GGST/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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo Theory

Baiken's basic grounded combo structure is extremely simple: whatever starter she lands, she wants to combo into Tatami Gaeshi to launch her opponent into the air, then catch them with 2S into H Kabari and its follow up as her combo ender. While this does require some basic timing to pull off, it isn't particularly strict, and works at most ranges at which Tatami Gaeshi connects. Note that this is not Baiken's only grounded combo route, only that which is most broadly applicable.

If Baiken has meter and wishes to cash out, she can replace H Kabari with Tsurane Sanzu-watashi, with the option to squeeze in a 2H after the 2S if she can meet some slightly stricter timing requirements. This grants enormous damage and incredible corner carry; a simple c.S > 2D > 236K > 2S > 2H > 236236S bread-and-butter combo does 226 damage* and breaks the wall from midscreen.

The need to keep her opponents within Tatami Gaeshi launch range is the limiting factor on most potential combo starters for Baiken. While she possesses incredible midrange poke options, most of them substantially outrange Tatami Gaeshi, preventing her from securing much more off of these pokes in most situations. In situations where Baiken has tethered her opponent, however, this limitation disappears, and Baiken will be able to combo any of her pokes into a Tatami Gaeshi launch and subsequent combo.

Baiken's tether also opens up new combo routes and allows for more damaging moves to be included in those combos. In Baiken's usual, non-tethered combo route, she is forced to juggle her opponent with 2S because her other normals simply don't reach; with the tether applied, the opponent will be pulled back in for a c.S > 6H follow-up instead, adding a slight but substantial boost to Baiken's combo damage.

In addition, Baiken can choose to end a tethered combo with S Kabari instead of its H counterpart if she wishes to continue to pressure her opponent, as they will end the combo at the perfect distance to be menaced by her tethered pokes. This sacrifices some up-front damage and gives the opponent at least a chance to escape (particularly through the use of an invincible reversal), and is thus not always the preferred option, but used judiciously it can be used to catch opponents unaware and score another combo off of a tether.

While not strictly part of the combo itself, it is important to note that Baiken can follow up most of her non-tethered combos with an IAD aerial Tatami Gaeshi (956 > j.236K) for an extremely easy safejump, forcing opponents to respect her pressure.

To summarize, Baiken's basic grounded combo structure is Starter > Tatami Gaeshi launch > 2S juggle, followed by her finisher of choice, usually H Kabari or 2H > super. Tethering the opponent first allows for the juggle to be replaced with other, more heavily damaging moves, and gives her the additional option of S Kabari as an ender if she wishes to continue to threaten with tethered pokes.

*: As with the rest of the combos on this page, this damage is measured against Ky.

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.

Beginner Combo List

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 5H > 41236H~H Anywhere 136 Everyone Easy Basic punish combo. Video 24848
c.S > f.S > 5H > 41236H~H Anywhere 149 Everyone Easy Basic punish combo with dash momentum. Video 24850
5K > 6K > 236K, 2S > 41236H~H Anywhere 124 Everyone Easy Close range punish/knockdown combo with dash momentum. Video 26480
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 (Meterless Giovanna) Lightweights Easy Close range punish/knockdown combo on lightweights. Video 26482
5P/2P/2K > 6K > 236K Anywhere 70 (2K starter) Everyone Easy Bad starter soft knockdown combo. Video 26776
2K > 2D > 236K Anywhere 71 Everyone Easy Low pressure/hit-confirm string. Video 26778
... > 66RRC > c.S > 6H > 41236H~H Anywhere 122 (f.S 66RRC starter) Everyone Easy Basic RRC extension. Video 26779

Combo List

Note that most combos ending in 2S > H Kabari (426H > H) can alternatively be ended with 2S > 2H into either of Baiken's Overdrives if she wants to spend meter for more damage and a potential wallbreak. Combos that include counter-hits or which begin with the opponent already tethered can elect to end with S Kabari instead. See Combo Theory, above.

5P/2P/6P/j.P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5P > 6K > 236K Anywhere 69 5P starter. With sufficient dash momentum, another 5P can be added. Following 236K with an Airdash > j.H is a safe jump. Video
5P > 6K > 236K > 2S > 41236H~H Anywhere 124 Lightweights (May) Easy For Heavyweights a 5K can be subbed instead of the 2S to connect HKabari
AA 6P > dl 41236H~H Anywhere 87 Everyone 6P anti-air starter. Video
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5K > 2D > 236K, 2S > 2H Anywhere 117 Everyone 5K starter. Note that Baiken cannot end this combo with her usual 42163H~H ender unless she scores a counter hit. Video
5K > 2D > 236K, 2S > 41236H~H Anywhere 126 Everyone Easy Allows for Baiken to finish her combo with her preferred 41236H~H ender with dash momentum. This route also works if Baiken successfully frame traps her opponent by delaying her 2D gatling, dealing 140 damage. Video 32472
(41236S) 5K > 2D > 236K, c.S > 6H > 41236S Anywhere 134 Everyone 5K starter with tether attached. Reapplies tether. Can optionally be ended with 41236H~H for 2 extra damage, but sacrifices the option to threaten the opponent with tethered pokes. Video
5K > 2D > 236K, 5K > j.D > Airdash > j.S > j.236S > WS 5[D] Corner 180 Everyone Corner 5K starter. Video
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H > WS Microdash 5[D] Corner 187 Everyone Corner 5K starter with tether attached. 5[D] requires a microdash to connect consistently. Video
CH 6K, c.S > 2H > 41236H(~H) Anywhere 148 Everyone* 6K Counter-hit starter. No hard knockdown against heavyweights as the Kabari follow-up will not connect. Video
CH 6K, c.S > 2H > 236K > 2S > 2H > 214214P Anywhere 187 (220 with Wall Break) Everyone Alternative 6K counter-hit starter that ends with a super. Wallbreaks from mid-stage.
c.S/f.S/2S/6S/j.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
c.S > 2H > 236K, 2S > 41236H~H Anywhere 156 Everyone Easy BnB c.S starter. 2H is a 1-frame Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.. Video
c.S > 2D > 236K, 2S > 41236H~H Anywhere 150 Everyone* Medium Alternative BnB c.S starter. 2D is naturally gapless, but can act as a Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. if the gatling is delayed. Timing on the juggle is tighter than the 2H version, as the opponent is not launched as high; as a result Baiken must end with 2H > 236236S instead of 426H~H against heavyweights. Video 43622
c.S > 2H > 236K, 2S > 236236S Anywhere 199 (232 with wallbreak) -25% Everyone Easy BnB with Overdrive ender. Simple wallbreak from midscreen. Video 43506
c.S > 2H > 236K, f.S > 5H > 41236H~H > WS 6H/236236S Corner 211 (236 with super) 36% Everyone Easy Simple corner combo with wallbreak. Video 43373
c.S > 2H > 236K, 5K > j.S > j.D > AD > j.S > j.236S > WS > j.D/236236S Corner 212 29% Everyone except Anji A Tatami launcher combo that works even if c.S gets blocked, and can super for more damage. Against Baiken the Yozansen need to be a delayed if you want to do 236236S or 6H/5H because she may bit a bit too high.
c.S > 2H > 236K > 5K > j.D > AD > j.S > j.D > WS j.D Corner 222(Anji) 25% Made for Anji A Tatami launcher like the combo above that works on Anji.
CH c.S > 5[D], 2K > 6H > 41236H~H Anywhere 180 ~30% Everyone Easy Counterhit confirm on close slash. Can be OS'd for non-counterhit by pressing c.S > 5H~D as the slowdown will "eat" the H input.
AA j.S > j.D (> Airdash) Midscreen 70 Everyone j.S Air to air confirm. Can optionally airdash after the j.D to regain space. Video
AA j.S > j.H > jc > j.S > j.H > j.236K, c.S > 5H > 41236H~H > WS Microdash 5[D] Corner 193 Everyone Corner j.S air to air confirm. The j.S must connect close to the opponent for the j.H to hit. Video


5H/2H/6H/j.H Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
CH 2H/6H > 41236S > c.S > 6H > 236K > c.S > 6H > 41236H(~H) Anywhere 215 ~50% Everyone* Meterless, high damage route for when corner is inaccessible. No hard knockdown against heavyweights as the Kabari follow-up will not connect. -
CH 6H, 41236S, c.S > 5[D], c.S > 5H, c.S > 5H > dl 236K, 2S > 2H , WS 236236S Corner 281 ~0% Corner Counter hit 6H starter. Builds exactly enough meter for a 236236S finish. Video
CH 2H/6H > 41236S, [ c.S > 6H > 236K ]x2 Anywhere 201 ~45% Everyone Medium Basic CH conversion. If you frametrap from c.S the extra RISC brings damage up to 239. Timing for 2H conversation is tighter than 6H. Video 43503
CH 6H > 236K, c.S > 6H > 41236H~H Anywhere 176 36% Everyone Easy No tether so it leaves them further away after. Video
j.H > j236S > c.S > 2H > 236K Anywhere 133 ~30% Everyone Easy Simple jump in Combo. Can also be done with j.S. Video
5D/2D/j.D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
5[D]~8 > j.H > j.D > jc > j.S > jc > j.SS Anywhere 194 Everyone 5[D] overhead starter. Video
(41236S) 5[D]~8 > j.H > j.D > j.S > j.D > j.S > j.D > j.D Anywhere 226 Everyone 5[D] overhead starter with tether. Video
CH 2D > 41236S > 2K > 6K > 236K > microdash c.S > 6H > 41236S Anywhere 160 ~37% Non-heavyweights Hard Meterless re-tether. The 2K link and microdash are tight. A great alternative to 6K CH routes if you do not want to reset to neutral. -
CH 2D > 41236S > c.S > 6H > 236K > c.S > 6H > 41236S Anywhere 189 ~48% Lightweights Medium Optimal version of above combo for lightweights. Sadly, there is no meterless variation for heavyweights as no move will link after the first Kabari. -
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
6D > PRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 133 -40% Everyone Easy Simple grab combo with PRC extension. Slight delay after grab to get PRC instead of RRC Video
6D > PRC, dl.c.S > 5[D], c.S > 6H > 236K, dl.c.S > 6H > 41236H~H Anywhere 141 -40% Hard
Special Move Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video Recipe
CH 41236S > c.S > 2H > 236K > c.S > 6H > 41236S Anywhere 171 Tested on Ky, Potemkin, and Giovanna Easy Re-tether combo.
CH 41236H > f.S > 2H > 236K > 2S > 41236H~H Anywhere 171 Tested on Ky CH H Kabari pickup. Does not work at max Kabari range as the 2H can be blocked & only a simple f.S > 5H. Better follow-ups may exist but further testing is needed
41236S > PRC~c.S > 2H > 236K > c.S > 6H > 236K Anywhere 174 -40% Everyone Medium If you ever wanted to to convert a 41236S Video
(4/6D, 5K OTG > IAD >) j.236S, f.S > 5H > 236K, c.S > 6H >41236H~H Midscreen 138 Everyone Crossup j.236S confirm with tether. Following the ender, an additional IAD j.236S will cross the opponent again. Video
236P > 66RRC~c.S > 6H > 41236H~H Anywhere 170 -35% Everyone except Heavyweights Medium For pushing extra damage. Video
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > c.S > 6H* > 41236H~H Anywhere 202 -29% Everyone Medium Not holding 2 for a bit makes you superjump, prohibiting the jump cancel. *Use 5H if close to the corner. 59312
IAD > CH 236S > 5K > [2]9 > jS > jD > 66 > jS > jH > cS > 5S > WS > 5H Near Corner 202 (229 with Super) Everyone Medium Near corner combo with Youzansen starter & Wallbreak; Super jump required after 5K to gain the proper height to finish combo. Can super for more damage. Video

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