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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5K | |input=5K | ||
|description=Baiken's | |description=Baiken's good low. She does have an overhead but it's difficult to use or threaten in pressure, this & its self gatling can help deter people from upbacking the moment you make them block. Other low normals launch, and thus don't infinite. In neutral, it's otherwise a small button on a character filled with great pokes. | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6P | |input=6P | ||
|description=Two hitting punch. | |description=Two hitting punch, not one of the good Missing Link {{clr|P|6P}}s. Hitbox doesn't serve any utility in neutral and anything you'd want to use it for in pressure or combos, {{clr|S|c.S}} does better. Second hit whiffs on many crouching characters, to top it off. | ||
Second hit sprite's cool. At least Baiken's happy about this button. | |||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2P | |input=2P | ||
|description= | |description= Slower than {{clr|P|5P}} if you want something safe and disjointed to mash but keeps your hurtbox in a slightly safer place. Even though the animation's just her hand, her entire arm is a disjoint and nothing past her face is hittable. | ||
}} | }} | ||
Revision as of 07:47, 24 September 2023
Overview
Baiken is one of the 3 unlockable boss characters in Missing Link, and holds the esteemed position of being the secret boss of the game. However, unlike an Akuma or Nightmare Geese, she's a very typical character, or at least typical in the context of Missing Link.
Baiken is more of a shoehorned, dry version of her later incarnations - her main notable areas are that she has a set of solid buttons which, while not blisteringlyGuardMidStartup6Recovery24Advantage-7 fastGuardAllStartup5Recovery20Advantage-15, are typically fully disjointed, big, and can flexibly convert into an infinite. She also has the best version of air tatami she's ever had with no recovery and no limit to how many can be on screen, allowing her to make literal walls of tatamis. She's also able to occasionally timer scam & air stall with Youzansen indefinitely, though this is more of a gimmicky comedy option than a solid strategy against most characters.
While her neutral is solid, the holes in her kit where options are present in later games becomes apparent quickly. She lacks any effective means to mixup opponents, only having a very slow overhead which makes her minus (but unpunishable, due to jank) on hit, none of her moves besides super are air unblockable (and that option particular is minus on hit and simply unblockable in general), making it hard for her to mount a comeback. On top of that, characters with superior movement and neutral control, particularly the top 4, can give her a lot of issues. Still, Baiken can sit on a life lead well and control obnoxious amounts of space at her best.Baiken controls neutral with air tatamis and disjointed pokes along with a situational timer scam strategy.
- Youzansen Stall: Baiken can stall off of the top of the screen using Youzansen, making it difficult for opponents to hit her if she has a life lead.
- Disjointed Normals: Almost all of Baiken's normals are disjoints, making her harder to counter poke.
- Air Tatami: Air Tatami is just as good at controlling space as it always is, only there's no limit to how many she can put on screen. This allows her to wall out opponents with ease.
- Unblockable Super: While it has flaws, her super is completely unblockable, meaning if she's in a round ending position a block string into it has few counters.
- Weak Anti-Air: While attacks like 2H are solid anti-airs, none are air unblockable, making it hard for her to deal with chicken blocking and air footsies. She also lacks the otherwise-universal air unblockable option of Dash Attack to even situationally threaten an airborne opponent.
- Bad Comeback Potential: Baiken lacks tools to mix up the opponent, and with the aforementioned weak anti-air, its very hard for her to mount a comeback. Even her instant kill is terrible.
- Backdash Vuln: Unlike other characters—whose backdashes are fully invulnerable—Baiken's backdash is not invulnerable.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 6 | 4 | 9 | -5 | +2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 7 | 3 | 14 | -9 | -2 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13x2 | All | 4 | 8(4)4 | 15 | -9 | +2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 13 | 12 | 17 | -19 | -8 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | 16 | 8 | 18 | -12 | +1 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x2 | All | 8 | 4(8)13 | 0 | -5 | +2 | none |
Two hitting punch, not one of the good Missing Link 6Ps. Hitbox doesn't serve any utility in neutral and anything you'd want to use it for in pressure or combos, c.S does better. Second hit whiffs on many crouching characters, to top it off.
Second hit sprite's cool. At least Baiken's happy about this button.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 8 | 8 | 9 | -10 | -3 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 10 | 4 | 21 | -17 | -11 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 16 | 8 | 9 | -9 | +3 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18x3 | All | 8 | 4,4(4)4 | 5 | -2 | +16 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 6 | 8 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 8 | 5 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 10 | 14 | 4 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 4 | 8 | 15 | none |
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14,5 | All,Low | 7 | 15 | 7 | -6 | +24 | Full 25~28 |
Despite how the move looks, it's very fast and the first hitbox comes out before the ball appears.
For some reason, the projectile is a low?Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | -17 | none |
Instant Kill
Single Stroke Battle
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | Low | 16 | 8 | 7 | N/A | N/A | none |
Worst IK in the game.
Baiken's IK is slow, small, and does not have the usual upper body invulnerabilty of an IK. Technically Baiken's IK hits low, but it does not matter because IKs trigger Sakkai state both on hit and on block. Occupying approximately the same space as your 5K, it's tiny to a point where it hits a mere few pixels in front of Baiken's foot during her idle pose.Specials
Tatami Gaeshi
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Tatami Gaeshi | 1,14,5 | All | 12 | -32 [-10] | -33 [-2] | none | ||
Tatami Gaeshi Level 2 | All | 12 | -38 [-31] | -7 | none | |||
Tatami Gaeshi Level 3 | All | 47 | -38 [-36] | -11 | none |
Ground tatami is a pseudo-projectile which is a rarely used but long poke with picky hitboxes. All versions have a deadzone between Baiken's pushbox and her foot when it makes contact with the ground.
Higher levels of Tatami control unnecessary amounts of screen space, with each making an additional Tatami at the end of the previous' ones max hitbox length. Level 2 reaches fullscreen against the entire cast with the same speed as level 1; while not an excellent counterzoning option since Baiken still steps forward enough to put her face into a hitbox, the threat of it is respectable.
Level 3 is four times as slow as the previous two versions and adds an additional tatami mat which will almost certainly go outside of the maximum screen length, making it a largely worse version than either of the previous two, avoid charging enough to get to level 3 when possible. At fullscreen distance, the 2nd and 3rd mat will combo into eachother for slightly increased damage if someone's willing to sit there and watch you charge THEN press 236K, but don't bother.
Air Tatami is a significantly more useful version of ground Tatami, as it falls all the way to the ground as usual while also allowing air actions from Baiken as soon as its short duration is done. Walls of Tatamis can be made with relative ease and they occupy a great amount of screen space while carrying little to no risk in most matchups.
Level 3 Tatami Gaeshi can only be used in the air after a superjump or Dust launch since it's so horribly slow, but it's still terrible. Ignoring that it's strictly worse than level 2, the extra range of even the second tatami mat will often go to waste since your opponent probably just ran under you. You lose your charge level as soon as it's input, though, so cancelling this with landing recovery is actually its best use; getting you out of level 3.
- Standard advantage is for the kick portion of the attack
- Advantage in [brackets] is for the mat portion of the attack
Youzansen
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 10 | 4,16 | 0 | +4 | -5 | none |
Kamaitachi
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9,10 | Overhead | 23 | 54 | 20 | -14 | -44 | none |
Supers
Tsurane Sanzu Watari
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22x3 | Unblockable | 6 | 3(17)3(17)6 | 18 | N/A | -8 | none |
Baiken's typical three slash super, except it has some issues in this game. The fact it's unblockable may sound appealing and combined with it's fast startup, this can be effective for finishing off opponents. However, it has a major weakness in that the hits don't combo into each other. While this may not immediately sound like a problem, this means opponents can backdash away or do an invincible reversal to hit Baiken out of it. This still means the first hit is effective and it does fine enough damage, but it's not normally worth getting punished. In the corner against characters without invincible reversals, they will still get hit by the third hit even if they backdash generally, so if you somehow get an opponent in the corner then it's a good use for it.
- Leaves opponents standing on hit.