (the 6p RC > aircombo -> death I understand), GCs at the wrong times, messes up option select (unless he meant to j.h?). he’s good, yeah, but not overpowering.

No matter what Eddie you play, Eddie will almost always run away UNTIL he gets a knockdown or something of that effect. He isn’t really a problem for Baiken.

And as for IAD j.K, it’s always a missed IAD Tatami. Happens to the best of us. heh

And there’s nothing wrong with what follow ups to use after untechable launcher. Maybe that’s just how he plays. I know I do a random combo of choice after almost any launcher, and that’s never going to change because that’s just how I play Baiken.

Corner throw traps don’t work on players who are aware of it (as they either won’t tech or just neutral tech late).

6P RC is good, because as you know, you can’t go low after a 6P and you are at a disadvantage on block (jc is necessary to get out of minor scapes, but more often than not you are not in an ideal position to get anything, unless you are sure to connect stuff like 6P jc. j.P-H-Tatami). Getting a full combo from it wouldn’t be a bad idea, as it’s effectivy the same as doing 6P Youzansen.

Lots of different ways you can use Baiken - overuse of chain isn’t bad, as in those cases where the opponent will backdash to get out, you could switch tactics and use a different method of approaching an opponent (eg. S(f) Chain…they jump, try IAD j.P-S-P-K (or just do lots of j.P’s till you land instead, as it catches jumpers and you can directly setup/combo from it when it hits and it maintains pressure on your opponent). Backdashers will be caught by a late IAD attack too, making them think twice about what they can do.

I do think he’s a good Baiken player. Just that the likes of AYM and Sharon are obviously better - plus they both play differently.

followup for untechable is 6h. I don’t see why you’d ever use anything else.

corner airthrow traps always ‘work’. if they don’t tech or back tech late they’re stuck in the corner for more setups.

the 6p RC I understood, I was referring more to his 5h RC into nothing and things like that.

overuse of chain makes me nervous, because you’re wide open if they anticipate, and at max range where it’s pretty safe it’s not that useful either. a lot of characters have good ways of getting around it too. I doubt you want to hand ED a free CH drill or SL a free mappa.

as I said, I think he’s good, but he’s certainly not ‘beasting on everyone’.

By ‘beasting on everyone’, I meant everyone at a-cho… I’m sure Koto isn’t the best around, but that wasn’t really my point. I was talking about a-cho. In fact, I was talking about recent a-cho.

A-cho doesn’t seem to be the best place for #R in general. It’s just nice to see some good stuff out of them for a change, even if it’s not the greatest.

Gee… isn’t that just a little narrow minded?

What about mid-screen after an untechable 412P?

41236H -> S knocks down, which sets up okizeme. The damage isn’t great, but at least it’s something and it’s very easy.

Mid-screen, a 6H combo wouldn’t do a whole lot more damage due to damage scaling on the 412P, and it would end with the opponent able to flip since you’re too far away from the corner.

Near the corner after an untechable tatami is a totally different story. Of course you would use a 6H -> dust loop, then.

he wasn’t really beasting on everyone from the recent a-cho either. the only BA player I really enjoy watching is sharon … though he didn’t do that well at SBO. there are several a-cho vids of him also.

412p from midscreen will put them in the corner unless you’re facing away from it. even with damage scaling, 6h>aircombo after 412p nets you good damage. there’s also the issue that 41236h is actually techable before the s followup hits.

BA isn’t MI. her game doesn’t benefit much from knockdowns because her okizeme is lacking. her 50/50 is 2k/2d (both prorate 70%) vs. TK 623s (which combos into nothing, is techable, and highly punishable), so she doesn’t really have a mixup game outside of the corner. I’d really rather have damage than a knockdown; the only exception is trading some damage for a corner knockdown.

what about the airdash oki?

highjump/jump forward after knockdown, then either…

a)land, 2K-S©-2D

or

b) low ad.P-P-K/S

Both can lead to full combos with hefty damage, or reset the oki if you aren’t near enough the corner yet. For tension, you can do midscreen setups off a) for 50% and b) for 25%.

The concept of profit vs. potential isn’t neccessarily based on the character you use, it’s more likely based on the matchup. Certainly, some characters you should definitely go for the damage because you might outzone, outprioritize, etc. In that case, it’s better to take the damage since you don’t lose much momentum anyway. In some matchups though, like millia, venom, etc, it’s better to try and keep some sense of momentum and rhythm.