User:PublicKip/Baiken Sandbox

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 Ramlethal Valentine

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General Strategies

shoutout to the writers of the Baiken Baible

Baiken is a menace up close who excels in stealing turns, mixing you up and generally punishing you for flinching or leaving gaps in your pressure. From further away shes no slouch either, having incredible S normals, allowing her to bully most characters in a more traditional grounded "footsies" game. Even better is that Baiken's pressure is incredibly consistent at looping back into itself with 41236H~H, 236K and j.H combining together into the freest safejumps known to mankind. Combine this with her unique defensive option, Hiiragi, incredible mixup and distance control tool in Tether, and also a near fullscreen projectile super and you get a thoroughly well-rounded character who has the tools to adapt to any matchup and force her way in with a few good decisions.

Neutral

Approaching

Baiken's midrange game is overall rock solid. While notably weaker than the Ramlethals and Testaments of the world, she holds her own nonetheless. Her 9f f.S and 11f 2S are both matchup-defining normals. They are fairly fast, non-committal, and have a surprising amount of disjoint at maximum range.

These buttons are extremely hard to contest and very safe on block and whiff if spaced appropriately. On counter-hit you can often confirm them into H Kabari for a knockdown into Tatami safejump Oki. However they don't often lead to anything practical on hit, which is where her more committal options come in. While these buttons themselves are very strong, they mainly serve the purpose of allowing Baiken to use her more risky and rewarding approach options.

To compliment these, Baiken has a bevy of committal, but extremely rewarding mid-range attacks in j.S, 2H and raw H Kabari.

IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.S is an extremely fast and pesky jump-in normal, its fast start-up, beautiful angle and ability to cancel into a delayed Youzansen (which frame-traps AND can be plus after landing!), make this a truly stellar approach option. However, I cannot overstate how easy this move is to anti-air if you become predictable with it, the complete lack of a disjoint allows most character to simply 6P this move for free.

2H is an extremely approaching low-profile low that carries dash momentum and makes for an incredible counterhit starter. Useful for catching attempts to jump after f.S and 2S, as well as whiff punishing moves susceptible to being low profiled. Whiffing this move is just asking for trouble as your opponent actually gets to do their non-practical 80% damage Twitter combos but like, in a real match. Don't whiff this.

H Kabari is an important move for getting opponents into striking range without moving yourself. The initial hit of 41236H is -3 on block but at max range its very hard for most characters to challenge your 9f f.S regardless. This combined with the normal follow up of 41236H~H (-7 on block, very punishable), lead to a deceptively neutral position for both characters if spaced appropriately. It can help to think of the move as essentially a fireball with how the startup, disjoint and frame advantage shake out.

A consistent rotation of f.S, 2S and IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.S form the core of Baiken's "normal" approach options, with 2H, H Kabari and tricky air movement shoring up her weak points against savvy opponents.

Close range

Either you've made it in your your opponent isn't giving you space, either way its now time to make their life hell

5P is truly a stupid button as of version 1.18. With it now coming out on frame 4, its incredible for Abare An attack during the opponent's pressure, intended to interrupt it., Stagger Pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. and just generally for stealing turns back in weird scrambles situations. Meanwhile her 2P is outclassed in almost every way by 5P and 2K and doesn't deserve to be pictured.

Speaking of 2K, Baikens K normals too are overall extremely good. 2K providing a fast low, that consistently combos into a knockdown with 2D, and 5K which is basically c.S for when c.S isn't close enough to slash.

And finally, c.S. Keeping in theme with extremely strong normals, its hard to find a c.S better than Baiken's. Alongside being +1 on block by itself it also forms Baiken's core mixup and makes her extremely terrifying when the option is available.


Want to hit high? c.S into TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Youzansen is there for you.
Want to hit low? c.S into 2D is there for you.
Want to frame trap? c.S into c.S is there for you.
Want to frame trap AND hit low? c.S into 2H is there for you.
Want to throw? Congrats you're already in range.
You some kinda freak and expect them to use a reversal but simply don't want to block it? Let me introduce you to Hiiragi.

Fullscreen

Fullscreen Baiken doesn't have very many options other than dashing or jumping forwards besides Kenjyu which isn't that good fullscreen besides whiff punishing to close rounds or break walls.

While approaching from fullscreen as Baiken be sure to diversify your options as just constantly jumping/airdashing forward as this character is very easy to deal with from a distance. Dash block, empty air dash, jumping forward with dash momentum and even the rare dash 2H are all options you should rotate in with your normal jump-ins on your way towards your opponent.

Jump-in

Both Baiken's j.S and j.H are amazing jump-in normals. As mentioned above, the angle of j.S especially makes it adept at hitting people before they're ready for it from a large distance away.

On the other hand, j.H possesses an amazing vertical hitbox, an early/high j.H is very difficult to anti-air. Both normals have the added benefit of being cancelable into Youzansen for a double overhead that gets safer to more you delay the cancel into it.


Anti-air

Anti-Airing with Baiken is kind of a struggle. Besides her mediocre 6P Baiken's only options to anti-air her opponents are to meet them in the sky which isn't always possible.

6P is Baiken's most consistent anti-air. Having upper body invincibility allows it to anti-air deep jump-ins like all 6Ps do, but her short stature leads it to have very little range.

j.D is also a strong, relatively option for controlling the air space directly in front of Baiken due to its disjoint and push back allowing for spacing to be easy.

j.K is also a rising anti-air/air to air option, it's fairly fast, hits above Baiken but doesn't really lead to much outside of Youzansen and j.D.


Don't forget about Air Throw as its always your fastest option and has a deceptive amount of range vertically and horizontally.

Defense

Ramlethal is blessed with a frightening reversal super in Mortobato (236236S). It comes out in 9 frames, deals considerable damage and is very difficult to punish if blocked in the air. She can also use the reversal for an invul RC setup by doing 236236S then instantly pressing the RC button as shown here:


Ramlethal also has a 5 frame 5P, meaning she can mash it to break tick throw attempts.

On block, Ramlethal doesn't have any built in meterless reversals like a DP, so you will find your self holding block more then other characters. 6P, Faultless Defense, and YRC are still effective tools to use. Moreover, as stated above, 236236S makes for a phenomenal answer to deal with gaps in pressure.

Pressure

Midscreen

Ramlethal's midscreen pressure is essentially a less safe version of her corner pressure. Without meter, all she can do is tick throw with her P/K buttons. Once she gets into the midrange, she can threaten the opponent with her excellent S buttons. f.S and j.S cover large portions of the screen horizontally, and f.S can also be confirmed into 5H (or even delayed for a frametrap on block). Close and Midscreen is where she is the scariest, as she doesn't have a great fullscreen presence.

If you can't open up your opponent up close, push them out with Ram's excellent normals and go back to neutral. Generally, it will be in your favor as not many characters can contest her midrange.

Common Midscreen Strings
  • 5K or 2K > 2D : Basic low mix-up after 5K or 2K. Beware that 2D is punishable on block
  • 5K or 2K > 2D > 214P(1~3) or 214P~dash cancel : Potential frame traps after 2D. Please note that all of those enders leave Ramlethal punishable. It is only advisable with at least 50 meter to potentially RC after every 214P to deter punish. 2D > 214P has a 4f gap.
  • 5K or 2K > 6H : Used as a frame trap at far range 5K, however, please note that there is a 7-frame gap between 5K and 6H.
  • (c.S) > f.S > 5H: Gapless blockstring, creates a fair bit of distance between both characters. The f.S and 5H can be delayed to frame trap. Please note that the 5H is -12 on block.
  • (c.S) > 2S > 5H: Variation of the route above with 2S as a low. Gapless as well.

Ramlethal doesn't have a great way to force her opponents to respect 5K anywhere other than point blank and most of its cancel options carry some element of risk.

Corner

Ramlethal's corner pressure is a lot scarier simply due to Bajoneto. The sword's delayed explosion doesn't go away unless Ramlethal is hit or blocks before the explosion can trade. Fear of the explosion lets Ramlethal run up and pressure again, but the fear must be established. Every explosion is an RPS point between dashblocking, a pre-emptive f.S or 5H, or running all the way in for another turn. Keep in mind that you cannot pick up a sword until after it has exploded, which prevents Ram from infinitely looping her pressure.

Common Corner Strings
  • c.S > 236H: Ram's best option for corner pressure. she can follow up with 2K to catch someone trying to jump. and if they start to respect that she can run up throw.
  • 2S > 236H: This helps catch people who may be stand blocking on wakeup while still being able to go into your basic pressure. If you think you have the hit you can go do 2S > 5H to combo
  • c.S > f.S > 5H > 236H: Knowledge check blockstring. Most opponents who have labbed against Ramlethal will know they can jump or dash out to stop her, but Ram can run a train on people who respect it.
  • c.S > 236H > fPRC66 > throw or backdash: This is an advanced setup that forces a strike throw 50/50. If they do not tech the throw they will get hit and you get a combo. More details and video on this can be found here: Video example

Any normals can be omitted as you see fit in order to change the spacing you're left at, but none can really be added due to gatling limitations. Being closer to the opponent means you can threaten a completely safe 2K/5D/Throw mixup before the sword explodes to cover any whiff and potentially net a combo. Being closer does also increase the chance your opponent will try to reversal or burst out, so make sure to vary your options.

After 236H(Explosion)
  1. microdash f.S/5K: Important to establish respect and deal with some moves (May's [4]6S)
  2. dash c.S/2K: Basic gatling pressure reset.
  3. dash Throw: Punishes opponents too willing to block)

Opponents who are experienced fighting Ramlethal will be able to recognize spacings where there is a gap between the sword throw and the explosion. From there, their options are to jump, dash, or attempt to hit Ramlethal out of a pressure reset. Air-to-air j.P will catch people jumping out of the corner and leave Ramlethal very plus. Stopping people from dashing or pressing buttons is where f.S and other big, active buttons is useful. f.S will also check opponents who stay put, but won't give much pressure without H sword equipped. 236S can be used to stop jumps, but this is very risky (especially without H sword).

Those setups are also weak to FD before 236H and aren't as effective if done from a distance. The 236H will take a bit more time reaching the opponent. This widens the frame gap and gives the opponent more leeway and options to get out of the corner.

236H > 66.PRC

236H > 66.PRC is an advanced form of Ramlethal's corner pressure. Contrary to the meterless 236H corner pressure, it cannot be jumped or mashed out of. It also lead to various low/high mix-ups: Video sample

This isn't an exhaustive list, routes will be added/removed as more optimal options are found.

  • ... > 5H > 236H > 66.PRC > 2K > (Sword hit) > 5K > (Explosion) > 66c.S >: Gapless blockstring into low. The sword is picked up after the c.S.
  • ... > 5H > 236H > 66.PRC > IAD > (Sword hit) > j.H (Explosion) > 66c.S > ...: Gapless blockstring into overhead. The sword is picked up after the c.S.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Delay j.K > (Explosion) > IAD j.K > ...: Gapless double overhead. The sword is picked up after the second j.K.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Delay j.K > (Explosion) > 2K > ...: Gapless high into low mixup. Beware that since the explosion happen before 2K combos and pressure options are limited afterwards.
  • ... > 5H > 236H > 66.PRC > 9jc > (Sword hit) > Land 2K > (Explosion) > ...: Empty low setup. There is a gap before the 2K which can be DP'ed. Combos into c.S > 2H.

Likewise, those setups are weak to FD and aren't as strong from a far 5H.

Okizeme

Throw

Midscreen
  • ... > Long dash > Meaty 2K/c.S: Meaty setup. 2K and c.S are preferred as c.S is highly rewarding on Counterhit and point blank 2K hits low and gatlings into 2D.
  • ... > 66 > Throw: Throw into Throw reset.
  • ... > 668 > j.H: This is a manual safejump with a short microdash. Very useful against characters with meterless DPs like Leo, Ky, Chipp and Sol.

Off a midscreen throw, Ramlethal can either manually time a dash jump safejump or run up and meaty with a button. If the opponent has been conditioned to block, it is possible to go for another throw.

Corner
  • ...> OTG c.S > jump > j.S : basic safejump, it has to be manually timed, but the timing is fairly easy to get.
  • ...> OTG c.S/5H > delay 236H : meaty 236H setup. once again, while manually timed, the timing is fairly intuitive with a bit of practice (always remember training mode is your best friend). if done right, the opponent will be jailed into the explosion. Change which normal you use as an OTG to change your spacing as you throw the sword (for example, 5H will leave you further, letting you avoid some reversals).
  • ... > 236H > Delay 2K or c.S: Safe-jump set-up. Meaty 2K will blockstring into the explosion, giving a relatively safe meaty low that is easily hit-confirmable.
  • ... > 236H > 5K > j.66.BRC~j.K > 9jc j.K or Land 2K: BRC setup into j.K / 2K 50/50 mix-up. Difficult.

Ramlethal's options really open up in the corner, as she can either set up 236H or a j.S safejump. The safejump is pretty self-explanatory, but 236H is far more open-ended. Throw > 236H sets the sword to explode after a short delay (because the first hit whiffs). She can also use 5K instead with 50 meter to set up a fuzzy guard mixup by jump cancelling into 66.BRC j.K. she also has the option to use meaty 236H to jail them into the explosion.

2D

  • ... > Delay > IAD (sideswitch) > j.S: Safejump setup. Can block Ramlethal's 236236S and will make Sol's 623S/H whiff.
  • ... > Long dash > Meaty 2K/c.S: Meaty setup. 2K and c.S are preferred as c.S is highly rewarding on Counterhit and point blank 2K hits low and gatlings into 2D.

Standing 623P

Ground hit Dauro is a common string ender for Ramlethal even if it doesn't knock down. Even though Ramlethal is +1, she's left just far enough away that Throws and 5P will whiff without a microwalk or microdash. She's in range for K buttons to reach, but a gatling into 2D will also whiff. Her best option is usually to throw out a K button and assume it'll be blocked (at least until the opponent is conditioned to block).

2K > 2D > Dauro

This is notable as the 2K starter does not give Ramlethal a juggle. The situation after Dauro is similar to a midscreen throw, except she doesn't have enough advantage to go for a safejump.

214P*3

  • ... > 669 > j.H: Another manual safejump, but with a noticeably long dash. Very useful against characters with meterless DPs like Leo, Ky, Chipp and Sol, or in the Ramlethal mirror.


j.214S

Ramlethal's frame advantage is variable enough from j.214S that the best option is a meaty button or throw. However, microdashjump safejumps are possible from multiple heights.

Fighting Ramlethal

What do I do about her sword normals?

  • 236S/236H

236H is low sword toss which ties into her H normals. 236S is her high sword toss which ties into her S normals. Without either sword ramlethal is significantly weaker in neutral. YRC or Burst while defending after a sword throw can force the ramlethal player to be without tools for a long period of time.

  • f.S > dl 5H

This is an interesting situation. If the Ramlethal player does dl gatling into 5H you can 6P it if they leave too big of a gap. If they jail then you will always block. However there is a tight frame where they can frame trap to leave a small gap where it will punish 6P mashing. In those instances you also have DP/reversal super if the ram player gets too close. you really should try and dash block the move because the closer you are to ram the more likely you can punish the extended hurtbox on her normals

  • f.S and 5H

Ramlethal's sword normals (at least midscreen) don't lead to much damage without meter. As well every option she does afterwards has a risk due to f.S being -10 on block, 5H is -12 on block, Daruo is -10 on block, and sword throw is a risky unless it will combo. Due to this, when defending vs Ramlethal's swords you have more options than it seems. If the Ramlethal player is always going into f.S > 5H without ever delaying the gatling or going into a special. The entire roster can punish the 5H with blue roman cancel drift forward after blocking. Some characters can also punish without having to spend meter and even if you do not blue roman cancel you can easily take your turn back. Most Ramlethal players will delay f.S > 5H because of this to try and catch the opponent moving or trying to punish. This however gives more options to the defender. if ram does f.S > dl 5H you can use 6P to stuff the 5H. Once these options have been forced the ramlethal player then has to sometimes end their blockstring in f.S only or take a risk with a special.

  • j.H

This move is very hard to anti air. However in most scenarios if this move is block the defender is at advantage. The reason for this is most Ramlethal players will do this when directly above their opponents because it is extremely difficult to anti air when above the opponent. If the Ramlethal player is performing IAD j.H it is possible to anti air the move with 6P or DP due it being a fairly slow air move at 16 frames. Another option is to backdash or move out the way of this normal and punish the landing recovery.

  • She keeps doing Calvados (the beam super) in neutral. What can I do about it?

Calvados has a lot of startup so most cases you'll at least be able to block it. As for punishing it, you can jump after the flash and punish her with an aerial move if close enough. Some characters can use an extra air special move to stay airborne longer and get a better punish, so make sure to check what your character can do. This move is +16 on block due to Guard Crush and thus cannot be punished if blocked.

Corner pressure

  • knowledge check

c.S > f.S > 5H > 236H or c.S > 5H > 236H
As a defender you can jump out of this or dash after blocking 236H every single time. 236H is +3 on block and due to pushback Ramlethal players cannot do anything to really scare you besides making a read to try and j.P you back to the ground. You can also FD this string and push ramlethal extremely far away. Because of this dashing forward and blocking can often be the best solution to see what the Ramlethal player is going to do. If your character does not have a dash you can jump and you only have to worry if Ram tries to j.P you. Even if she does she cannot pickup the sword as you both land without leaving a big gap.

  • c.S > 236H or meaty 236H

This is what good Ramlethal players will be doing which will make things a lot more difficult for you. The reason this string is so good is because after the sword throw she is +3. She can then do 2K which will catch prejump frames and if the 2K is blocked the sword explodes after leaving Ramlethal at +10. After this the Ramlethal player can dash in and continue pressure. This is very scary pressure to deal with but when defending you have several options. Stand block FD is a very good option if you know they will not go for 2S > 236H. The reason being is stand block has more pushback than crouch blocking which will push Ramlethal fairly far away unless they did a deep dash which then allows you to jump after the 236H is blocked. You can 6P the sword throw but it is not advised because if the Ramlethal player delays the sword throw the moves will trade in Ramlethal's favor. The other option while defending is to FD any followups after 236H. The pushback will make it difficult if not impossible for her to continue her pressure. The last option you have is YRC, Burst, and reversal super(do not DP). These are good but require a resource. If you do this make sure to do this option after sword throw to ensure she goes a long time without H sword and it is fairly easy to react to. Most of the DPs do not have enough invulnerability to keep you safe from sword throw so it is not advised.

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