GGXX: Baiken

Haha, I’ll remember to do that next time.

Baiken has limited priority on a lot of her main pokes, and she only has average reach for the most part. If you poke at all, you should cancel into 236K FRC.

Can some one explain some of the bad match ups for her? Like potemkin is pretty much obvious why that is a bad match up (big ouch:sweat:) but most of the others im not exactly sure.

Axl: From my experience, I just get outzoned by good Axl players. He also has a good throw that can lead to a fat combo. Baiken has ways around him, though. Some random stuff you can do includes using 6K to clash with Axl’s 2H. Baiken’s 6P beats/goes through Axl’s 5P, depending on the distance, but you should use 2H if Axl is abusing 5P, which trades/beats it most of the time. Of course, if you get a counter-hit 2H from close enough, you can jumpcancel into aircombo. You can also use air 623S to trade/beat Axl’s 6K, but that seems really risky to me.

Dizzy: I really don’t like this matchup, but it’s not impossible to win. Baiken doesn’t have an answer to Dizzy’s crazy corner traps except to a) block like a beast and look for an opening, or b) guard cancel. The 412K counter seems like it would be useful in this situation, but that can get baited and punished really badly. 412S FRC is probably your safest option. Other than that, watch out for throws, because Dizzy can do mad damage and/or set up lots of hard-to-block IAD crossups afterwards.

Bad Baiken Matchups seem to be:

Potemkin
Slayer
Dizzy
Venom (depends on the player really in this match)

As far as poking goes, Baiken has generally good normal moves that give good advantage on block - mainly her slashes in general. Picking away with S is a good idea, as if you garner a counter hit, you can score a mat for free (if at max. range, its better to go for this rather than say S,H,Tatami, as the Tatami will usually whiff). FRC the mat and go in for a combo or setup - I usually opt for the latter myself if I am in an ideal postion to set up for something.

The Slayer match (my favourite matchup :D) isn’t too tough. One idea is to not let him get any tension…force a NP if you want to. lol

Just space as far as S(f) and you should be fine. Don’t spend too much tension on combos, as counter FRCs will help you a lot in this match.

Axl is not a bad matchup. Neither is Dizzy. Parry run (used INTELLIGENTLY), faultless defense and (on Dizzy) playing the air game overwhelms their keepaway game.

As far as runaway goes, Faust is WAY more difficult than either Axl or Dizzy.

What is it about runaway Faust that gives you trouble? 2D, jumpcancel into air 236P (bag bomb), then ground 236P?

At least in XX, Faust beats Baiken with one move… s.S. Baiken can’t parry run through it because he can gatling into low dust, and it’s too fast to jump out of if you’re ever in range… and s.S outranges all of Baiken’s moves. It’s a sad sad match.

What are you talking about. Parry run is the last thing you should be doing.

Oh yeah - parry run items…OH SHIT, SWEEP! >__________<

Parry run should be used at Axl’s s.P range. He won’t be able to sweep you from there. As for Dizzy, use parry run when you get full screen and she’s chucking crap. Hell, even use it up close if she’s in the mindset to just throw fish all day.

Their in-close games are ho-hum. Just stay out of Dizzy’s (massive) throw range and keep stabbing their head with your sword.

Do you not know of Dizzys MASSIVE, MASSIVE sweep range? A parry run in from anywhere nets her a sweep for free. And besides, parrt rinning from full screen wont get you anwyhere either. If it were such a great decision to make then i’m sure Baiken players everywhere would be doing that and rolling at the fact that Dizzy has nothing on Baiken.

Hm, I must be playing shitty Dizzys then.

All the Dizzys I’ve ever played only think to do the sweep when they realize that throwing fish at me doesn’t work. And by then I’ve already figured out that they realized it.

Maybe… =p

Point is, Dizzy is a tough match for Baiken, but I say it’s about even, just because neither of them can take several hits consecutively without consequence (Baiken, not much health; Dizzy, easy to stun). Once Baiken gets close, then she can apply as much pressure as she likes, seen as Dizzy really hasn’t got anyhing to stop pressure being laid on her outside of DAA and FD.

Potemkin match is bad for obvious reasons.

Slayer match can be controlled - just make sure you don’t get hit my the heavy shit. =) It’s a fun match really, imo. Makes you work a little bit harder.

Last thing - parry run should really only be used when you know you’re gonna get some gain from it. Like, if you see Dandy shit coming a mile away. Sure, you can easily punish the step with a slash and net a quick combo (punishing dandy isn’t really tough at all) but if you want to play a defensive game while getting better guaranteed combos if you’re close, then parry run - Suzuran - is a good option.

Great for making supers redundant and gain better advantage of heavier moves while leaving you closer to execute the combos you want.

Free use of it needs to be thought of first, as against any watchful player you will be sweep combod for more damage combos. Baiken players know about stuff like that - thats why you don’t just ‘use’ it, if you get what im saying. ;]

I take back what I said earlier about Baiken’s pokes, her slashes DO have a lot of priority when put into perspective. In addition to canceling into 236K, you can also jumpcancel both of her standing slashes and IAD backwards, forwards, or superjump toward the opponent with j.H among other things. You can also cancel into 41236H if you’re feeling frisky. :wgrin:

I haven’t played in awhile, but I remember getting way too many Suzuran/throw setups for free on people and thinking “Hey, her sword goes into her mouth, why don’t you just watch me next time?!”

yeah Phobos, i’m pretty sure we could play a zoning baiken with pokes.
(pseudo self guide, i’m quite bad) I want to:

  1. poke with s, 2s, h or 6h then link then cancel into either tatami or 41236h

  2. anti-air zoning with 623s (air), j.D, j.s, 2h (?) and tatami

If far: poke
If close: block string into push back tatami
If air: anti-air push back

can that work ?

I think that may work, as long as you are open about your gameplan. Try it against other people, and add stuff that works while taking away what doesn’t. As a suggestion (assuming you are playing #R), try 6K up close. It’s a great normal with a lot more priority than you might think. Also, 6P is a good anti-air/anti-poke normal. It goes through a lot of troublesome stuff like Faust’s 5S. I use a lot of IAD backward tatamis for zoning, too.

bad matchups: PO, DI, FA, MI/CH

vs. SL play keepaway. at sufficient distance SL has no good way of getting in past the iadb.236k’s and iadb.s, not to mention just normal 5s/2s ground pokes. watch the corners and you’ll be okay. Phobos: iadb is a bad idea from close (which is why you eat the bunker) jumping back is fine with FD, but you can also j.s on the way down to stuff his pressure.

DI usually doesn’t play keepaway vs. BA … her ‘keepaway’ weapons allow her to rushdown for free, since having a fish floating in front of her nullifies all of your usual pokes and GCs. damage is sick, range is good, and bubble stuffs your backdash options when she’s pressuring.

another use of suzuran is free throws out of tatamis blocked in the air (for instance, iadb.236k, opponent airdashes after you, blocks the tatami in mid-air, suzuran and throw them on landing).

Juchel: you don’t ‘poke’ with h/6h, recovery on whiff gets you raped for free. whether you use 41236h after a short string depends on distance/opponent. 5s, 2s, 41236h is usable from max range, anything closer and you risk eating CH, though doing 5s, 2s, 236k instead can keep them honest. I like 41236h after 6k usually, since it works well even if 6k connects. air is j.p or j.s, and you forgot 6p for anti-air. from close you can play with TK 623s and 6k for mixup/timing games.

Heh long time no post lol…So all in all dizzy is her worst match up?

Too bad I don’t know any arcade in my area and I’m pretty sure I’m the only one at school with that game.

the ones I listed are equally bad. ZA is pretty bad too if he gets lucky (read: always gets dog), otherwise not too bad until raou lands a CH. about DI, MI and CH, none of them can afford to eat a fat combo. they’re all over your ass the entire match but if you can land a solid hit near the corner you probably win; MI and CH just take too much damage, and DI can’t deal with pressure. that’s pretty much the only reason BA has any chance at all, and it’s still damned hard.

in general, anyone that can consistently get past your tatamis and j.s/5s(f) is trouble.