GGACR/Baiken/Strategy: Difference between revisions

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Revision as of 08:58, 24 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    


General Tactics

Playing Baiken at neutral is all about adapting. She has to manage her meter carefully because she has, arguably, the lowest meter gain in the game. Without meter to burn, Baiken tends to favor a defensive style where she can try to gain meter while fending off the opponent. She has no way to apply and reset strong pressure (strictly compared to typical guilty gear rushdown) without meter to FRC. Therefore much of her non-character-specific strategy is to play defensively until you have enough meter to mixup and pressure reset the opponent properly. How much meter you have and how much you spend when you actually HIT the opponent is also something to consider. Extra damage is nice, but as little as 25 saved meter can mean a pressure reset in case the opponent blocks your okizeme mixup. This can be done with an air tatami FRC, a Tetsuzansen FRC or even a jump cancel j.D FRC. Shifting from defense and offense is one of the main focuses with Baiken.

Defense

While on the defensive, focus on using her strong, long range pokes to out-zone your opponent, or try to get an abare combo. Her j.S, j.D are excellent moves to zone with. In +R, despite the j.D nerf, a raw hit or a second hit j.D is still likely to end with knockdown at most heights. Use this to your advantage as Baiken is very scary on okizeme. On the ground her f.S(fast) and 2S(good hitbox) are great pokes to use to out-space the opponent trying to rush in. Her 2D is absolutely amazing as a low, very long range poke, and it beats many jump-ins. Her true anti-air, 6P, is also decent as it provides her upper body invulnerability starting from frame 1. Many characters will go for grabs often against Baiken since tick grab setups tend to work very well against her guard cancels. Remember to use her 6KHS option select in these situations and turn things around. Baiken's grab range is the second worst in the game, and she must make up for it creatively by using this option select. In the event where your opponent is too far to be grabbed, you will get a 6K which is grab invincible and will allow you to prevent getting grabbed yourself from an opponent reacting to your tick grab setup. This will lead to a favourable counter hit.

Guard cancels can help avoid letting the opponent gain the upper hand while you are playing on the defensive, but that is all they should be used for. Relying too heavily on her guard cancels can be dangerous. The threat of guard cancels is much more rewarding then the guard cancels themselves. Forcing the opponent to create gaps in their pressure to avoid or bait guard cancels allows Baiken to be in control of the match even while blocking, and while gaining precious meter.

Offense

Notable Moves

  • f.S, 6K, 2S, j.P, j.S, j.H, j.D, Throw
  • Tatami Gaeshi, All of her Guard Cancels, Yozansen, Baku (FB), 3x Tatami Gaeshi (FB), Tsurane Sanzu Watashi

Switching to offense is best done when scoring a hit into knockdown, or after a successful guard cancel. Air tatami FRC followed by an air dash, Tetsuzansen FRC, or meaty air tatami on okizeme are all safe approaches Baiken can use to move in and perform one of her very deadly mixups. Having enough meter to perform the combo you want, while saving some to continue pressure afterwards is something important to think about when you land a hit with Baiken.

Blockstrings

Okizeme

Tips and Tricks

Fighting Baiken

Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/96-baiken-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

A.B.A -/-
Anji Mito -/-
Axl Low -/-
Baiken -/-
Bridget -/-
Chipp Zanuff -/-
Dizzy -/-
Eddie -/-
Faust -/-
I-No -/-
Jam Kuradoberi -/-
Justice -/-
Johnny -/-
Kliff Undersn -/-
Ky Kiske -/-
May -/-
Millia Rage -/-
Order-Sol -/-
Potemkin -/-
Robo-Ky -/-
Slayer -/-
Sol Badguy -/-
Testament -/-
Venom -/-
Zappa -/-

Favorable:

Slightly Favorable:

Even:

Unfavorable:

Very Unfavorable:

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