GGML/Baiken/Combos

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< GGML‎ | Baiken
 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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.93x 0.87x 0.81x 0.75x 0.68x 0.62x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x

Combo Routes

Infinites

The bread and butter combos of this game. This lists the main starters as well as the different infinites Baiken can perform.

Infinite Combos
Combo Position Damage Chaos Gain Works on: Difficulty Notes
(c.S(1) > 5H > CC > dash)xN Any Death ? All [2] Easy Standard CC loop route
(c.S > CC > dash)xN Any Death ? All [2] Easy Alternate version with full c.S
(2H > CC > dash)xN Any Death ? All [4] Hard Somewhat less practical than the standard route and must be done at close range, but kills much quicker than the standard version.

Dust combo

If you hit S+H, this is usually the best you're getting.

Dust Combos
Combo Position Damage Chaos Gain Works on: Difficulty Notes
S+H > 8 > j.PPKH Midscreen ? ? All [2] Easy Just doing j.SH after the dust launch does about the same amount of damage but it's also understimulating.
S+H > 8 > j.PKPKPH Corner ? ? All [4] Hard Will drop if you don't start the combo the moment the Dust is jump cancellable.
S+H > 8 > SH > 623S Anywhere ? ? All [2] Easy Basic string that ends in Youzansen, if done later into a dust launch it's liable to dropping, like the prior combo.

Etc

Other combos
Combo Position Damage Chaos Gain Works on: Difficulty Notes
2K>c.S(1)>2363214H Any 20%~ ? Anyone 2K doesn't whiff on [4] Hard For-swag match ender. Strictly speaking someone could mash a DP to get out of this but that's part of the charm. 3rd hit does not connect on most, making you minus.

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