(GGXX) I have one arm and big tits - the Baiken thread

I am from GA, and I play locals and some out of towners when I get the chance, but military is really putting a damper on everything. I actually saw that coming, but in your case I would be no one important. Still has nothing to do with people who dont fd throw amusing the hell out of me lol.

IB whole strings works out for a few reasons. They slow down peoples strings. They detur rushing (nothing like having an entire slayer block string IB’ed into a special between your mappa). And because shallow and IAD jumpers can hit your more than once causing them or you to be pushed back. When you IB that doesnt happen, its throw city. It works even better than fd throwing because you can react to a jump by just neautral jumping>IB>throw. And for all practicality, IB the important part works too, but by training to block the whole thing you know the timings by heart. But I guess I am diverting by getting into that. That is a personal venture, but none the less, I know for a fact that IB her jump in would nullify the shit. Period.

The tiger knee’d alphablade is minimal damage off of it-- while a well timed teleport into a throw or other high low for mix up will give alot more damage with the same grounding results and wake up oppertunity. No its not guaranteed, but dont try to brush it off like its impractical. Cause it isnt. Its alot more damage off a combo that might otherwise be laughable.

You are right about 5hs, I just threw that on as an example. But its still safe. So it did justice to its point. But my fault.

Both can cross up, and both FC j.2K and teleport>j.hs work under pending cercumstances. Most obviously, you cant do j.2k if they are too far away. Jumping in with j.2k is not verbatum, it will get you thrown if its blocked and it lacks range and speed (preperation time to get above them). They both serve certain purposes.

Outside of her sweep range still leaves you a things to play around with. Where he is doesnt matter as much as where he is teleporting which is really the issue here unless you can 100 percent see it coming a mile away. You can watch his teleport animation and see him teleport behind you and not be able to do anything about being thrown unless you were practically waiting on it. Even if you predict it, unless its in front of you she has little to respond with. What does she have that can execute fast enough to punish a teleport behind her where chip is in throw range besides a counter throw?

And teleporting backwards or forwards is useful. As long as you make them block something outside of slash range before doing it. Given, you will have to work back in, but that is not a great feat for chip. If you teleport backwards for 1, you just got far enough away to get a free invisible, and all you have to do is air taunt and follow it in to get back where you started~ more mixup, or make her go into blocking it and teleport to a suitable distance again~ more mixup.

blocked f+hsXXteleport works very well. And no amount of back dashing or 6p will help her if her back is on the corner when you teleport above her (for example).

Any quick strings into fd throw work well with chip. Are they guaranteed? no, but that doesnt mean you shouldnt use them. This referrs to strings that are actually hitting them, because block strings against bacon bits are risky (against others its open season though). In all honestly, the greater number of his strings do so little damage that its in your best enterest to go for mixup and high damage. Even if I score a knock down, I just otg into teleport~more mixup. And I would go for mixup every time off a f+hs unless I was trying to squeez out damage or play safe at the end of a match. The more conservative you are, the longer the match is and the more likely she or whoever you are playing is to catch you. And because you are chip, no matter how well you were doing, you are fucked. But then again, part of my problem with chip is my impatience.

if they are IAD they arent ganna wiff, they are ganna hit you out of your back dash. If they do jump and you back dash and they wiff you havent accomplished anything by creating space jumpin away. You also run the risk of them adjusting thier attack angle on you because they see you moving. I would rather take away the option completely by letting them know “if you jump at me more than once the reoccuring result will be me throwing you” period. Also, when you jump neutrally, they either have to hit you or be thrown anyway. The fact that you can IB too just means they cant do anything at all unless they are already on top of you. Ala waking up into j.hsXXTatami, or just a Tatami-- which chip and most other characters cant do shit about.

I think its safe to say different areas have totaly different styles of play. heh

And AFAIK, Chipps don’t abuse the teleport - only when the opponent is in the middle of a beating really.

Edit: I don’t think IBing against Baiken is too great - not like you get anything really important - if you did, in those situationa Baiken can just jump away (or jump mat, or IABD mat, or j.H mat - whatever).

Just my other options seen as I use Baiken quite a lot…lol

I’m too tired to debate right now. Maybe when I get back from work. Instead…

HOLY SHIT CLAYTON LAY IT OUR FOR EM!!

scratchs head

lemme re-read everything to make sure i dun sound stupid, then all post again.

Ah ok im gonna do this a bit wierd cuz im kinda lazy and stuff so im just gonna randomly qoute stuff… So if its to weird or something just ignore me…

Oh and yea and i dont think chipp beats baiken or anything etheir, i just think alot of the stuff being said is misleading or wrong…

“1) Well-timed tatami mats and j.hs stuff all of Chipp’s attacks. j.hs in particular beats everything except a very very well timed chipp 2HS and that risks a counter hit j.hs if you fuck up.”

This is wrong. If this is beating EVERYTHING except your 2hs you ethier havnt tried everything, or your timeing is off(or they are just timing there stuff better then you). Also i dunno why you would do 2hs to beat a attack of that maginatude. That just seems hella risky since to much damage(or to much then chipp can handle)can come from a fuck up like useing duck hs. I dunno i would be back dashing away from this attack(if it was giving me problems that is)or at least shoryuken it if your timing is off. The shoryuken is INVINCABLE a attack CANNOT beat it, it you time it right. Plus(though this i reload)on counter hit chipp is not at a more hefty advantage and gets the knock down/or combo(ala sorta ky).

“2) Block strings against baiken usually risk getting counter hit counter into 60-70% combo. Teleporting risks getting hit out during the startup of the teleport or the recovery of the teleport, which lead to more tatami -> corner dust combos.”

Now this is right sorta… But umm what kinda block strings are you doing?? Chipp imo should be doing really like broken block strings against ANYONE not just baiken. As you’ve said in somewhere else chipp doesnt have the most dangerous mind game. So you need to do this broken kinda stuff. Things that leave you at advantages like a duck punch or stand s(also note stand s does not get counter hit against baiken if she coutners. It just hits so there is no fear of launcher. At least there shouldnt be). This leaves you at a good amount of advantage just poke a lil’ randomly dont need to do whole long strings. Do quick stuff like i dunno, ah… Duck punch stand punch(wiffs) throw… Lol i dunno. Do broken crap its fun as well(at least i find it to be. I dunno how to explain, its how i play him so i dunno… Im sure if you mess with it you will see what im saying…

“3) Running away isn’t very feasible against baiken considering the screen space a tatami (especially IAD tatami) can cover. if i get caught, i eat a really fucking long pressure combo (and baiken will have more tension from chasing me around) which builds up my guard meter if i manage to block the whole thing, or i eat a nasty corner combo.”

You need to run away better, dunno what else to say. Or at least zone her or something. Throw a shuriken i dunno whatever. Throw some long range freeze fireballs(obviously you want to do this not to obvious like so she doesnt iad over it or some shit). I dunno chipp should be running away, hit and run sorta deal.

coming back with more i guess…

Hrmm not sure what to qoute for this next one, but for prowess i dunno why the fuck ib her jump hs everysingle time. All say this much ive won tournments playing chipp before and i sure as hell dont ib everything lol. Plus if im ib every single jump hs and other crap she is being way to obvious with her stuff in the first place.

reads more crap gosh theres so much i could say to all this really. Hrmm i guess all go off some things i read… Ahh teleporting while invisable is not “godly” by any means. Though as for the comments that teleporting is not usefull(or not good maybe) i disagree as teleporting is semi usefull. I still it in matchs(and japanese, i guess just maybe matchs you seen, they didnt use it), and i use it in matchs myself. And i can say that when i teleport i dont get hit out of it like, ever. Only time i get hit while im doing teleport crap is i picked the wrong thing to do after it, it wasnt the teleport it self.

Now i by no means abuse teleports in anyway, but there are a ton of situations where they are usefull. Maybe you guys should try jump installing them or something i dunno. I guess just find better ways to use them i dunno…

Lol i dunno sorry like i said, i dont think its usefull but i think its atad more usefull then bof makes it out to be.

“…WHY would you teleport if you earned a CH on either of those moves? I’d just tigerknee Alpha Blade for extra damage and knockdown for wakes. You’re teleporting to mixup (mixups never give guaranteed damage). That’s just a waste”

I agree with this… getting a counter hit and then teleporting just seems stupid.

“And if he isnt fd throwing he was a joke anyway…”

I dont FD throw. Guess i suck. Lol sorry but for the most part you can get just as much out of a Run press back then foward and throw as you can FD. It does the same thing, unless you are option selecting orsomething…

“The tiger knee’d alphablade is minimal damage off of it-- while a well timed teleport into a throw or other high low for mix up will give alot more damage with the same grounding results and wake up oppertunity. No its not guaranteed, but dont try to brush it off like its impractical. Cause it isnt. Its alot more damage off a combo that might otherwise be laughable.”

I dunno why you say its minimal damage, i wasnt aware that chipp did a ton of damage in the first place to be honest with you. Also i dont agree that it offers more damage… A throw would obviously not do more damage. And a high low mix up(suggesting a duck k)would also offer less damage, unless you are useing super for a RC or something(though of course you would probably get the knock down with that combo so thats good. But chipp has air combos that end in knock downs as well). The air combo off of the ninja dash really shouldnt be less damage. I dunno i just really dunno what to say other then you are doing the wrong combo or something. I use the tiger knee version a lot durning cross up glitch kinda stuff, and it hasnt umm disapointed me with damage i guess… shrug

"blocked f+hsXXteleport works very well. And no amount of back dashing or 6p will help her if her back is on the corner when you teleport above her (for example). "

acctualy you could just air throw.

I dunno sorry i dunno how to qoute people like others do where they break it apart. sorry…

All stop there cuz im to lazy to read every single thing.

Wow, every guilty gear discussion Prowess posts in turns into flames.

Anyway, a few Baiken strats.

  1. Do 6HS on people waking up. It is like Ky’s 6HS where it is also good on wakeup and if it connects then you can chain to 2D then mat. It has alot of active frames so it is deceptive if it is done early, it will appear to the opponent that they can throw you but if they try then they will eat the attack. It is also good because it punishes the opponent for mistiming a reversal and makes them think twice about attempting one.

Just a thing to try other then high/low mixups

  1. Jumping Slash at max range. If someone is running away or trying to start a defense (Ky, Testament) then often it is easy to connect a jumping slash at max range and keep them grounded and blocking until you reach them. The move has alot of range and fair speed and it comes out at a nice angle. The application I use most often is to IAD and hit them with the tip of it but I also find that running then double jumping over the opponent then using slash is also effective, because Baiken turns around.

The attack itself has alot of uses. It can be used to smack people in the face when they are running at baiken as you IAD backwards and do mats and they are too close to you for the mat to hit. When used in this situation it will beat sol’s standing kick and clash with volcanic viper, but only at far range (Baiken’s body is too far to be hit)

  1. Jumping Punch for anti-air. Like Ky and Slayer with their Jumping kicks. A jumping punch is quick (not as quick as ky or slayer, but still quick) and can chain to S, D. This seems obvious to me but alot of people don’t try it. Use good judgement to decide between jumping P or an air throw, because often the situations they are good in are the same. If J. p, s, D is blocked then you can FRC the D and airdash over and continue attacking.

JUST TRYING TO PUT SOMETHING BACK INTO TEH GUILTY GEAR COMMUNITAY!! k thx bye!~

You have to SRK considerably early to hit Baiken before you get stabbed, and I never meant jumping IN on Chipp anyway (seeing as Chipp has too much air-to-air advantage anyway). Jumping away with HS tentatively is much safer runaway than IAD backwards mats.

“2) Block strings against baiken usually risk getting counter hit counter into 60-70% combo. Teleporting risks getting hit out during the startup of the teleport or the recovery of the teleport, which lead to more tatami -> corner dust combos.”

If you like getting swept into die by anyone, not just Baiken, fine.

I wouldn’t risk a hit and run strat on Baiken if I was using Chipp. This just lets her play. Bait her into overreaching. I think learning to IB sweep into mat really helps here as you can fuck her for trying.

And teleports are VERY useful on Baiken since she’s looking for something she can hit with a sweep or counter. If you buffer empty down-downs you can make her think twice all the time, which is really good.

Man, looks like Baiken has to hunt for sweep in XX. :slight_smile:

Actually, no matter what Chipp does, he has to run away at some point - in fact, it doesn’t matter as he can slip up pretty bad in both cases.

Youzansen is invincible on the first few frames, so it’s still there as an optional move to use when you need to. I base my game around it (especially in #r. hehe…).

Well, that’s just my Baiken. :stuck_out_tongue:

It’s like when people try and attack me as I get up real close, I just bust out a Youzansen + combo, if I have tension to do so.

Another not - I find it easier to counter against Chipp more than anyone else because his strings are faster (faster pressing) - he’d be quick to think to attack or not…especially when doing that gh3y 236S 236S string (RC - seen as he’s at disadvantage after the 2nd attack - yay).

shrugs

Im sorry but no one that i have played in teh us sweeps me out of my poke strings with chipp. I guess you dont realize the kind of advantage chipp is at after a close stand slash etc and other attacks.

I think it was a bad idea to post, so im just gonna stop here.

Do you even understand how broken pressure strings work? Sweep would not be a move of choice to get out of them. Unless you play venom.

Actually the only flaming was sevral posts ago with me and evilj, which was not purpetuated any further in the discussion. Only the information was. How about instead of instigating things by trying insert your own sly remarks after the fact, you just post your info.

Okay, for 1, if you have time to do a 6hs you should have made them wake up into j.tatami in the first place. Secondly, its slow. If you are too close they can throw you, and dp on wake up beats it. Unless you start it very early, in which case they can just block the telagraphed move anyway. And I am pretty sure it can be IBed and they can dp you before you can do anything else.

If you are talking about against chip, he wouldnt be persuing you on the ground if you jumped away. He would be in the air, in which case every option he has will beat your s. And in general terms, against most other characters back dash~tatami is better than s anyday.

If you arent going to air throw them or back dash into something then stay on the ground and 6p that shit. The obvious difference between Ky/Slayers kicks and her punch is range. You will be getting counter hit alot for even thinking about it. And secondly, Slayers kick isnt even a good example, its not an air to air tool. Its used for combos.

Baiken 6H should be RCd if you know it’s gonna become unsafe. There are better things to do than 6H when they get up (late air Tatami being one of them).

And you do nothing up close w/ Baiken when they’re getting up - only if you lay a mat on them. You can get away with a Youzansen in some cases, but Baiken shoule really stay at S(f) distance away if she didn’t do the mat.

If you don’t use S - use Youzansen! I know I rave on and on about it, but it’s pretty good for stopping anything in the air, no matter what it is…and if you have tension you remain safe after.

And Baiken shouldn’t be hit with a 6P ever. O_o

Was speaking of baiken using her 6p, not actually getting hit with it.

Zakuta I am ganna start calling you Mr. Youzansen. lol

j/k

Okay, I guess it’s obvious I don’t know what broken strings you’re doing then. The only other good GGXX player here uses Chipp and he doesn’t use strings, broken or otherwise, he pokes and baits stuff he can teleport on.

To elaborate further on what Destin and Clay-ton are talking about, basically you do a blocked string into something that gives you advantage on block (most characters’ close S’s are good for this), and DON’T chain anything afterward. Rather, you throw out a fast move right when you recover.

The purpose of this? To make the enemy think they can escape with a jab or somesuch, and punish them for it. If they catch on, they can usually retaliate with a 3-4 frame normal if they have one (i.e. Sol stand K, Venom sweep…extremely rare), or DP/super/etc., or just block. If they choose option 1 or 3, throw (this is especially effective with Dizzy and her 1-button SPD), and if they choose option 2 block. This isn’t all there is to it, of course, but it gives you a basic idea. This sort of tactic, I find, is often preferable to finishing a blocked chain that offers no upside, and it’s something I need to work more into my game (Buri close S = PLUS THREE BABY).

-Josh

Ok. That’s all, just Ok.