Ah where to start…baiken is the shit:D. All you fellow baiken players post up some combos, strats, and even some combo/match videos to help out the comunity:) .
To start off I have a few questions. Does baiken have any bad match ups? Whats a really good dust combo to perform? And finally I heard that in reload she was weakend quite a bit so what I want to know is how did they weaken her and what did they change. I really want to know this mostly because I dont really play anyone else in gg at all (its all about baiken man) although I might pick up johnny/dizzy.
I mean, GCC already has the info. No point reposting it here.
And sweep didn’t get nerfed ‘big time’. If you want damage combos don’t start your combos with 2K, 2P or 2D. 2D is a good move still - it’s a good thing they nerfed it a bit actually. No more EZ LOL damage combos.
6K got more uses because of the added gatlings.
Anyway - yes! Go to GCC! All the info there for the taking. =]
i think #r baiken is slightly better than her xx version
hits
-she can chain a 5s into 2s for that extra pressure
-jumping slash has a bigger hitbox i believe
-command counter (slash version) has a frc trigger added.
jumping d knocks downs standing opponents. Opens up new corner combos. (jump in js, jd, frc tatami, combo/loop)
-overdrive dmg increased
miss
-Ground tatami frc trigger time changed…it can’t be spammed as much but opens new IAD rush tactics
-command dash (214+k) takes chip damage now
-2d gets worse priority + increased dmg reduction when used in combos.
has anyone tried doing frc tatmis and blocking when you tech high in the air? I find air frc tatamis to be pretty good when u get the frc timming in
Youzansen (YZS) also pops the opponent up more, so if you RC YZS to Tatami, it will launch. It works in XX against select characters, but its pretty much universal in #r. Also the opponent can tech on ground hit.
Sakura (412S counter) is better in that she can FRC it. The active window is shorter but the range is longer. Still, stuff can go underneath it.
One finer use for air Tatami FRC is after knockdown.
2D KND (almost always do this if I start a combo with a move that reduces combo damage), jump cancel then Tatami FRC to AD. It provides a little extra cover. But you can always just do mat after knockdown or a late jump cancel then AD as they get up and pressure from the air (handy, as if they are in the corner you can do AD j.P-S-D or j.P-S land low. Seen as j.D floats you up as you activate, those thinking you are going to land low will eat the j.D - of which you can FRC into Tatami and start a loop. If they block however, do FRC into Tatami anyway as it should keep you safe from attack.
Yeah I know gcc is the place for gg combos and shit but I dont go to the forums at all, the only place I post in is srk. Anyway I thought making this thread was a pretty good idea seeing as how there are threads for anji chipp eddie and a few others so why not a baiken thread.
Anyway thanks to those who answered my questions it was really informative. So the 2D was nerfed pretty bad huh? Like is it slower or something or does it get stuffed out by a lot of crap? Damn I wish reload would come out here in the states already cuz I really want to play it. Too bad the closest gg machine (afaik) is like 6 hours away (houston) and thats an xx machine. Sigh…ah well ill just have to wait just like everyone else.
Oh that reminds me I have just a couple more questions (yeah I know I just go to gcc but im lazy:) ). Did they add only 1 new move for baiken in #reload and what moves can be FRC now?
(close to corner) 2D - 236K - super jump cancel - j.P - j.S - j.D - wait until you are pretty close to the ground then air dash again - j.S - j.D - land - S - j.S - j.D
(one screen or less) 2D - 236K - jump cancel - j.S - j.D FRC - air dash and press D IMMEDIATELY, so fast that you cancel the entire air dash with the dust - land - S - super jump cancel - j.P - j.S - j.D - wait until you are pretty close to the ground then air dash again - j.S - j.D - land - S - j.S - j.D
You can exchange 2D - 236k - … for S - S - HS - 236K FRC - jump cancel - …
With Baiken, you are given a chance to go high/low/throw after a blocked late air tatami (air 236K) or IAD (instant air-dash) tatami. I’m no expert, but from watching the Japanese Baiken player Sharon (his team won GGXX#R at SBO2 this year), you should begin a safe sort of rushdown with normals that leave Baiken at an advantage if blocked after the initial air tatami to provide cover for okizeme (wake-up pressure on your opponent).
Baiken’s 5P leaves her at +3 on block. After that, you can:
dash in and go low with 2K -> 5S…
wait a split second and do her instant overhead (6239S)…
or cancel the 5P into 6K as a counter-hit setup.
Other good normals that allow Baiken to mixup/advance on the opponent safely are her close 5S (Baiken is at +1 on block) and 2S (+3). 2S unfortunately pushes her back too far to safely dash in, so I usually do 2S xx ground tatami (236K). It won’t combo on standing characters, but it is generally safe if blocked. It will, however, combo on crouching opponents or if the 2S is a counter-hit.
Awesome stuff ill have to try some of that out and yeah guu does own:lol: . Oh and are those combos you posted for reload and or xx?
Sir Phobos: Wow I didnt know she had an over head like that. Does that work in xx also?
Damn already im learning some new things:) thanks yall for posting this stuff up. Keep it coming im always willing to learn more and more.
Oh and do you know where I can go to watch any of that guys match vids? When I search for combo/match vids I pretty much only look for something with baiken in it. She’s my girl:D
Yes, her instant overhead works in both XX and #Reload. By doing 6239S, Baiken should do her air 623S (Youzansen…Zakuta’s fave ) as soon as she leaves the ground. In XX, grounded opponents cannot tech, and thus you are given another chance to go high/low/throw as they get up again. If you have 50% tension, you can RC the Youzansen and combo off of it. In XX, I do this combo:
6239S (RC) xx j.S -> j.D (FRC) air-dash forward, air 236K, land, sj.S -> sj.D
That combo requires 75% tension. If you only have 50%, just stop at j.S -> j.D.
In GGXX#Reload, grounded opponents can tech after a 6239S. It also lifts them higher off the ground on a hit. Therefore, as Zakuta posted, the best follow-up is usually:
6239S (RC) xx air 236K
And then jump up with your favorite combo.
A good video of the Japanese Baiken player Sharon can be found here (add an “h” before the “ttp”):
ttp://www.popy.tv/popy/page033.html
It’s the sixth video down from the top, labeled “areafinal.wmv.” Click on the text that says “CLICK.” I’m pretty sure this video is from the grand finals of a GGXX#R qualifier tourney for SBO2 in Japan. Sharon’s team is himself, Yukinose (Bridget), and Matsu (Millia). However, Sharon is the only one that sees any action in the video. :lol:
Too bad you can’t FRC 412P, would’ve been sick. To ID with her a lot of people do Dust launcher > jc HS or FD HS into whatever combo you want. My ID with her is simple, it’s Dust -> S -> Youzanzen into whatever combo I want.
Try this out in #r, 2D -> Tatami (FRC) -> IAD D -> 6HS -> 2D -> j (or hj whichever is comfortable with you) P -> S -> D -> air dash S -> D (Frc) -> Tatami -> jump (or hj) P -> K -> S -> youzanzen
Damn that match vid was pretty sick that guy sharon was fucking beasting, thanks for link if you know anymore please I would really like to see them.
That combo you posted with YZS-RC- D-FRC…I did a combo just like that but what I did was get in close then hit S-S-YZS-RC-D-FRC-AD-
etc…nothing special, just 2 slashes in the beginning:) . I wish I had access to reload here where I live cuz baiken looks very interesting in it and I want to try some of that stuff out. Something I have noticed in reload was how baiken seems to float or something when they frc say a tatami then IAD-D, does she really float in an arc or am i just seeing things cuz in xx she doesnt float like that.
Anyway cool stuff yall im going to practice some of that stuff right now. I have a question…whats the timing for an air dash after you dust? If that seemed pretty hazy(?) then here is a combo I do or at least try to do…
in corner- throw, 2D, jump cancel, j.P, J.S, D, then after the dust comes the air dash which I cant time (I sometimes land it randomly) then after the air dash , j.S, D…then you can go from there depending on the characters size and if you arent too far away to juggle with a standing slash. I hope some one can help me out with this, it seems like the only thing that I cant do with baiken, everything else I can pretty much do I just need to fine tune my timing.
Yeah, Sharon is a beast. I don’t have any links to more of his match vids right now, but I’ll be on the lookout for more.
When you IAD j.D with Baiken, the forward movement of the air-dash negates the backward momentum that her normal j.D has. This happens in both XX and #Reload.
Yeah, the timing on her j.S -> j.D, wait, air-dash forward j.S -> j.D corner loop is tough at first. Just try to look at where Baiken is in relation to the ground when you are double-tapping forward. If she’s already on the ground, dash earlier (this is usually the case). An easier method that I once used is to actually triple-tap forward. You have to do it early though (in other words, soon after the first j.P -> j.S -> j.D).