GGXX: Baiken

Sorry for the wait, I’ll do my best to answer your questions.

  1. Dizzy is a very tough match for Baiken. To move forward, you can try dash-jumping (669) with an early j.HS when Dizzy is grounded. If it hits or is blocked, cancel the j.HS into an air tatami.
  2. I think you mean Dizzy’s s.HS and j.HS. 6P beats both of those attacks. If Dizzy is just jumping in with HS, you can 412P counter and then launch into an aircombo. Avoid the biting fish by blocking and using Baiken’s 412K counter. You might also try her Suzuran (63214K) to get through Ice Spikes/fish/needles. However, Dizzy can bait this and then go low to hit you out of the run.

Against other characters, use meaty air tatamis after a knockdown to keep them in blockstun. Then go high/low/throw to mixup.

Franx: Ah sorry for not responding to you I have been busy doing other things:) . Anyway I cant really help you on this one since I havent played a good dizzy yet, just follow sirphobos advice it sounds pretty dead on on how you should handle dizzy.

To no one in particular: Here is a neat combo that I like to do it requires at least full tension does good damage and looks pretty damn cool. 100% is for the full damage but 75% would do

From either side with your back facing the wall- S,2D,236k frc, j.D frc, air dash, 236k before you land, j.D frc, air dash, 236k before you land, j.S,j.D frc,air dash, j.S, j.D

That combo is sweet but the whole things isnt very practicle excpet this part…(236k frc, j.D frc, air dash, 236k before you land, j.D frc, air dash, 236k before you land)… that is an excellent way to get the other player to a wall where you can play a little mixup/pressure game by air throwing them back into the wall if they tech for example. Fun stuff baiken can do:)

EDIT: Here are 2 links to some really sweet combo vids.

http://page.freett.com/baikenQA/

(First ,c,k you see on the right…this combo vid is freaking awesome. The name of the file is I-I-R)

http://www66.tok2.com/home2/DC/douga.html
(Its at the top you cant miss it…There are 2 vids rebirth_kyo and rebirth_retu. Click on the ,c,k to dl)

DarkSil…

combo the S.Slash, 2Dust, Tatami, S.Slash, J.Slash, Dust… will that work for every character? adding the satnding slash instead of proceeding to jump slash right away?

also i always hear people say, “you can go with high/low/throw… after a blocked late air tatami” whats a good high low combos? are those actually combos or just seperate sets of safe pokes and attacks? like 6P, 2K, throw?

also the question ive had that wasnt answered was, how do you go about keeping the opponent trapped with the air tatamis? do you jump back throw tatamis (when opponent is cornered), rush with safe pokes that puts you at a frame advantage?

or do you just jump tatami, land tatami, jump tatami… repeat? or do you jump up, tap up again trow tatamis?

or do you jump up, slash tatami, land tatami, jump slash, tatami, land tatami?

sorry, like i said not much competition/ players, and i dont see anyone using baiken so i dont quite know how the tatami corner trap works.

ive also been trying the instant dragon punch but im having probel executing it, ide say my chances are 5% to actually getting it off. i know the motion is F,DF,D,DF,F,UP… or 632369 then slash. but my character keeps jumping up! :frowning: sigh my friend can pull it off but i cant seem to. oh well, i guess practice practice practice, but i just dont understand why i keep jumping up, am i pressing slash too late?

thanks.

Constantly jumping up and throwing tatamis isn’t safe, that’s why you only do a meaty one when your opponent is knocked down. This forces them to block, and then you use a mixup. When I say high/low/throw, I mean you should choose one of those options (high, low, or throw) after the blocked air tatami. To go high, use that instant overhead. To work on the timing, try switching up the point at which you press Slash. Try it earlier, try it later. To go low, you could either simply 2D xx 236K, or 2K -> 5S etc. To throw, just run up, hold back after the tatami is blocked, and then throw.

I disagree about Dizzy being a bad matchup for Baiken.

The key to getting ground on Dizzy is to get in and stay in. Her keepaway game is pointless, because from a distance Baiken can always parry run to get in, out of Dizzy’s sweep range. Once there, your speed matches hers and you can generally do whatever you want. Her countermeasures are slow and can be baited (and she generally can’t really fight j.HS). To avoid getting thrown, drop a mat on her and remember there are some heroes who like to IB to get out of things.

Just watch out for ice pillars.

Damn that IB I still cant do it. Anyway I just got reload for pc and its very nice, now I just need some baiken reload material to work with. What are things that I should’nt do in reload that I could do back in xx without any worries?

im wondeering if i can get any advise. i cant quite tiger knee perfectly yet so thts my main weakness.

but with baiken whats your suggestion to keeing characters like jam and dizzy to stay still and not jump around so much? … poke, poke, run! :frowning:

i run after them, IAD asfter them but i get hit by quick jabs. and as for dizzy fish, that aerial spike… i IAD to wards her i get hit with her claw… she jumps and i follow her i get hit with the claw again. i counter run i bet hit low, invulnerability run, i get hit low.

also any suggestions against a sol that likes to spam hisgun flames, and dragon punch? also how about a keep away zato? those ground spike are annoying! =(

do you guys know whats the commands for the impossible dust? is it for XX also or just reload?

Edit:

also (im new to the game btw) why does alot of people despise baiken? is she cheap? i even got to an argument with someone in an arcade coz he was dizzing baiken so i dissed sol (coz i know he plays sol), and he said “sol takes execution, unlike baiken that takes no skill to play and does the same s#it!”… and i said a few things about sol and stuff… and the next day my friend was telling me that he was talking trash about me… :mad: is sol harder to master than baiken??

coz crying out loud ive been practicing my loops and other ways to get them into the loop or different loop combos and those arent easy as he claims them to be.

Baiken is a very cut-and-dry character. I won’t lie and say she has fancy dust loop setups like Sol, but the ease of her movelist makes it easier to think your matches through. Most Sol players are of the sole mindset to get the dust loop which is a weakness in and of itself.

To fight Sol, you need to stop him before he starts. Baiting him into uppercutting with FD is something almost everyone falls for.

As for Dizzy, I think you’re overthinking the match. Parry run is generally the best way to deal with her fish if you find yourself full screen. Don’t worry about getting hit low if she’s spamming her keepaway weapons.

6p and 2HS. Jam IAD’s with HS a lot so you may not have time to get 2HS off. 6P, jump back S/IAD back S, or jump up air throw (great if near the corner for post throw combos :p) are you best hopes for IADing Jam. Dizzy on the other hand, her HS is a completely different beast. You might have time to 2HS your way out of that. But be decisive or else if you decide to do it too late Dizzy will j.HS you and 60% life later…

Hookshot counter is also strong against Dizzy’s air HS because a lot of Dizzy’s don’t use this very deep.

For the fight against Dizzy, what are you IADing with? I need to experiement with this fight more, but I’m of the impression that j.HS > Dizzy’s anti-air options. Now air to air, Dizzy might be a bit much for Baiken, I’m interested to find this out.

On the ground, remember you don’t want to power run on the fish unless you’re close enough that you’ll make it through the fish and she’ll still be in recovery from calling the fish. Aside from that, I need more experience in this match-up.

Sol: Fear the sweep. This is the #1 Move Baiken needs to worry about because it stuffs a lot of her pokes and her counters cold. To beat the sweep properly space 2S or 6HS. Surprisingly matching sweep vs. sweep is not always in Baiken’s best interest.

Zato: I need to analyze this match myself. Unfortunatly I’m the neighborhood Eddie and Baiken, and Bush is really hurting my plans to clone myself :lol: Something I need to test is Baiken’s run through counter against close invite hells. I think in #R (or XX if E doesn’t FRC) Baiken can run counter and get a free throw on E. Great for Baiken :slight_smile:

Dasrik: The only thing I disagree with is that every Dizzy I’ve seen combines low kick with the fish rush to make some kind of pattern, be it low kick to dust with a fish chomp in between, or low kick to another low kick.

People hate Baiken because she accomidates to turtles. She has alpha counters, i.e. you’re supposed to block :stuck_out_tongue: Sol doesn’t take that much more execution than Baiken to count. Sol has better priority, more damage, and doesn’t take as much damage. In all honesty, their are relatively about as difficult to master as the other. Both are pretty easy in XX (Sol might actually take more work to get to the top of the learning curve) where as both are more difficult to use properly in #R (Baiken’s probably a little more work, I love having my #R Baiken complemented ^_^). Still, it shouldn’t matter too much. He’ll probably break out Eddie and claim he’s more honorable because of the execution he takes :lol:

I had a question about Baiken’s corner B&B for GGXX#R.

In match videos I see Japanese players doing:
2D, 236K, j.P, j.S, j.D, (wait) air dash, ad.S, j.D, (land), 5S, JC, j.S, j.D

None of this with any RCs or FRCs.

I’m having a hell of a time doing the first air dash after the first air dust. I’m sometimes able to do it, and sometimes not.

I thought maybe I wasn’t recovering before I hit the ground, so I tried doing a j.P after the j.D, just to see if I would recover before hitting the ground every time, and sure enough I was recoverying before hitting the ground.

Yet, for some reason the dash only comes out occasionally.

How is it that they are getting the air dash to come out consistantly? Is there some special timing or something?

So far I think I’ve done the whole combo like 4 times in training mode, and I’ve been able to air dash about 1/4th the number of times I’ve attempted this combo.

Any suggestions?

The timing for the AD after the first j.D is a bit tricky at first. Here’s a trick I used to get it down: time your air dash so that it comes out as about 1/3 of Baiken’s body is offscreen at the bottom. Works every time for me.

Your problem could also be that you’re hitting j.P too early. You shouldn’t do it as soon as possible, but a few frames late so you can get more vertical height (and a better chance at the low AD).

To make things easier at first, use sj.P, sj.S, sj.D instead of the regular j’s. This version of the combo is much easier for the opponent to tech though, so it’s best only to use it when learning.

All of the above advice is for #R Baiken. I’d assume it’s the same for XX, though I barely have any experience with that game so I can’t confirm this works there as well.

Thanks Sycho. I’ll see if I can get it to work today. That visual que of Baikens body being halfway off the screen should help.

Normally I try to time the j.D as late as possible, instead of the j.P, so that could also help out.

Thanks again.

i can finally do dustloop (2 FRCs) combos. but what i gotta ask is, my friend told me that if they bounce against the wall the cant tech hit out of it. but i put the computer (training mode) on tech hit… and well the comboes doesnt seem to work.

the comboes i was doing was from that thing called un-conckables i believe i was doing the combo off slayer (requiring a standing slash) but the computer tech hits out of my combos.

am i doing something wrong? or they cant really tech hit out of it if they bounce against the wall… even though the computer does anyways :confused:.

also ive seached all over the place and read a bunch of dust combos, dust loops, basic air combos… but do you guys have any combos you can recommend off of standing dust? when you follow them way way up in the air. any comboes that can do close to 100? coz i can only seem to do below that.


ive been trying and trying i dunno, i guess i really suck at tiger kneeing her dragon slash :(. i dunno, i do the F,DF,D,DF,F,UF + Slash. but i kept jumping up. sometime i just stand there and do the standing slash attack. :mad:

did it take you guys long to master that instant dragon punch? coz i sure am having probelms doing so. but i can do it consistently off the alternate way of doing it: QCB,UB,DF + slash. but it just seems too impractical to apply in actual matches where you need to make it come out as fast as your reflex, coz in toe to toe fights you need every fraction of a sec.

dunno theres just something about it that im doing wrong, but i dunno what it such a simple command but yet im having such a probelm executing it! :frowning: … you guys had any probelms pulling it off? (when youre learning her atleast).


also what do you guys think is a bad match up against baiken?

kk, thanks in advance you guys.

The Ghetto TK-DP motion:

6321473
AKA
F, DF, D, DB, B, UB, DF

Gotta be quick. Way easier than the other way. I used to do it the “real” way, but its just too dodgy.

Bad matchup against Baiken? Prolly Venom.

edit: when you hit someone with a j.D and they bounce off the wall, there is quite a bit of untechable time (usually enough to hit them again from a re-jump or something), but it’s still techable unless you’re really close to the ground.

more edit: For a dust combo, i do an FD impossible dust.

Dust, homing jump, FD as soon as I get off the ground and then immediately hit them with a j.HS. Start the FD too late and they’ll tech out before you can land/re-jump and hit them with something. FD too long and the j.HS will miss. (FDing increases the gravity pull on you, so you land first).

okay ive got the whole reverse tiger knee motion all done, i can do it pretty much 95% of the time now.

but what i would like to ask is, most of the combos i am coming across are those only for reload? i had to ask coz ive only been practicing on training mode… basically training training training, watch some combos… train train train. wath pressure games… train train trai, watch some set ups, train some more.

but one of the thing i gotta ask is that yesterday i played against someone good. but the combos im pulling off he tech hits out of?

i got a little frustrated so i stucked to simple combo… like standing slash, dust, tatami, jump up forward, slash, punch, kick, jump cancel, slash dust. but the problem is most of the combos i am doing they tech hits right before the slash hits them.

like like right after the tatami, you know how you jump up then slash followed by a FRC dust? well they seem to tech hit out of the slash, right before the slash hits. =(

oh i was playing against Jam if that helps. but you guys have any opinions on what i am doing wrong?

you guys have any basic “un tech-hitable” combo? from basic combo to intermediate? im just getting a little frustrated, coz ive done the combos on what people have posted, done what it said on paper, it works on training mode, but when it came rightdown to actual match it didnt work for me =(


sorry im really trying to get into GGXX its a very nice game, and i liked baiken alot. so pardon me, im a frustrated baiken newbie :lol:

ps: SEERD… whats an FD?

Franx: I have lots of trouble tking her anti air as well. The only way I found that worked was to go F,DF,D,DF,F,UF or 6,3,2,3,6,9 but doing it that way is a bitch. As for what you said about people being able to tech out of your combos, your timing is off other wise they wouldnt be able to tech so just keep practicing and eventually it will come naturally.

If you had reload you can pull of even more dust loop set ups that are freaking easy to do and you only need like 25% tension to do like 50+% damage. Now thats some fucked up shit:lol: and now I like baiken even more.

Oh and im pretty sure FD is faultless defense…

I just got my net back and I quickly skimmed through the posts so ill post back and try to answer any questions after I read them all.

FD = fautless defense: where you block and push 2 buttons other than dust (green orb surrounds you). FDing changes the effects of gravity during a jump, making you fall faster. So for Baiken, after you dust someone and start the homing jump, you quickly tap two buttons while holding back to get a brief FD to change the gravity, then you hit your opponent with a j.HS before the BG starts to turn red. The FD in the air makes sure you land first so you can rejump/tatami/whatever before they can tech out of the j.HS hit. This is called an impossible dust because your opponent can’t tech out before you can land and start another combo on them.

http://www.gamecombos.com/games/ggxx/

Timing is close for connecting a j.S after a Tatami. You can jump cancel the tatami right as baiken starts to lean back in the animation. When practicing in Training mode, be sure to set the training dummy recovery to either backwards or forwards (BK or FT). CPU neutral recovery is weird and not very accurate with what really happens.

GGXX Baiken Combos:
Baiken Combos - Ninja Style

Misc. corner combos. All of these work in #R on average weight characters.

236K, j.P, j.S, j.D, (wall bounce), Double Jump, j.S, j.D
156 damage

236K, j.P, j.S, j.D, (wall bounce), air dash, j.S, j.D, (land), j.S, j.D
191 damage

236K, j.P, j.S, j.D, (wall bounce), air dash, j.S, j.D, (land), (f)5S, (jump cancel), j.S, j.D
199 damage

air dash, j.K, j.D, (land), (f)5S, (jump cancel), j.P, j.S, j.D, (wall bounce), air dash, j.S, j.D, (land), j.S, j.D
201 damage

air dash, j.K, j.D, (land), (f)5S, (jump cancel), j.P, j.S, j.D, (wall bounce), air dash, j.S, j.D, (land), (f)5S, jump cancel, j.S, j.D
207 damage

air dash, j.K, j.D, (land), 236K, j.P, j.S, j.D, (wall bounce), air dash, j.S, j.D, (land), j.S, j.D
210 damage

The combo that does 156 damage also works well on lighter opponents, like Jam and Millia. I use it if I’m worried about whiffing the air dash j.S after the wall bounce. There’s also a ton of variations involving her 2D, but the 2D in #R prorates the combo damage. You can also use super jumps, but normal jumps work fine for me.

I like comboing lightweights now - you can do the better looking combos that still do a lot of damage. :stuck_out_tongue:

Tatami > j.S-D FRC -> AD j.D land j.D FRC -> AD j.D land runjump j.S-P-K dj. K-YZS

Of course, if you don’t have all the tension you can still run jump and do whatever you like. Provided you know how to finish the combo. Combo works on Lightweights and Faust - seen as he’s so big.

For TK anti air, how about just doing a regular jump in a jump cancellable string, and before she jumps input 623S. That works, and it’s pretty easy to do. Just you’re gonna have to do it quick from say, P.

Oh yeah, everyone shoulld be doing this by now anyway, but if you connect a S (any S) on a crouching opponent - MAT! =D

I think its about time I revive this thread or at least give it a little pulse. Anyway I have a couple questions…Ok I can IAD alright but sometimes its very random but what I mostly need help with is IAD>tatami. Sometimes I can do it but most of the time I cant mostly cuz the motion is kinda akward (9,6,236k), I saw a match vid from a-cho (ba vs ba) and man I was in awe at how fucking precise those 2 were doing everything. Every time they did an IAD>tatmi it came out right when the reached their opponent forcing him to block. So how do you get used to doing the motion, for some reason I really have trouble IADing forward on player 1 side but almost no problems IADing forward player 2 side. Is there a ghetto way to do this?

Hmmm…anyone got any new and practical combos? Some good mid screen combos would be nice since I have like almost none.:bgrin: