GGReload/Baiken/Okizeme

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Introduction

Baiken has an array of tools that can force the opponent to block on wakeup and respect her pressure so that she can then apply her fearsome fuzzy TK Youzansen/2D xx Tatami FRC once she has meter to do so.

Setups

Meaty Attacks

A meaty attack is an attack thrown out to be active or almost active, just as your opponent gets up from being knocked down. These have to be spaced outside throw range or have to be unthrowable. This is the most basic form of okizeme and can be used after every knockdown.

  • 6K is + on block, and even on IB if spaced properly. Other buttons initiate pressure. Never safe vs DP. Can be used after every knockdown.
  • 5P/2P have whiff cancel options like 5P>2K 2P>2K so they will catch a good number of backdashes for high reward, especially in the corner. 5P is +2 on block and has the best gatling and cancel options off all of Baiken’s normals.
  • 2K is a low and goes into a good number of frametrap options.
  • Kabari is usually low reward, but highly active and with can be spaced for safety against DP (with backdash if need be) and decent backdash coverage.
  • Ground Tatami FRC is her best option overall overall, and does just about everything, but it needs precious meter and you have to confirm hit/block/whiff/DP manually. Goes into fuzzy overhead mixups.

Safejump Mixup

A staple GG okizeme option that any character can do, and also threatens a simple but effective mixup. The standard safejump is DP-safe and workable against most backdashes since you land at frame advantage even through backdashes.

  • Falling j.S is Baiken's normal of choice for this mixup.
  • Once your opponent is used to blocking j.S, you can switch it up with a 2D or a late airdash j.P > j.P > j.K into combos. Note that these options are unsafe against reversals.

Normal Jump Tatami

Jump and drop a tatami on your descent. Good frame advantage everywhere, but does not always entail a good mixup. Tatami has to be done on the descent from your jump, and not while at the peak or while rising, otherwise this okizeme will lose to good low profiling moves like almost all 6Ps, Sol 2D, etc. Can also be FRC'd for safety and, in the corner, as a combo starter if it hits.

Instant Airdash (IAD) Tatami

Primarily used after j.D knockdowns and works the same as normal jump tatami. Option coverage is highly spacing-dependent. Roughly +15 on block, depending on height. More plus frames if it gives a ‘flop hit’

  • Backjump delayed forward airdash tatami (flop hit)

You use this from j.D knockdowns. It's a more advantageous and blitz safe version of the above that is much easier to backdash midscreen, and makes hitconfirming and setups much easier since it is up to +30 on block while also not launching on hit.

Kire Tatami

Done by inputting 236956K. It's really, really good. Compared to IAD Tatami, it travels faster, and for a shorter distance. Regular version gives good advantage and leaves you in a great mixup position. FRC version is very powerful.

Instant Air Backdash (IABD) Tatami Flop Hit

Absurd frame advantage, meterlessly sets up easy fuzzy overheads in the corner or when blocked standing. Weak to backdash, strong vs DP.

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