GGXX: Baiken

I hope this isnt askin for a lot but can someone give me a run down on the differences of XX/#R baiken:) . Oh and when is reload supposed to hit the states? Im really looking forward to buying this one asap.

Hmm what else…how is baiken played now adays? I remember hearing that back then she was played as a seudo keep away player by throwing air tatamis all day and occasionally running in for that dust loop setup.

Standing HS: Added gatling to 6K
Dust: Startup 29->25F
2K: Added gatling to 6K
Sweep: Base damage correction 70%. Recovery 9->13F. Worse priority
Jump D: Ground hit downs opponent. Increased guard damage
6K: Attack level 3->4. Damage 22->24. 1~11 invincibility to throws. Ground counter hit stagger max changed from 39->43F
Air Dash: Movement speed lowered
Sakura: Active 4->2F. Reach extended. FRC point added at 17~18F.
Youshijin: Recovery 18->22F. Attack level 2->1. Hitback reduced. Base damage correction 70%. Ground counter hit and air hit causes the opponent to fly higher. Untechable time reduced.
Youzansen: Causes them to float higher. Is techable on a ground hit.
Mawarikomi: FRC point added at 17~19F.

Copied from gcc.com

hey guys for baikens combo… which i cant seem to connect the second part…

the:

down Dust, qcf K, jump up… P, Slash, Dust… false roman cancel… air dash toward slash, Dust.

for that combo… after doing the flase roman cancel, im having a hard time connecting the air dash toward Slash then dust. after the false roman cancel, am i supposed to wait for like a split second then air dash? or do i gotta airdash right away after the false roman cancel?

so i know what to keep working on, on training mode.

also do you guys have any suggestion for a good air combo? after a standing Dust? coz i cant get a damage that goes over a 100.

well thanks for reading.

Zakuta: Thanks a lot man:)

Franx: Im not sure if its a necessity but I always air dash imediatly after the frc dust, but instead of hitting slash then dust just take out the slash and do the dust only because I think if you hit them with a slash they can tech out easier. So do your setup then after the frc dust air dash imediatly and wait for them to hit the wall (by then you should be like just under them) then hit them with dust (which will sometimes make it untechable if you time it just right(on big characters afaik)) then from there just proceed with the loop.

Try that out then post back here and tell me if that works out better for you or if you have any other questions.

I like #R Baiken better too. FRC 412S counter is too good…:eek:

Franx: About the aircombo, ADarkSilhouette is right. Try air-dashing right after you see the blue rings from the FRC j.D.

Also, Baiken’s standing Dust is pretty slow. It’s not useless, but she can get much more damage off of an RC Youzansen. RC YZS is much more safe than a blocked standing Dust. It’s also faster.

If you do decide to use her standing Dust, I think it would be best to do an ID (impossible Dust) combo. Shinomori posted some dope combos a while back in this thread. I find that 5D, jc (hold up and release after following the opponent in the air), 8S, land is the most useful ID setup because of the reach on Baiken’s j.S. After you land, you can 5S (jc) j.S -> j.D or whatever. :stuck_out_tongue:

ADarkSilhouette: Earlier you asked how Baiken should be played. It seems like every Baiken player has a different style, which is cool given that she is considered to be such a simple character. I’d say to vary your playing style depending on what character you are facing.

Pretty much every time I see/play Baiken vs Eddie, the match is very slow because of both characters’ damage potential. Baiken has to watch out for Invite Hell (22S or 22HS) which stuffs her command dash (63214K). With Baiken vs Testament, you should try being more aggressive to force counter-hits with 6K and maybe 5HS. I am quite the scrub, however, so maybe Zakuta or Dasrik could elaborate on the way they approach different matchups with Baiken. :slight_smile:

baiken is a scrub… faust is the truth:D

Yeah I have been noticing that lately how people are playing her. I guess I just need to play smarter cuz some times I catch myself blindly rushing in to some of the dumbest shit.

I can’t believe my name actually came up in connection to Baiken.

Looks like my unjustified fame begins again…

BAIKEN Vs.
Sol: I think this match is free for Baiken. You just can’t let him get close to you for his retarded little mixups. All his ways of getting close flat out loses to F+P which you can follow up with her combo if you’re good.

Eddie: Baiken loses. Seriously. Just don’t get knocked down and try to survive.

Johnny: This match is hard because Johnny’s reach exceeds yours, but parry run does a lot to help your chances. Don’t run into coins and remember that his F+P beats your jump HS, but most Johnnys don’t know that. It’s worth to try at least once.

Faust: Baiken also loses this match. You can try parry run to get past his scalpel, but since I think he can gatling that into the sweep it doesn’t help you much. Don’t jump into his scalpel either, it’s easy to get hypnotized into trying to do that to get out.

Slayer: Don’t stay in one place too long and Baiken can do okay. Remember Slayer does all this damage for no reason, so don’t get overconfident.

Chipp: IMO Baiken’s worst match because you can’t drop mats safely. Keep your distance and try a lot of jump slashes or something. You’re probably going to lose this one, so don’t sweat it if you do.

Millia: Like Chipp, but you can drop more mats. Like Eddie, don’t get knocked down. I don’t have a lot more to say.

Testament: The match I hate the most, most people play him like a fag so you’re going to have to chase his ass down. You should remember where the webs are, but it’s easy to forget where he puts the trees, so don’t forget. When in doubt, parry run. And don’t forget to KEEP YOUR EYE OUT FOR F+P.

Anything else, ask.

:smiley: You know a lot about her matchups though. I agree with pretty much all that you posted. Baiken vs Eddie is really ugly sometimes, but it is possible for Baiken to win if she uses guard cancels wisely to escape his command throw and Lil’ Eddie pressure. Really tough match for her though, I’d say 6.5 - 3.5 in favor of Eddie.

Great info dasrik thanks a lot. Got any really useful combos/mix up’s you like to do every chance you get?

To anyone: There is one thing that I find to be really hard to do and that is the instant guard. How the fuck do time that? I read that all you do is tap back the moment the attack hits and its supposed to nullify guard damage and push them away like faultless defense does. I tried it many times in practice mode but no luck at all…meh its just something that I would like to learn how to do.

Baiken’s best mixups come after close S, which is hard to come by because you have to be close. From there, you can either sweep or tigerknee the DP, or just go into far S. DON’T BOTHER FRCing the mat for pressure. I know Eric Choi does this, but IMO it’s pointless. Opponents can just chill and wait it out.

She also has fun juggle wakeup games. You can mixup with her airthrow or c.HS, or do her loop.

The best way to play Baiken, IMO, is to fish for a sweep. This doesn’t work as good in #R, I hear. But she has other good moves. Her F+P is also a good move because it hits twice, avoiding the clash problems that most other people have using the F+P as anti-air.

As for instant block, I feel about it the same way about parries in SF3. They’re for idiot showboaters, and only really necessary when you’re fighting Eddie.

Yeah, Instant Block is not something you should worry about with Baiken. Once in a while, I do it unintentionally in a match, but that’s about it. If you are in a situation in which you think Instant Block would help out, just use Faultless Defense for like half a second instead.

With Baiken, you should always be ready to guard cancel. On the ground, her 412S counter is generally the best because it knocks down, and it can be RCed (FRCed on #R) so you can continue into an aircombo or go high or low if the counter is blocked. The 412P counter is very good against certain blocked moves, but you should go into training mode to see what you can use it against to get a counter-hit. A blocked (non-RCed) Bandit Bringer (236 hold K) from Sol can be counter-hit with the 412P counter, as can a blocked (again, non-RCed) Greed Sever (412K) from Ky. It is also useful against certain blocked jump-ins and laggy ground normals (most characters’ standing HS for example). Baiken’s 412P counter is very punishable if it is blocked, whiffed, or even if it hits without a counter-hit. 412K counter should be used against Dizzy’s fish and Eddie’s Lil’ Eddie. Remember, all of Baiken’s counters can be baited and punished, so don’t get predictable.

Instant Block kills a lot of the retarded pressure games and forces players to play much more safely. It’s similar to parry in that you should only use it when really necessary, but Japanese do it quite often. Silly shit like Slayer s.Sx4 gets raped by IB.

I didn’t know that j.D knocked down on ground opponents in #R. I need to try some of those silly combos.

Also, I don’t think Baiken vs. Sol is absolutely free for Baiken. His 2D works really well against a lot of her garbage (ducks under counters and is pretty safe, beats out lots of her normals), and I would expect it to beat 6P since it’s a low. Something I’ll have to test more, though.

Baiken vs. Testament: Bear in mind I’m exclusivly a #R player now and I really didn’t play serious Baiken until #R. The key moves to shut down from Test are the 2HS, Barney, and air moves (primarily j.D). 2HS is important to Testament because it gives him the means to get in through your superior pokes. You need a move with a lot of active frames such as 2D (not the move you want to whiff), 6HS (also laggy if whiffed), far S, 6K (slow to start up), a mat, whatever. Just something with a some active frames :stuck_out_tongue: Air dust loses to 2HS if you have time to get the move off. One great thing Baiken has in this matchup is that she can 412K out of Barney patterns since she’ll run away from Testament after guard cancelling a Barney.

Now if Testament (or any character) tries to turtle in #R, you have the hook to reel them in. +2 frame advantage is great!

Something I disagree with, 412P is not risky at all. It’s -4 in XX (Ok, kind of risky) and -2 in #R on block. Seriously, it’s the safe option. 412S is the risky one.

BoF: Good call on Sol’s Sweep. I had to use 2S, 6HS (but that’s a big committment), or mats to stop the sweep madness.

Cool, awesome replies…more food for thought:) . I guess ill just have to experiment a bit more with IB, just one thing is it true that if you IB you gain tension a bit faster for like 10 seconds or something? I just heard about that, not sure if its true or not but if it is thats pretty cool.

About the dust in reload…it knocks down if you hit some one thats grounded? Like say I were to AD in with slash then dust it will result in a knock down? If so thats fucking sweet!

Dasrik-Instant block is the shiznat. You can punish so much shit with IB. I guess it’s not as useful for Baiken 'cause she doesn’t have a command throw, but as a Pot player, IB is my best friend against everybody. Shit, you can IB Dizzy’s K and reversal her for if she does K,HS.

Plus, IB is less lilely to fuck you over if you mess up, assuming you don’t block too late. You IB too early, you can block just fine by holding back/downback. And it’s way easier to IB mid-string than red parry.

Thanks for the input about IB, I never even thought of incorporating it into match play.

Iceman: You are probably right about Baiken’s 412P, it just seems so laggy to me if she doesn’t score a counter-hit.

Beast of Fire: You mentioned something about punishing Slayer’s blocked s.Sx4 with IB. Can Baiken do anything after IBing all four hits? Is it necessary to IB all four?

Zakuta here.

Any time Sol uses BR, you can stop it with j.P. Obviously, you do j.P-S-D FRC combos from there. You have to know when it’s gonna come though. Sol can’t really mixup with BB as you can stop it with air throw or j.P - or even YZS.

Baiken isn’t all about guard cancelling. Sure it will help you, but you shouldn’t base your game around it. Or a sweep either.

Sir Phobos. Baiken can IB the first hit of SS and guarantee a super before the 2nd one connects. In fact, she can throw him too, whatever you want. Same for pretty much any of Potemkins gatlings really.

Baiken can punish megafist with a P after instant blocking. As well as obtain a sweep between Ky’s 236K.

A little reminder though. If Sol does any random gatling into BR, and you IB any hit before he does it, BR will hit 2 times instead of once.

And yes, j.D knocks down grounded in #r. You usually see j.D FRC -> Tatami combos after this. Or just Tatami in general to keep them away from you.

412S is never really risky once you’ve mastered it’s use. With the FRC it makes it even better. It will more or less hit, and select characters won’t usually use moves that beat it. In them situations you wouldn’t even counter. Maybe just push them back with FD.

Thanks, I’ll practice punishing that stuff after IB.

I didn’t mean to imply that Baiken is all about guard cancels, but use them enough to keep your opponent in check. All three have specific uses for different situations.

i started doing the loop but i decided not to bother with the slash (on the first loop after the combo anywasy) but the second part i added the slash.

as for the other question… well im asking this coz im inexperinced, and theres really not much challengers around. but against dizzy:

  1. whats the best openers against her?
  2. that claw that she has has a really long reach, both in the ground and in the air. do you have any suggestions of how to get in, while trying to avoid that and the flying/biting fish and the spikes?

(against any characters):
how do you go about keeping the opponent trap with the air tatamis?

thanks.