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{{MoveData | {{MoveData | ||
|name=Sakura | |name=Sakura | ||
|input= S After Successful Ground Azami Catch | |input= S After Successful Ground Azami Catch or during Suzuran | ||
|image=GGXRD_Baiken_Sakura.png |caption= You thought I'd let you? | |image=GGXRD_Baiken_Sakura.png |caption= You thought I'd let you? | ||
|data= | |data= | ||
{{AttackData-GGXRD-R2 |damage=30 |tension= |risc= |prorate= |level=4 |guard=Mid | {{AttackData-GGXRD-R2 |version=Azami|damage=30 |tension= |risc= |prorate= |level=4 |guard=Mid | ||
|cancel= |roman=Azami:R Suzuran:YRP |startup=17 |active=2 |recovery= | |cancel= |roman=Azami:R Suzuran:YRP |startup=17 |active=2 |recovery= 31 |frameAdv=-14 |inv=Azami: 1-18F Strike | ||
|description=The Stab. Azami Sakura is strike invulnerable from startup to active frames and is one of Baiken's best ways of commanding respect from opponents. You use this to brute force through hitboxes, projectile-covered approches, and plenty of other unfavourable situations. With 50 Meter it can be RRC'ed on block to swing tempo, and on counter hit, it leads into monstrous damage and corner carry. Sakura's downsides are that it is relatively slow, and will only give guaranteed counterhits on moves with exaggerated hitstop (e.g Sol's Fafnir); otherwise you will have to rely on your opponent continuing to press buttons to score your big counterhits | |description=The Stab. Azami Sakura is strike invulnerable from startup to active frames and is one of Baiken's best ways of commanding respect from opponents. You use this to brute force through hitboxes, projectile-covered approches, and plenty of other unfavourable situations. With 50 Meter it can be RRC'ed on block to swing tempo, and on counter hit, it leads into monstrous damage and corner carry. Sakura's downsides are that it is relatively slow, and will only give guaranteed counterhits on moves with exaggerated hitstop (e.g Sol's Fafnir, Blitz Attacks); otherwise you will have to rely on your opponent continuing to press buttons to score your big counterhits. | ||
*On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner. | *On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner. | ||
*Knocks down on grounded normal hit. | |||
*The Hitbox is deceptively thin for both versions, whiffing airborne or low-profiling opponents in most cases. | *The Hitbox is deceptively thin for both versions, whiffing airborne or low-profiling opponents in most cases. | ||
}} | }} | ||
{{AttackData-GGXRD-R2 |version=Suzuran|damage=30 |tension= |risc= |prorate= |level=4 |guard=Mid | |||
|cancel= |roman=Azami:R Suzuran:YRP |startup=17 |active=2 |recovery= 25 |frameAdv=-8 |inv=Azami: 1-18F Strike | |||
|description= | |||
Suzuran Sakura has no invulnerability and the same slow startup as Azami Sakura, making its usefulness limited to being a hard callout against opponents mashing in blockstrings. It is negative on block and quite punishable on instant block. Use sparingly. | |||
*On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner. | |||
*Is slightly disadvantageous on normal hit and does not knock down. | |||
}} | |||
}} | }} | ||
Revision as of 19:07, 2 May 2018
Baiken |
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Defense Modifier: 1.12 Guts Rating: 4
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Overview
Well known for her ability to completely turn the tide of a battle with a successful guard cancel and even prevent opponent advances with Azami, Baiken is a credible threat with huge potential for massive comebacks. Baiken can very easily keep pressure on the opponent through Tatami, Rokkonsogi, and Kabari, alongside her far-reaching slash and heavy slash.
However, Baiken is a glass cannon based around reading what your opponent is going to do and dedicating herself to stopping that motion. Since Azami leaves Baiken in counter hit state, an unsuccessful Azami can be devastating, especially considering Baiken's low defense modifier.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack P/K+H |
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Special Moves
Azami
Azami S+H or 4S+H for Standing 2S+H or 1S+H for Crouching j.S+H or j.4S+H for Air |
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Kuchinashi
Kuchinashi P After Successful Ground Azami Catch |
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Mawarikomi
Mawarikomi K After Successful Ground Azami Catch |
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Sakura
Sakura S After Successful Ground Azami Catch or during Suzuran |
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Rokkonsogi
Rokkonsogi H After Successful Ground Azami Catch |
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Yashagatana
Yashagatana D After Successful Ground Azami Catch |
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Tsubaki
Tsubaki P or K After Successful Air Azami Catch |
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Kikyou
Kikyou S or H After Successful Air Azami Catch |
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Kabari
Kabari 41236S/H |
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Himarawi
Himarawi Kabari > P |
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Tetsuzansen
Tetsuzansen Kabari > S |
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Rokkonsogi
Rokkonsogi Kabari > H |
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Tatami
Tatami Gaeshi 236K (Air OK) |
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Youzansen
Youzansen j.623S |
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Suzuran
Suzuran 63214K |
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Overdrives
Tsurane Zanzuwatashi
Tsurane Zanzuwatashi 236236S/D |
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Metsudo Kushoudou
Metsudo Kushoudou 236236H after a successful Ground or Air Azami catch or during Suzuran |
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Instant Kill
Garyo Tensei During IK Mode: 236236H |
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