GGACR/Baiken/Combos

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Baiken
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
TK Youzansen = 6239S
Kire Tatami = 236956K
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa

Introduction

If you're just starting out learning Baiken here is a short list of easier combos you can try out to get a feel for her. They work on most of the cast and cover the most common situations, though Middleweight characters are probably the easiest to start practicing on (Testament is a great dummy). When you're ready to go more in-depth please read the Combo Theory section below for a detailed break down of what she can do.

Beginner Combos

Combo Position Tension Cost Works on Difficulty Notes Video
2K > c.S > 2D Anywhere - All Very Easy Basic Knockdown, can jump cancel 2D into neutral jump Tatami for oki. Video
2K > 6P > 623P > Dash > 6P > 63214K~412P Anywhere - All except BA, MA Medium The go-to close midscreen confirm into knockdown. Use this if you can't reach the corner and don't want to spend any meter. Video
2K > 6P > 623P > Dash > 6P > jc > j.K > djc > j.H > j.236K Anywhere - All Easy Decent damage and corner carry, can lead into more if you reach the corner, but doesn't knockdown midscreen. Omit the second 6P against lightweights. Video
Anti-Air 6P > jc > j.S > j.P > j.K > djc > j.H > j.236K Anywhere - All Easy Basic 6P anti-air combo, can lead to corner extensions. Video
Airdash > j.S > j.P > j.K > land > j.K > djc > j.H > j.236K Anywhere - All Easy Combo off an air dash string, can lead into corner extensions. Video
Sakura [GC 412S] FRC/RC > Dash > 6P > 623P > Dash > 6P > 63214K~412P Anywhere 25-50 All except BA, MA Medium RC/FRC Sakura and dash up into a combo off the stagger. Video
CH Ouren [GC 412H] > Dash > 6P > 63214K~412P Anywhere - All Medium On CH Ouren launches them high, similar to Youshijin. Video
CH Baku [GC 412D] > Dash > 6P > 623P > Dash > 6P > 63214K~412P Anywhere 25 All except BA, MA Medium On CH Baku has a lot of hitstun allowing for dash up followups. Video
2D/5H > 236K > 2D > jc > j.K > djc > j.H > j.236K > 6P > 63214K~412P Corner - All except JO, RO Medium Basic corner combo, switches sides. Delaying j.H is needed against some characters. Air dash over afterwards to take corner back after. Video
2D/5H > 236K > 2D/f.S > jc > j.S > j.D FRC/RC > Air Dash j.H > j.236K > 6P > 63214K~412P Corner 25-50 All Medium Corner combo when you're too far for j.K. Also more damage for a bit of meter. Video
Throw > (Dash) > 6P > 63214K~412P Corner - All except AB, AX Medium Basic corner throw combo into knockdown. Dash may be required to close distance. Video
TK j.623S > RC > j.236K > 2D > jc > j.K > djc > j.H > j.236K > 6P > 63214K~412P Corner 50 All Medium Basic TK Youzansen RC overhead into corner combo. Video

Combo Theory

Baiken is a character that has to make a lot of adjustments for positioning and character specifics so it can be hard to just list off full combos that will work in a variety of situations. First understanding some core pieces or "chunks" of combos will help you determine your options and adjust things as needed. The first chunk to talk about is starters; the initial hits of a combo that will determine which paths are available to you. First you need to know your Gatling Routes, and then which normals are going to lead you to the best damage. On the ground there are two primary ways to get your opponent into the air for further juggles, Youshijin [623P] and Tatami [236K] plus a few other more niche ones.

Common Starters

These moves: Lead to: Positioning Notes
6P, 6K, cl.S, 5H, 6H 623P Close Hits, Midscreen Youshijin requires you to be close to hit. It's primarily used for Midscreen grounded combos where it converts into either knockdowns or further corner carry meterlessly. 2K>6P Is one of the most common gatling routes used for this due to 6P's two hits giving you time to hit confirm and its low pushback, while something like 5H would mostly be used as a punish because adding much before it would push you out of range. If Youshijin hits on later active frames or against an airbourne target you will not be able to continue combos off it.
6K, 5H, 6H, 2D, (far.S, 2S: Counter Hit or Crouching Target Only) 236K Corner, Far Confirms, Corner Carry With FRC Tatami is a higher damage way to launch people that hits from further away than Youshijin, but it knocks the opponent away from you. It's main use is near the corner where you can link normals off it, though with meter and practice its FRC point can lead into huge corner carry combos midscreen too. Tatami is also a strong tool used on its own that can be converted on Counter Hit.
j.K Air Normals Anywhere j.K launches grounded opponents and has long untechable time allowing you to land and jump again to continue a combo. This is most commonly seen as a starter from things like Air Dash j.SPK
Stagger States: 2H, 41236H, GC 412S, CH 6K Ground Normals Anywhere Baiken has some moves that force the Stagger State. Your window to combo off these will depend on how well the opponent can shake out. Generally you'll be looking to get into a 623P or 236K from these if possible, though a 2D knockdown can work if you can't reach for anything else.
Groundslides: Air Hit 41236H, Corner Throws Ground Normals Anywhere A groundslide is a special hitstun state that functionally has the opponent airbourne but very low to the ground. Baiken has two moves that cause this state. Ground Throws; which are scaled starters so your options are fairly limited from them, and Air Hit Kabari which can lead to big combos.

Staple Combo Pieces

From here the decision making branches out a lot depending on your positioning and meter, but there are a few common combo chunks that are used often and deserve some extra explanation before we get into examples of whole combos. Don't worry if you cant do the harder ones right away, there are easier routes listed below.

Combo Piece Uses Positioning Difficulty Notes
j.K > Double Jump Cancel > j.H > j.236K Corner Carry, Height Adjustment Anywhere, Best Near Corner Easy The core of Baiken's air combos, this piece does a lot of damage and a decent amount of corner carry, with the wallbounce on Tatami allowing for extensions and even loops into itself with the right spacing from the corner. Delaying the j.H after the jump cancel is nearly always a good idea as it gets both Baiken and the opponent closer to the ground and gives you more frame advantage to link followups after landing due to doing Tatami lower. Normally you will Jump Cancel Forward (9) for this, but some advanced combos using a Neutral Jump Cancel (8) will be explained in their own section below.
6P > 63214K~412P Knockdown Anywhere, Low Airbourne Target Medium A combo ender, this is the main way you'll get knockdowns against an airborne enemy. Her corner combos usually aim to end with the target low enough for a 6P to connect; letting you combo into Zakuro's amazing knockdown which gives her a lot of time to set up on the opponents wake up. 5H and 6H can also combo into Zakuro at low scaling, but 6P works much later in combos with the long untechable time on its second hit.
Low j.D Knockdowns Knockdown on Middleweight to Heavyweight Characters Anywhere, Low Airbourne Target Medium j.D isnt fully untechable like some moves designed to knock down, such as Zakuro, but if you land it close enough to the ground so they are knocked down before they can tech, its actually Baiken's most advantageous knockdown giving you the most time for setups. The heavier the character; the easier this is to do. Untechable time reduces as combos go on so the height required can vary depending on the combo.
j.D FRC > Air Dash > j.236K Corner Carry Midscreen to Corner Medium to Hard This chunk has huge corner carry and can even be repeated to go from one end of the screen to the other. Low j.D's are good for keeping a juggle close to the ground, but j.S > j.D FRC is also frequently used for higher altitudes, air to air situations, and to give time to hit confirm j.D before spending meter. This FRC is probably the easiest one she has to learn and start using, partly because you can normal RC j.D as well and the combos using it will still work, though at the cost of some extra meter. Common lead ins to a low j.D include Youshijin, CH/Low Air Tatami's, CH Ouren, 6P Anti Air's and Kabari groundslides. For the fastest possible Tatami you can buffer a j.23656K motion though this is usually only required when landing j.D on a grounded standing opponent.
Air Hit 2H and 6K>2H Sideswitch Back to Corner Medium to Hard 2H Has an interesting property where it can fling airborne opponents behind you if it lands in the right way. This can be used in some combos to switch sides and finish with your opponent in the corner by linking a 6P off it. The difficulty comes not from the input itself, but from the positioning and timing required to cause the side switch. 6K is often added to set up the 2H positioning against low height opponents.
236K FRC > Kire Tatami (236956K) or IAD Tatami (956236K) Corner Carry Midscreen to Corner Very Hard One of her most difficult but also most valuable techniques. This can allow you to convert Tatami hits midscreen into full combos where you would otherwise get no followups. This also greatly increases the damage potential of her longer range normals that only convert into Tatami, such as f.S, 2S and 5H. Executing this can take a long time to master, but its definitely worth learning after you have her easier combos down. Most people find 236956K easiest to use for this due to how quickly it must be done after air dashing, but 956236K is also possible if you're very fast.

Advanced Corner Combos - Neutral Jump j.H

As mentioned above; the core of Baiken's air combos is the j.K > Double Jump Cancel > j.H > j.236K piece. This wallbounces, so when you Double Jump Forward close to the corner the opponent will bounce over you and out of the corner. The ideal solution to prevent this is to Neutral Jump to maintain your positioning spaced slightly outside the corner and block the opponent from crossing past you. The difficulty here is with character specific hitboxes, some are very wide easily allowing you to land a j.H from far away, while others are so thin that it's extremely precise to land from a Neutral Jump. Here is a general idea of how easy this is to land on each character:

Far Medium Close Very Close
Justice, Jam Potemkin, Testament, Faust, Chipp, Venom, I-no, Dizzy, Kliff, Axl, Baiken Bridget, May, Zappa, Eddie, ABA Anji, Ky, Robo-Ky, Slayer, Johnny, Sol, Order Sol, Millia

Other factors can come into play here such as pushback and gravity scaling, dash momentum, and early or delayed j.H hits, but this chart gives you a general idea of how close you need to be to land 8j.H on each character. Being able to land these can lead to loops that deal huge meterless damage and end with corner knockdowns, but it can take a lot of experience to get used to the spacings for it to work on each character and when you should try to go for it. Full combos with notation are listed below but here are a couple of the most typical examples:

Combo List

Midscreen Meterless

Combos that work anywhere, any time.

Combo Position Works on Difficulty Notes Video
2K > c.S > 2D Anywhere All Very Easy Basic Knockdown, can jump cancel 2D into neutral jump Tatami for oki. Video
(Starter) > 623P > Dash > 6P > 63214K~412P Anywhere All except BA, MA Medium Go-to confirm when close enough for a 623P. 2K>6P is one of the most commonly used starters for this as it starts with a fast low, has low pushback, and gives time to hit confirm. Video
(Starter) > 623P > 6P [2nd Hit Only] > 63214K~412P Anywhere Lightweights Hard A variation of the above for vs May, Baiken, or other Lightweights. 6P immediately after 623P; whiffing the first hit but connecting the second. Harder because you have less time to buffer Suzuran>Zakuro. Video
(Starter) > 623P > Dash > (2D/6P > jc) > j.K > djc > j.H > j.236K Anywhere All Easy An easier route option that takes damage over a knockdown. Further extensions are possible if you get close to the corner. On lighter chars go straight into j.K but Heavies require a ground normal first. 6P is easier but worse damage than 2D. Video
(Starter) > 623P > 6H > jc > j.D Anywhere Mid and Heavyweights Medium A knockdown with better corner carry, allowing for airdash Tatami oki. Requires a low 6H on Midweights to get j.D as low as possible, if done too high they can tech before being knocked down. Reaches further than dash 6P can. Can lead to FRC extensions. Video
(Starter) > 623P > Dash > 6P > 41236H > 6P > 63214K~412P Anywhere Mid and Heavyweights Medium You can add a Kabari to the basic confirm against heavier characters, just make sure that they are low to the ground when your dash 6P hits or Kabari will whiff. Adds a bit of extra damage and meter gain. Video
(Starter) > 623P > Dash > 6P > 41236H > 6H > jc > j.D Anywhere AN, AX, ED, VE, FA, SL, ZA, JO, PO, AB Medium A more character specific version of the above with a j.D knockdown for more damage and corner carry, though less Tension gain than Zakuro. Video
(Starter) > 623P > Dash > 6P > 41236H-S > 6P > 63214K~412P Anywhere RO, PO, TE, AN, KY Medium Another more specific version of a Zakuro extension that adds Kabari's Tetsuzansen followup for more meter build. Builds about 40%~ Tension normally. Video
(Starter) > 623P > 2H > 6P > 63214K~412P Back to Corner All except BA, BR, MA Medium A way to switch sides and put the opponent behind you. You'll need a very close 623P for 2H to throw them behind. Video
(Starter) > 623P > Dash > 6P > 41236H > 6K > 2H > 6P > 63214K~412P Back to Corner Mid and Heavyweights Medium A slightly higher damage sideswitch route against heavier characters by adding a Kabari. Video
2K > c.S/f.S > jc > j.D Anywhere Tall Characters Standing: SO, HOS, ED, SL, TE, PO, VE, JO, AN, DI, JU, IN Medium An option to get a good knockdown on tall standing characters when you're too far for a 623P. Generally a better knockdown than 2D due to the high corner carry. The taller the character, the easier this is. Can lead to FRC extensions. Video
2D > jc > j.D/j.S/j.K Anywhere Faust ONLY Easy Faust has a very odd air hurtbox that allows some unique things on him, including going into air combos from 2D. Just doing j.D gets you some extra damage, corner carry, and a better knockdown than 2D would and works at any distance. If you're close then j.S or j.K can lead into even better routes. Video
Anti-Air 6P > jc > j.S > j.P > j.K > djc > j.H > j.236K Anywhere All Easy Basic Anti-Air damage and corner carry route, easy to confirm and adjust for height with additional air normals if needed. Can be extended near the corner. Video
Anti-Air 6P > jc > j.D Anywhere Mid and Heavyweights Easy Anti-air straight into knockdown on heavier characters. j.D must hit low to knock down. Can lead to FRC extensions. Video
Anti-Air 6P > 41236H > 6P > 41236H > (6K > 2H) > 6P > 63214K~412P Anywhere Mid and Heavyweights Hard Requires a low air hit to combo into Kabari. Can optionally add a sideswitch. Confirming the height for this route makes it harder than the above options. Video
Airdash > j.S > j.P > j.K > land > j.K > djc j.H > j.236K Anywhere All Easy More air normals can be added to this to either adjust height or add damage. Further extensions to this are possible if you get close to the corner. Video
Instant Airdash j.S Counter Hit > j.236K > Dash > f.S > jc > j.D Anywhere All Medium Instant Air Dash j.S can be a strong tool for catching many taller characters trying to use standing moves like projectiles or summons from a distance. If you can read one of these and counter-hit them then j.S will combo into j.236K. This must be an immediate IAD j.S, if you delay it you won't have time for the Tatami to come out before you land. See the Tatami Conversions section for more information on other followups. Video

Also see Tatami Conversions and Guard Cancel Combos in their own sections.

Midscreen To Corner Meterless Combos

Transitions from midscreen to corner enders.

Combo Position Works on Difficulty Notes Video
(Starter) > 623P > (Dash 2D) > j.K > djc > j.H > j.236K > land > j.K > djc > j.H > j.236K > 6P > 63214K~412P Near Corner All, but height and distance vary. Medium When you're close enough to the corner after an air Tatami for another j.K to reach and low enough to end with a 6P this is your easiest path to a knockdown. On lighter chars go straight into j.K but Heavies require the 2D. Similar transitions into corner combos will work off any combo that leads to a near-corner j.236K. Video
(Starter) > 623P > Dash 2D > j.K > djc > j.H > j.236K > land > j.S > j.D Near Corner All Easy When you can't get close enough for j.K but j.S will reach you can take this ender instead for a bit of damage. Much better when you have 25 Tension to FRC j.D and extend. Video

Corner Meterless Combos

When close enough to the corner to combo off Tatami.

Combo Position Works on Difficulty Notes Video
(Starter) > 236K > 2D > jc > j.K > djc > j.H > j.236K > 6P > 63214K~412P Corner All except JO, RO Medium The most basic corner route, a reliable knockdown. A microdash can be added before 2D if you aren't going to be in range for j.K, this is much more difficult though. Video
(Starter) > 236K > 2D > jc > j.K > djc > j.H > j.236K > (6K) > 2H > 6P > 63214K~412P Corner All except JO, RO Hard The above with an added sideswitch for a better knockdown position. Remove the 6K on lighter characters. Possible on most of the cast but the strictness varies a lot by character. Video
(Starter) > 236K > 5H > 236K > (j.P) > j.K > djc > j.H > j.236K > 6P > 63214K~412P Corner JO, RO, PO, TE, KY*, AB*, ZA* Medium On heavier/bigger characters you can add a 5H>Tatami before going into the air for a chunk of extra damage and to raise their height. Highly recommended learning the chars this works on, even required on some like JO and RO. The j.P can raise height if needed, specially on RO and PO. *AB requires a very delayed 5H, ZA a slight delay if deep in corner, and for KY you must be spaced away from the corner a little, delay reduces the distance needed. Video (Johnny)
(Starter) > 236K > (Dash) 2D > jc > j.K > 8djc > j.H > j.236K > ((Dash) 2D > jc) > j.K > 8djc > j.H > j.236K > 6P > 63214K~412P Corner JU, JA, BA, IN, CH, AX, FA, KL, VE, MA, BR, DI, TE, ZA Hard Neutral jump corner loop that works on characters with wider air hurtboxes. These usually require a deep in the corner Tatami to be close enough to get started. On very light chars like BA, BR and MA its easier to remove the 2D between the two reps. Neutral jump 8j.K can also help stop them from going behind you on the 6P. See the Advanced Corner Combos theory section above for more information. Video (Jam) Video (Venom)

Midscreen Metered Combos

Combo Position Tension Cost Works on Difficulty Notes Video
f.S/2S/5H/6H > 236D Anywhere 25 All Very Easy 236D's speed and range can allow it to combo in some places where nothing else can. Though it does not knock down it will push the opponent almost fullscreen away from you which can be useful in some situations. The distance at which f.S/2S will combo can vary depending on the characters width and if they are crouching or not. Video
(Starter) > Low j.D FRC > Air Dash > j.236K > dash > f.S > jc > j.D Anywhere 25 All Medium An easier way to tack on some more damage after a j.D FRC. Though the final j.D wont be a true knockdown against most characters it can be worth trying to see if the opponent can tech fast enough since it can be quite a small window to escape. Video
(Starter) > Low j.D FRC > Air Dash > j.236K > dash > (f.S > jc) > j.D FRC > Air Dash > j.236K > 6P > 63214K~412P Baiken Cornered 50 All Hard Corner to corner carry for 50 Tension. On mid to heavyweight chars you'll need a f.S after the first Tatami to keep the height up, but on lighter characters you can just do a dashjump j.D. Video
(Starter) > Low j.D FRC > Air Dash > j.236K > 41236H > (6K > 2H) > 6P > 63214K~412P Anywhere 25 ?? Very Hard A very tight link into Kabari can offer you the best midscreen knockdown options. You'll need to buffer 41236H to come out as soon as your landing recovery from Tatami is over. You may also need to delay the airdash Tatami if the j.D hit wasn't very low, or the Kabari can whiff under them. After Kabari you can choose which side to knock down, though the sideswitch adds more damage. Video
(Starter) > Low j.D FRC > Air Dash > j.236K > 41236H > 6H > jc > j.D Anywhere 25 AN, AX, ED, VE, FA, SL, ZA, SO, HOS, CH, JO, PO, AB Very Hard A character-specific variation of the above with a j.D knockdown for more damage and corner carry. Video
(Starter) > 236K FRC > Kire/IAD j.236K > dash > f.S/6H > jc > j.D Anywhere 25 Mid and Heavyweights Very Hard A Tatami FRC combo for when you don't reach the corner and don't have another 25 meter to spend. You can get a knockdown on many chars with a low j.D. 6H is a lot tigher than f.S but does more damage. Video
(Starter) > 236K FRC > Kire/IAD j.236K > dash > f.S/6H > jc > j.D FRC > Air Dash > j.236K > 6P > 63214K~412P Baiken Cornered 50 All Very Hard Combining a Tatami FRC route with a j.D FRC route you can go from corner to corner for 50 Tension. Video
(Starter) > 236K FRC > Kire/IAD j.236K > 41236H > (6K > 2H) > 6P > 63214K~412P Anywhere 25 ?? Very Hard Similar to the other Kabari combos above, though the height is usually easier to manage off a Tatami FRC route. A very tight link; you'll need to buffer 41236H to come out as soon as your landing recovery from Tatami is over. An optional sideswitch is possible on most characters. Video
(Starter) > 236K FRC > Kire/IAD j.236K > 41236H > 6H > jc > j.D Anywhere 25 AN, AX, ED, VE, FA, SL, ZA, SO, HOS, CH, JO, PO, AB Very Hard A character-specific variation of the above with a j.D knockdown for more damage and corner carry. Video
(Starter) > 236K FRC > Kire/IAD j.236K > IAD > j.S > delay j.P > j.K > land > j.K > dj > j.H > j.236K > land > j.K > dj > j.H > j.236K > land > j.P > j.K > dj > j.H > j.623S Baiken Cornered 25 Middleweights(??) Very Hard If you forsake knockdown you can carry from corner to corner to get some extra damage in with a few repetitions of the Tatami loop, but it will end with them air teching back to midscreen. Less downside against Light characters since you usually can't knock them down off this without spending more meter anyway. Video
(Starter) > 236D FRC > Kire/IAD j.236K > Dashjump > j.S > delay j.P > j.K > dj > j.H > j.236K > land > j.K > dj > j.H > j.236K > land > j.PPPK > dj > j.PPPK > j.623S Anywhere 50 All Very Hard When you can only combo into an FB Tatami you can still opt to spend an FRC to convert it into a lot more, though knockdowns usually aren't possible on most characters due to how high it puts the opponent. Note that FB Tatami's FRC point is earlier than normal Tatami. Video

Midscreen To Corner Metered Combos

Combo Position Tension Cost Works on Difficulty Notes Video
(Starter) > 236D > Dash > 6P > 63214K~412P Half-screen from corner 25 All Medium Along with its faster startup and longer range 236D's corner carry can get you some nice enders at certain ranges. Taking a Zakuro knockdown is fairly easy here and if your starter was long it would be difficult to extend more anyway. Video
(Starter) > 236D > 6H > jc > j.D Half-screen from corner 25 Middle and Heavyweights Medium An alternative to the above for a bit more damage and a j.D knockdown instead of Zakuro on heavier characters. No time to dash here so you'll already need to be in 6H range after the FB Tatami. Video
(Starter) > 236D > Dash > f.S > jc > j.D One Screen from corner 25 Middle and Heavyweights Medium Dash f.S can reach to pick up off FB Tatami from almost a full screen away. Video
(Starter) > 236D > Dash > 2D > jc > j.K > djc > j.H > j.236K > (6K > 2H) > 6P > 63214K~412P Half-screen from corner 25 All Hard The spacing for this is pretty specific to get a Dash 2D but it can lead to strong meterless routes, just like a normal Tatami would but from further out. Video
(Starter) > 236D > Dash > 5H > 236K > ??? Half-screen from corner 25 JO, RO, PO, TE, ZA Hard Similar to the above but with a Dash 5H into Tatami against Heavy/Big characters. Various routes are possible after the Tatami. Video
(Starter) > 623P > (6H/2D > jc > ) j.S > j.D FRC > Air Dash > j.H > j.236K > (6K > 2H) > 6P > 63214K~412P Midscreen 25 All Medium When close enough to corner for j.H to reach this is better than raw Tatami from a j.D FRC. On very light characters like BA, BR, DI, MA, MI and JA you'll need to omit the ground normal before j.S > j.D. On heavier characters 2D may be easier than 6H. Similar things can be done from any other starter you would land a j.S > j.D from. Video
(Starter) > Air Dash/Kire j.236K > Dash > f.S > jc > j.S > j.D FRC > Air Dash > j.H > j.236K > 6P > 63214K~412P Midscreen 25-50 All Medium to Very Hard Most commonly used from either a 'j.D FRC Airdash Tatami' or 'Tatami FRC Kire/IAD Tatami' midscreen combo when you don't quite make it all the way to the corner you can spend another 25 for this ender. Can also be done off any low Air Tatami hit. A 2H sideswitch may be possible here if your starter was fast, but it's already a long combo so the timing becomes tight. Video
(Starter) > Air Dash/Kire j.236K > dash > c.S/2D > jc > j.K > djc > j.H > j.236K > 6P > 63214K~412P Midscreen 25 All Medium to Very Hard Once you reach the corner from Air Dash/Kire Tatami carry combos there is usually time to transition into at least a basic corner combo, similar to what you would do off a corner ground Tatami. If your starter was quick there may be time for more, like loops or sideswitches. Video
(Starter) > Air Dash/Kire j.236K > dash > 6H/5H > 236K > j.K > djc > j.H > j.236K > 6P > 63214K~412P Midscreen 25 All Medium to Very Hard The highest damage options once you reach the corner. If your starter was long you may find j.K after Tatami becomes very tight, forcing you to add a j.P or make other adjustments to end the combo properly. Video
(Starter) > 236K FRC > 41236H > ??? One screen from corner 25 Middle and Heavyweights Hard Kabari allows for some high damage pickups like 6H and keeps you at a good spacing to go into a couple of Air Tatami loops. Whiffs under most lightweights. Video
(Starter) > 236K FRC > Delayed/High Air Dash j.H > j.236K > ??? One screen from corner 25 All(?) Very Hard A very damaging but difficult Tatami FRC followup near the corner. If you try to IAD j.H you wont be high enough for the Tatami to come out before you land, so you must wait for Baiken to rise a bit before Air Dashing. Tight timing and can result in some awkward wallbounce spacings afterwards. Video

Corner Metered Combos

Combo Position Tension Cost Works on Difficulty Notes Video
(Starter) > 236K > 2D/f.S > j.S > j.D FRC > Airdash > j.H > j.236K > 6P > 63214K~412P Corner 25 All Medium Very stable corner route that adjusts for many heights and spacings. Primarily you'll use this if you're too far for a j.K to reach after your jump cancel and not confident in microdash 2D/5S to get closer. Delay the airdash on lighter characters to allow them to fall or the Tatami can whiff, specially against Jam and Dizzy. Video
(Starter) > 236K > 2D/f.S > j.S > j.D FRC > Airdash > j.H > j.236K > (6K) > 2H > 6P > 63214K~412P Corner 25 All Hard A version of the above with a 2H sideswitch added to get back to a corner knockdown. On lighter characters you'll usually have to use 2H alone, but on mid-heavyweights adding the 6K makes it easier. When judging if you have the correct positioning for this Baiken will need to be slightly outside of the corner after landing from the air Tatami. Video (Middleweight) Video (Lightweight)
(Starter) > 236K > 5H > 236K FRC > 8 j.H > j.236K > 6H > 236K FRC > 8 j.H > j.236K > 6P > 63214K~412P Corner 50 JO, RO, PO, TE, ZA*, AB* Hard A high damage meter-dump route on heavier/bigger characters. Must land your initial tatami close enough to the corner that you can 8j.H without moving to sustain the spacing. *AB requires a very delayed 5H and ZA a delay if deep in corner. Video
(Starter) > 236K FRC > 8 j.H > j.236K > 6H/5H > 236K FRC > 8 j.H > j.236K > 6P > 63214K~412P Corner 50 BA, BR, JA, MA, KL, CH*, MI*, JU*, SL*, FA* Hard A version of the above primarily against light characters where you can go straight into the FRC 8j.H. The 6H can be tight on some characters but can be replaced with 5H for an easier version. *On these characters the 6H is nearly impossible. Video

Tatami Conversions

Stray Air Tatami hits in neutral can turn into a lot more if you're quick to confirm, even on normal hit. On Counter-Hit both Ground and Air Tatami's become fully untechable giving you lots of time to follow up. j.H and CH j.S also combo into Air Tatami and lead to similar routes.

Combo Position Tension Cost Works on Difficulty Notes Video
CH 236K/CH j.236K > Dash > 6H > j.D Midscreen - All Medium On Counter-Hit you have a lot of time to reach them for your strongest options, which usually means 6H into a j.D knockdown on Middle and Heavyweight characters or FRC extensions against everyone. You can substitute 6H for f.S to make these more lenient to confirm. Fishing for CH's greatly improves Ground Tatami as a midscreen poke since it otherwise only converts when FRC'd. Video
CH 236K/CH j.236K > Dash > 6P > 63214K~412P Midscreen - All Medium Against Lightweights j.D wont knock down so you can go for Zakuro's knockdown instead. You may find this easier than timing a low j.D on Middleweights too, though it does a bit less damage. Video
j.236K > Dash > f.S > jc > j.D Grounded/Low Enemy Midscreen - All Medium Simplest way to start converting your air Tatami hits. j.D can knock down against Middle and Heavyweight characters or FRC extensions against everyone for corner carry and damage if you have meter to spend. Video
j.236K > 41236H > Various Combos Grounded/Low Enemy Midscreen - All Hard Kabari gives you a lot of different options to followup after but is a tight link and requires the Tatami to be done very low to the ground, either falling right before you land or from an IAD or Kire. You then must time the Kabari to come out as soon as your landing recovery ends. Video
j.236K > Dashjump > j.S > j.D Airbourne/High Enemy Midscreen - All Medium On higher hits you'll need a dashjump to reach them to convert. No knockdown by default but if you FRC j.D and reach the corner you can get better enders there. Video
j.236K > Dashjump > j.S > j.P > j.K > dj > j.H > j.236K Airbourne/High Enemy Midscreen - All Hard A more difficult route to carry to the corner meterlessly. Its possible to lower them down to the ground for a knockdown with Tatami loops, but requires character and spacing specific variations. Video
j.236K > 5H/6H > 236K > Various Corner Combos Grounded/Low Enemy Corner - All Medium Close to the corner you can transition into many of the typical corner routes, though the height will be a bit higher after the second Tatami than a grounded Tatami starter would be. See the above corner combos section for more examples. Video

Ground Throw Combos

Combo Position Tension Cost Works on Difficulty Notes Video
Throw > (Dash) > 6P > 41236H > 6P > 63214K~412P Corner - KY, RO, MA, BR, IN, VE, DI, JA, CH, SL, AN, ED, TE, FA, PO, JO, KL, JU, BA, ZA* Medium The standard throw combo that works on most of the cast for decent damage, a lot of Tension gain, and a good corner knockdown. A microdash 6P may be required if you weren't already deep in the corner when you threw. *A microdash is always required for this to work on Zappa. Video
Throw > (Dash) > 6P > 63214K~412P Corner - SO, HOS, MI Medium The Kabari version doesn't work on these characters so its usually best to just take the knockdown since Throws are a heavily scaled starter. Video
Throw > Dash > 2K > 6P > 63214K~412P Corner - AX, AB, ZA Medium ABA and Axl have very small sliding hurtboxes that 6P wont work on but adding a dashing 2K first can fix it. This can also be an easier option on Zappa than microdash 6P since 2K is faster. Video
Throw > 5H > 236K > j.P > j.S > j.D FRC > Air Dash > j.H > j.236K > 6P > jc > j.PPPP > j.K > djc > j.PPPP > j.K > j.623S Corner 25 All Medium An attempt to kill off throw using an anti-guts route with a lot of hits of 1 damage. 5H also works from further away from the corner than 6P would. Video
Throw > 236236S Corner 50 All Easy Supers lock out Burst so this can be a way to end a round without letting them use it. Does a little more damage than a typical meterless throw combo but less than an anti-guts route. Video
Throw > (Dash) > 6P > 63214K~412D~X~X Corner 50 SL, AN, TE, PO, VE, KY, RO, ED, JO, JU, JA, ZA* Medium A way to apply a Baku Curse from a throw. Can lead into unblockable setups with S Curse. Mostly works on midweights and heavier, Jam being an exception. *As above, a microdash is required for this to work on Zappa. Video

Air Throw Combos

If you Air Throw while holding the direction away from the corner Baiken can toss them into the wall for a wallbounce. Different heights and distances from corner will change how you can convert these into combos. They usually lead into other corner routes already mentioned above, though with slightly scaled untechable time and damage.

Combo Position Tension Cost Works on Difficulty Notes Video
Airthrow > 5H/6H > 236K > ??? Near Corner - All Medium Typically the highest damage option. Airthrow's wallbounce is fully untechable so even if they're high up you can wait for them to fall get the right height for this even on light characters. Leads to many of her highest damage routes shown in previous sections. Video
Airthrow > c.S/2D > jc > j.K > djc > j.H > j.236K > (6K > 2H) > 63214~412P Near Corner - All Medium This can be an easier option than the above, specially off high airthrows or against chars that require a precise height for a 5H combo. May need extra normals added if they're low or heavy. Video
Airthrow > f.S/2D > jc > j.S > j.D FRC > Air Dash > j.H > j.236K > (6K > 2H) > 63214~412P Near Corner 25 All Medium Some high Airthrows can wallbounce from quite far outside the corner; this route reaches from further away and is also very good for stabilizing awkward heights too even when closer. Video
Airthrow > 5P > 6P/cl.S > ??? Very Close to Corner - All Medium When you're so close to the corner that the opponent bounces over you then 5P is the most stable pickup. You can either get a Zakuro knockdown and switch sides to corner the opponent again; or carry them back to midscreen to get yourself out of the corner. Video

TK Youzansen Combos

TK Youzansen can be done using different motions, such as 6239S, 6923S or spinning the stick and ending on 3S (i.e 632147893S). Use whichever you are most comfortable with.

Combo Position Tension Cost Works on Difficulty Notes Video
TK j.623S > RC > j.236K > 2D > jc > j.K > djc > j.H > j.236K > 6P > 63214K~412P Corner 50 All Medium The simplest TK Youzansen RC corner route into a standard corner combo. Video
TK j.623S > RC > j.236K > 6H > 236K > (j.P) > j.K > djc j.H > j.236K > 6P > 63214K~412P Corner 50 All Medium A stronger route adding a 6H into Tatami for more damage. You can optionally add a j.P to raise height against heavier characters if needed. Video
TK j.623S > RC > j.236K > 6H > 236K > j.K > 8djc j.H > j.236K > 2D > j.K > 8djc j.H > j.236K > 6P > 63214K~412P Corner 50 JU, JA, BA, IN, CH, AX, FA, KL, VE, MA, BR, DI, AB, TE Hard The ideal TK Youzansen corner route using 8j.H loops. See the Advanced Corner Combos theory section above for more information. Video
TK j.623S > RC > j.236K > 6H > 236K FRC > 8j.H > j.236K > 6H > 236K FRC > 8j.H > j.236K > 6P > 63214K~412P Corner 100 All Hard The ultimate meter dump, spend everything to kill them. Delay the first 6H against lighter characters to let them fall a bit lower. Video
TK j.623S > RC > j.236K > Dash > (f.S jc >) j.S > j.D FRC > Air Dash > j.H > j.236K > ((6K) > 2H) > 6P > 63214K~412P Midscreen 75 All Hard Expensive at 75 Tension but probably the most stable way to take a midscreen Youzansen to a corner knockdown. On Heavy chars like AB and RO you'll need to add the dash f.S instead of going straight into a dashjump j.S. 2H sideswitches are optional here, but quite consistent from a Youzansen starter. Video (May, Light) Video (Robo, Heavy)
TK j.623S > RC > j.236K > Dashjump > j.S > delay j.P > j.K > dj > j.H > j.236K > 6P > 63214K~412P Midscreen 50 Mid-Heavyweights except AB, RO Hard A difficult corner carry route that can lead to a knockdown without spending any additional meter if you can manage the spacing and height with delays. You'll need a long dashjump to get close enough for j.P to connect. Video (+Advanced Version)
TK j.623S > RC > j.236K > 41236H > ? Midscreen 50 All except CH, JA, MA Very Hard Kabari is a very tight link. Falling Tatami must be done as low to the ground as possible. Higher Youzansen's seem to make it easier by allowing you to delay between hits letting the target fall a little lower before the Tatami. (Higher YSZ, Meterless Enders) (Min Height YSZ, FRC Extension)
TK j.623S > RC > j.K > djc j.H > j.236K > ? Midscreen Close 50 All Hard Opting for this starter instead of going straight into Tatami gets you a bit of extra corner carry, but usually results in a bit less damage overall. You must not Superjump before your Youzansen to preserve your Double Jump. Must be very close for this to work on some characters. Video

Guard Cancel Combos

Guard Cancels are basically starters and will lead into many of the routes above. Here are some examples of how to convert them.

Starter Leads To Position Tension Cost Works on Difficulty Notes Video
Sakura CH Stagger (412S) 2K, 6P, 2D, 5H Anywhere - All Easy On Counterhit Sakura can be converted without an RC if the opponent isn't breaking out of Stagger extremely quickly. There usually isn't time to dash up here so just opt for the fastest move that will reach, even if its just a 2D knockdown. You can do similar things from non-CH Sakura if their stagger escape is very slow. Video
Sakura FRC/RC (412S) Dash 5H, 6H, 6P Anywhere 25/50 All Easy Even against Level 3 Slip Recovery an FRC or RC here can get you enough time to dash up for your best starters into either 623P midscreen or 236K in the corner. At max range midscreen though you may be able to land 5H it probably wont be deep enough to combo into 623P. In those cases dashing 6P can get you closer. Video
Ouren CH (412H) 6H, Dash 2D, 6P Anywhere - All Easy An Ouren CH results in a very similar situation to a 623P hit, with similar ways to followup. You can always take a Zakuro knockdown to keep it basic, but considering this is quite a strong starter its very worth spending some meter on 6H > j.D FRC routes midscreen or transitioning into corner extensions when possible. Video
Baku (412D) 2K, 5P Close Hits 25 All Medium Baku is +6~ on normal hit allowing you to link a 2K or 5P if close enough. Be careful you don't try to input a normal too soon or Baku's followups will come out if you have another 25 meter. Video
Baku CH Grounded (412D) 5H, 6H, 6P, 2K Anywhere 25 All Medium On CH Baku is about +17~ allowing you to link almost any normal with even some time to spare for a microdash to close distance. 6H at 15f startup must be done immediately to work. Video
Baku CH Airborne (412D) 6H, Dash 2D, f.S, 6P Anywhere 25 All Easy On Air CH Baku causes an untechable float. This is an extremely powerful starter with huge damage potential. How much time you have to followup varies a lot depending on the distance and height, but a Dash f.S should nearly always be possible at least. Video

Baku's Followups do allow for some specific combos and setups that aren't like anything else in her toolkit.

Combo Position Tension Cost Works on Difficulty Notes Video
Baku (412D) > S > D -reset- Unblockable j.H or j.236K Anywhere 50 All Medium Using this sequence of followups curses the opponent causing the next attack to be Unblockable and gives a good knockdown to set up from. You can either safejump with j.H for max damage, or set up a falling Tatami for more active frames to cover backdashes. These lead into another guaranteed combo, though with 50% forced proration. Video
Baku (412D) > K > P/S > 5H > 236K > [6H > 236K] x3-4 > 63214K~412P Anywhere 50 All Medium A basic combo using the Forced Counter Hit K Curse. P and S followups both link into 5H. S is more lenient and switches sides, but this combo will carry corner to corner from almost anywhere anyway. The curse basically allows you to do "custom combos" with her counter hit effects but anything done directly off Baku will have the damage scaled down to 30%, so you mostly get positioning and knockdown out of these. There are many other variations you can experiment with, though an unblockable with the S curse will offer more damage when possible. Video

5D Combos

Landing 5D then holding up will propel you up into the air in a state that allows you to cancel any air normal into any other; with some extra untechable time and some very strange momentum physics while rising. Basic Dust combos involve just doing a series of air normals for damage and then letting them tech out at the top of the screen, since Baiken has no way to knock the opponent down from high in the air. However, with so-called "Impossible Dust" combos you can use the extra untechable time to get yourself back down to the ground which opens up better routes with more damage and knockdown potential.

Combo Position Tension Cost Works on Difficulty Notes Video
5D > [7/8/9] > j.S > j.S > j.S > j.P > j.K > j.S > j.P > j.K > djc > j.H > j.236K/j.623S Anywhere - All Easy The timings on the first three j.S can feel a bit like links, if you press them too fast they wont come out, but if you time them in a rhythm you can get three in before the window for free cancels ends. You must continue to hold up to stay in the rising Dust state. After that window ends you return to your normal gatling options. Video
5D > 9 > 5 > dj9 > j.K > Land > ??? Anywhere - All Easy to Hard Probably the simplest version to start experimenting with "Impossible Dust". The way this works is you initiate the Dust State by pressing 9, but then cancel your momentum by double jumping to return to normal physics. If you time j.K properly it will have so much extra untechable time you can fall to the ground and then followup with various things, like a rejump j.K, 6P, 2D, or even 6H, but these depend on the characters weight and how well you time it. Video
5D > 9 > FD > j.K > delayed djc > j.H > j.236K > Land > ??? Anywhere - All Hard Flashing FD for a moment will also cut your momentum slightly and it retains your air options allowing for combos like this. The delay before Double Jump Canceling here is required, if you do it as soon as j.K hits you'll go flying off the top of the screen. The height at the end of this depends on how you time the j.K and dj j.H, ranging from high enough that you'll have to rejump j.K after, to ones so low you can link 6H off the Tatami. Video
5D > 9 > FD > j.H > Land > ??? Close Dust Anywhere - TE, FA, PO, RO, ??? Medium High damage Impossible Dust starter, does not work on all characters and must be close for j.H to reach, but makes getting back to the ground easy if you can land it. Video

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