GGXX: Baiken

I always IAD with 9, 9. Some people IAD with 9, 6. And I hear you can IAD with 6, 9… but I don’t really know how well 6, 9 works (assuming it works at all).

Personally, 9, 9 works the best for me, and I’m use to it because of Jam. I practiced my 9, 9 IAD’s vs a crouching Venom in training mode, and the heel of Jams foot (during the dash) will overlap a crouching Venom’s head (see attachement). My goal is the be able to do IAD’s that low, consistantly. Right now I’m only at about 20-30% effeciency in battle, and 50-60% effeciency in training. :bluu:

I find it a lot easier to IAD really low when you buffer it from something else, like a far slash into IAD.

With Baiken, after a throw you can also do a 6, 6 ground dash, jump with 9, and do a instant 236K, and the tatami will usually land at roughly the same area as your opponent. Though, I’m pretty sure doing IAD’s into tatami’s is better.

For some reason, the IAD Tatami is easier for me to perform on a pad. I treat it like a weird dragon punch motion, and it usually works.

Also, for instant air youzansen’s, I use 236963S (and I try to go from 9 to 3 as fast as possible).

For some reason, this works best for me. I practice doing them untill I get it to come out fast enough that the “dust” does not appear.

EG. When you normally jump, a dust plume appears from where you jump. But, if you do the youzansen low enough to the ground, no dust plume occurs. That’s how low I like to do them in battle.

I love busting out instant air youzansens after a close or far 5S (which combos, by the way). Or after a blocked 2D when they are usually expecting me to tatami or jump backwards.

The only midscreen I do is dashing 2D, tatami, 9, j.P, j.S, j.D

If I manage a counter hit tatami or counter hit 412P(youshijin), I’ll do 6HS, 2D, 9, j.P, j.S, j.P, j.S, 623S

Go go counter hit 236P > 6H (pwned)

It’s a very bad idea to perform a Youzansen after a blocked 2D. It may catch newer players, but more experienced people will always block high after blocking 2D, since the threat of a low attack is completely removed after the sweep.

I see your point.

Cool thanks for the info. IADing with 9,9 works perectly and now I can do it a lot more.

What are some good strats against testement? For some reason he is the only one that gives me problems cuz of his fucking gay ass easy as hell to do grave digger combos. Man those things do a lot of damage to poor baiken. What are some high priority moves/normals for baikena also?

i hate testament’s high and low game also. as baiken, I just counter out of it with the 412S or 412K. j.S is a high priority move and also removes those pesky webs. sometimes it may even hit testies’s head while he setting the trap. 6P and 6K counters lots of things also. I just don’t know what to do afterward. Just being aggressive toward him has worked for me.

yes testaments high low wake game is a bitch and if done correctly baikens counters are almost useless. but alot of baikens moves beat him out pretty clean. and as long as ou stay offensive and don’t let him set up traps you’ll be fine. stay colse to him cause all of his specials have really long recovery time except when you frc a exbeast.

Ya I figured that rushing his ass down would be the key. I just wish my friends would play this more but I dont think its going to happen cuz all they care about is that broken ass game mvc2.

Anyway I came up with a pretty damaging mid screen combo that requires at least 25% tension to do maybe a little less than half damage but if you have 75% you can add little more than half.

s.S,2D,236k,jump,j.S,D frc, (wait like a split second so they bounce off the wall) AD, j.S, 623S.< All that up to the last hit does 191 damage and if you have the extra tension you can RC the yozansen and then finish with a dust which will result in 211 damage.:smile:

Yes, Testament has crappy anti-airs. So try and get in on him from the air. If he goes into the air, abuse your 2D or 6P.

Don’t forget dead angle and bursting is another way to reverse okizeme. You don’t always have to use one of her command reversals. Though, I personally like doing a very late 412P reversal as it comes out really fast. The benefits of getting a counterhit with it are too great. If you land a counter hit with it, you can really rape him for damage (because it launches). I mix this up with extremely late 412S reversals, and FRC it. I always try to FRC it even if it hits or not. If you’re patient, you don’t have to use it right away, either… Testament’s game involves mixing you up and breaking your guard. Ideally, you will wait untill he does his 2K or 6P mix-up to do your reversal. This will make him cautious or he might even try to bait a reversal. This hesitation leaves room for escaping/breaking out.

You can also try back dashing, though it’s pretty risky.

Other than that, I don’t know. Hmm… I spaz on 41236H and/or air tatamis a lot. It’s relatively safe against Testament, so long as you don’t over do it.

Thanks for the advice I appreciate it:smile: . I almost never use her other 2 counters mostly cuz it never crosses my mind. The kick counter kicks major ass if used at the right moment and I like how its frc-able but I have trouble frcing her slash counter. I just dont know the timing for it…but I can always figure that out by turning on the input option in the training menue so that solves that problem. Now what to do or what I can do after I frc the slash counter is what I need to know. Got any nice/damaging after the frc?

I’m pretty sure the timing for it is right as the sword strikes. Not sure how many frames it is, I’m guessing 2-3 though.

Anyway… it lauches, and if they were on the ground, they can’t tech. So, I normally just do 5S, (jump), S, P, S, 623S (youzansen). Does about 134 damage to Testament.

If your reflexes are good, you can do: 6H, 2D, (jump), S, P, S, 623S (youzansen). Which does about 186 to Testament.

If you get a counter hit with it, it’s even easier to combo after the FRC. And if you’re near the corner, you can go into her dust loop by doing: 5S, (jump), P, S, D, air dash, (etc, etc, etc)

Oh, and don’t forget about her 463214K/H super counters. They are fun to use occasionally. K version disables specials/supers, and H version increases damage by about 50% (IIRC). That’s yet another option for fucking with Testaments okizeme. But it’s probably best not to do it on his web. I think it’s best to wait for him to attack, then do it (so he can’t block it). Testament is pretty much fucked without his precious Grave Digger.

Also, counter hit 6K, 41236H, 5H, 236K, (jump), S, D

<3

Yo whats up everyone im back again with some more questions. This time lets talk about match ups :wonder: . What are baikens worst and what are her best? Reason why im asking is cuz the arcade here FINALLY got a gg machine and well I have mostly been playing reload so im too used to reloads tweaks and stuff. Since I hardly play anyone here im not used to high lvl or even mid lvl comp lol so my game is kinda poor but my execution is pretty damn good thanks to all that practice I do. So yeah buttcheeks and hooters!:rock:

In my personal opinion:

Best matchups: Zappa, Sol, Ky
Worst: Potemkin, Millia, FAUST

I say Sol is a really good matchup because on paper it’s 50/50 and Baiken’s gameplans are easier on execution than Sol’s.

Judging on my suckiness:

Best matchups: I don’t like playing against anyone. I like playing another Baiken because strategy becomes very different. Testament because I’m always hitting him as he sets traps. Also May because I know what to do with that pesky j.2HS move.
Worst matchups: Millia, Chipp(i’m starting to get use to him now), Bridget, Potemkin.

Oh yea, back dashing or back dashing with tatumi is a bad idea with Testament. I kept landing on the exe beast which caused me a descent tourney.

Hey, does anyone use airthrows within their combos? I think you can infinately loop with these airthrows combined with dust combos only if the opponent air recovers a lot. I got to try this at the arcade…bleh

blah, I just answered my own question on training mode by putting jump recovery to random…what a bitch.

ADarkSilhouette: IMO, Baiken’s good matchups are against Zappa, Anji (even though I think I’ve beaten selfscience’s Anji once out of 1000 times with her), and Bridget.

Baiken’s bad matchups, from my experience, are against Axl, Dizzy, Potemkin, and Slayer. I hate fighting Pot with her!!! :sad:

GooNiEGooGoo: Airthrow resets are decent to use every now and then, but you shouldn’t rely on them to the point where your opponent sees the setup and stops teching. Here are some of the ones I use on #Reload:

2K->5S->5H xx 236K (FRC), run in, airthrow as they recover

After a launch (with ground 236K FRC, counter-hit 412P, FRC 412S, or a wall bounce after an airthrow/j.D), j.S->j.P->j.K (double-jump cancel), airthrow as they recover

The second setup works on most characters. For light-weight characters, I use j.K (double-jump cancel), airthrow. That’s a pretty lame setup though, and it doesn’t do much damage at all compared to a normal aircombo.

Slayer isn’t so bad… just watch the backsteps and try not to be on the ground so much. Dash crossups… grrr.

Is it possible to play this game as a strict poker with baiken ?

True, I think Slayer is beatable. However, I’ve played Kugler’s Slayer a LOT on Xbox Live with a great connection, and every time I jump/IAD backwards to avoid dash crossups/bite setups, I eat a 6H xx Pile Bunker or whatever and I die! :rofl: I suppose it’s best to watch what Slayer goes for more often, 6H (which is crazy-good) or bite setups, and react accordingly.

Faultless Defense that shit.