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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview | ||
| overview = Baiken | | overview = Baiken released on January 28th for Season Pass Holders, and will be purchasable individually on January 31st. | ||
| | | lore = A swordswoman of Japanese descent. | ||
She gets heated easily and is quick to start a fight. She's the type to jump to action before thinking things through. | |||
She sticks to her principles, and doesn't back down from a disagreement until it's settled. | |||
However, she can still acknowledge when the other party is in the right. | |||
Her right arm has an attached concealed weapon as well as an artificial arm modified for offense. | |||
She has sworn to take revenge on That Man after suffering a serious wound and losing her friends and family in the Crusades. | |||
| summary = is a versatile midrange swordswoman capable of turning her enemies' attacks against them, classified as a ''Balance'' character. | |||
| pros = | | pros = | ||
*'''Midrange:''' Baiken excels at taking screen space and forcing | *'''Midrange:''' Baiken excels at taking screen space and forcing respect. Both of her grounded {{clr|4|HS}} buttons are disjointed and can stop forward approaches. [[{{PAGENAME}}#Hiiragi|Hiiragi]] keeps people wary at close range and [[{{PAGENAME}}#Kabari|Kabari]] pulls them back in if they try to walk out of her poking range. | ||
*'''Strong and Simple Oki:''' Tatami forces people to block on wakeup and can be used to set up all kinds of | *'''Strong and Simple Oki:''' [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] forces people to block on wakeup and can be used to set up all kinds of pressure, especially if she has meter. Her infamous {{keyword|Tiger Knee}} [[{{PAGENAME}}#Youzansen|Youzansen]] is an instant overhead that can be Roman Canceled to make it safe on block or combo on hit, complementing her already strong strike/throw mixups. | ||
*'''Tether:''' Applied with either her throw or the {{clr|3|S}} | *'''Tether:''' Applied with either her ground throw or the {{clr|3|S}} version of [[{{PAGENAME}}#Kabari|Kabari]], the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation. | ||
*'''Defense:''' A parry active from frame 1, Hiiragi is a powerful defensive tool that allows Baiken to | *'''Defense:''' A parry active from frame 1, [[{{PAGENAME}}#Hiiragi|Hiiragi]] is a powerful defensive tool that allows Baiken to call out frame gaps or predictable pressure in ways most characters cannot. | ||
| cons = | | cons = | ||
*'''Limited Midscreen Confirms:''' Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] has limited range and [[{{PAGENAME}}#Kabari|Kabari]] is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides. | |||
*'''Limited Midscreen Confirms:''' Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as | *'''Risky Specials:''' [[{{PAGENAME}}#Hiiragi|Hiiragi]] and [[{{PAGENAME}}#Youzansen|Youzansen]] are both powerful specials, but are immensely punishable if the opponent is expecting them. | ||
*'''Risky Specials:''' | *'''Tether:''' Baiken's tethering forces her to stay glued to opponents until it breaks, leading to unique damage/routes against Baiken should she make a mistake or apply it recklessly. It also does not go away if the opponent bursts, leaving Baiken close instead of fullscreen. | ||
| difficulty_rating = 3 | | difficulty_rating = 3 | ||
| official_difficulty = yes | | official_difficulty = yes | ||
| unique_mechanic1_name = Tether | | unique_mechanic1_name = Tether | ||
| unique_mechanic1 = After landing a | | unique_mechanic1 = After landing a ground throw or {{clr|3|S}} [[{{PAGENAME}}#Kabari|Kabari]], the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically. | ||
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge | The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed). | ||
}} | }} | ||
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Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P. | Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P. | ||
Particularly noteworthy for a 5P as it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with | Particularly noteworthy for a 5P as it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with deep low profile (i.e Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}). Combos naturally into {{clr|1|6P}} or {{clr|2|6K}} > [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]], allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner. | ||
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}} | [[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}} | ||
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Images = | Images = | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Baiken_5K.png | | |||
</gallery> | </gallery> | ||
|-| | |-| | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
*Jump | * Jump cancellable on block. | ||
*Moves Baiken | * Leads to a mixup with TK [[{{PAGENAME}}#Youzansen|Youzansen]]/{{clr|5|2D}}. | ||
* Moves Baiken forwards. | |||
Fairly strong {{clr|2|5K}} that leads to solid reward. Baiken can frame trap afterwards with her {{clr|2|6K}} or go for a high/low mixup. | |||
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
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==== ==== | ==== ==== | ||
* Jump cancelable on block. | * Jump cancelable on block. | ||
* Leads to a mixup with TK Youzansen/{{clr|5|2D}}. | * Leads to a mixup with TK [[{{PAGENAME}}#Youzansen|Youzansen]]/{{clr|5|2D}}. | ||
* Ground bounces on air hit. | |||
* {{clr|3|c.S}} > {{clr|4|6H}} has a 4-frame gap. | |||
* {{clr|3|c.S}} > {{clr|4|2H}} has a 1-frame gap. | |||
Baiken's main pressure tool outside {{clr|2|5K}}. {{clr|3|c.S}} is -2 but leaves Baiken just outside most character's throw range, letting her {{clr|3|c.S}} again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of {{clr|3|c.S}} thanks to [[{{PAGENAME}}#Youzansen|TK Youzansen]]. {{clr|5|2D}} provides the low threat and both lead to a combo with meter. Clever opponents will block high after {{clr|3|c.S}} seeing Baiken with 50 Tension, allowing her to hit them with {{clr|5|2D}} instead. | |||
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
Fairly standard poke. | * Fairly standard poke. | ||
Appears similar to Anji's {{clr|3|f.S}}. Lacks the disjointed hitboxes of {{clr|4|5H}}/{{clr|4|6H}} or the ranges of {{clr|3|2S}}/{{clr|4|2H}}, but low recovery make this safer to whiff than some of those alternatives. | |||
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | [[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
* | * Disjointed poke, similar range to {{clr|3|f.S}}. | ||
*Counter hit forces crouching state on the opponent. | * Counter hit forces crouching state on the opponent. | ||
Has a higher counterhit level than {{clr|3|f.S}}, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max {{clr|3|f.S}} range, gatlings into {{clr|4|5H}} will cause it to whiff. {{clr|3|f.S}} > {{clr|4|5H}} is also very weak to FD for this same reason. | |||
</div> | </div> | ||
</div> | </div> | ||
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* Causes 80% proration on-hit | * Causes 80% proration on-hit | ||
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker | Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker [[{{PAGENAME}}#Youzansen|Youzansen]] exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from {{clr|2|2K}}. | ||
---- | ---- | ||
;Charged Dust | ;Charged Dust | ||
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==== ==== | ==== ==== | ||
* Baiken's main anti-air. | * Baiken's main anti-air. | ||
{{clr|1|6P}} is a true blockstring from any {{clr|1|P}} or {{clr|2|K}} normals, giving her a gapless option along with a frame trap option in {{clr|2|6K}}. {{clr|1|6P}} is also a decent anti-air and counterpoke, but | {{clr|1|6P}} is a true blockstring from any {{clr|1|P}} or {{clr|2|K}} normals, giving her a gapless option along with a frame trap option in {{clr|2|6K}}. {{clr|1|6P}} is also a decent anti-air and counterpoke, but its range leaves a little to be desired. {{clr|4|HS}} [[{{PAGENAME}}#Kabari|Kabari]] is a reliable anti-air followup on hit or block, or use [[{{PAGENAME}}#Kenjyu|Kenjyu]]to cash out Tension for damage. | ||
</div> | </div> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
* | * Ground bounces opponents closer than {{clr|4|5H}} on air hit. | ||
* Ground bounces on counterhit. | * Ground bounces on counterhit. | ||
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. | Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
* | * 6-frame startup, loses to throw attempts. | ||
Slower than her {{clr|1|5P}} and comes with a restrictive gatling window. Not great but it works in a pinch and combos into {{clr|2|6K}}. | |||
</div> | </div> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
* Advancing, low poke. | * Advancing, low poke. | ||
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this. | Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this, as it has a very long recovery. | ||
</div> | </div> | ||
</div> | </div> | ||
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<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
* Two-hit sweep, both hits are lows. | * Two-hit sweep, both hits are lows. | ||
Combos into Tatami anywhere and is the low complement to Youzansen. | Combos into [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] anywhere and is the low complement to [[{{PAGENAME}}#Youzansen|Youzansen]]. | ||
</div> | </div> | ||
</div> | </div> | ||
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Images= | Images= | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Baiken_jS.png| | |||
</gallery> | </gallery> | ||
|-| | |-| | ||
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Images= | Images= | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Baiken_jH.png| | |||
</gallery> | </gallery> | ||
|-| | |-| | ||
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* Tether effect gets stronger with more distance. | * Tether effect gets stronger with more distance. | ||
* Tether can "pull" Baiken out of her backdash or other airborne states. | * Tether can "pull" Baiken out of her backdash or other airborne states. | ||
Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use {{clr|5|4[D]}} or {{clr|5|6[D]}} in matchups where you do not want your opponent close to you (like Potemkin). Using the tether, she can take advantage of how her backdash leaves her airborne and go for crossups, as well as setting up an easy meaty Tatami with IAD back {{clr|2|236K}}. | Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use {{clr|5|4[D]}} or {{clr|5|6[D]}} in matchups where you do not want your opponent close to you (like Potemkin). Using the tether, she can take advantage of how her backdash leaves her airborne and go for crossups, as well as setting up an easy meaty [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] with IAD back {{clr|2|236K}}. | ||
</div> | </div> | ||
</div> | </div> | ||
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;Ground Tatami | ;Ground Tatami | ||
* Physical hit in front of Baiken that launches opponents. | * Physical hit in front of Baiken that launches opponents. | ||
This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals | This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and combos into {{clr|4|6H}} after for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late. | ||
---- | ---- | ||
;Air Tatami | ;Air Tatami | ||
* Spawns a projectile. | * Spawns a projectile. | ||
* Tatami mat is active until it lands. | * Tatami mat is active until it lands. | ||
IAD Tatami (or Kire Tatami) is an excellent approach tool that has been made a lot easier thanks to the extended airdash startup and dash macro. | IAD Tatami (or Kire Tatami) is an excellent approach tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H [[{{PAGENAME}}#Kabari|Kabari]]'s Follow-Up can lead to a meaty Tatami with 866{{clr|2|j.236K}}. | ||
</div> | </div> | ||
</div> | </div> | ||
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GGST_Baiken_41236S.png|S Version | GGST_Baiken_41236S.png|S Version | ||
GGST_Baiken_41236H.png|H Version | GGST_Baiken_41236H.png|H Version | ||
GGST_Baiken_41236HH.png|H Version Follow-up | |||
</gallery> | </gallery> | ||
|-| | |-| | ||
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GGST_Baiken_41236H_1_hitbox.png|First active frame | GGST_Baiken_41236H_1_hitbox.png|First active frame | ||
GGST_Baiken_41236H_2_hitbox.png|Max range | GGST_Baiken_41236H_2_hitbox.png|Max range | ||
GGST_Baiken_41236HH_hitbox.png|H Version follow-up | |||
</gallery> | </gallery> | ||
</tabber> | </tabber> | ||
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{{#cargo_query:tables=MoveData_GGST | {{#cargo_query:tables=MoveData_GGST | ||
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln | ||
|where=chara="Baiken" and (input="41236S | |where=chara="Baiken" and (input="41236S") | ||
|format=template|template=FrameData-GGST|named args=yes|order by=_ID | |format=template|template=FrameData-GGST|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
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==== ==== | ==== ==== | ||
* Both versions of Kabari cause a vacuum effect on the opponent on hit and block | * Both versions of Kabari cause a vacuum effect on the opponent on hit and block | ||
* Tethers opponent to Baiken temporarily on hit or block. | * Tethers opponent to Baiken temporarily on hit or block. | ||
Usually can only be comboed into with a counterhit. | Usually can only be comboed into with a counterhit. Used to set up tether loops or as a combo ender to mix the opponent on oki. | ||
</div> | </div> | ||
<div class="attack-info"> | <div class="attack-info"> | ||
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{{#cargo_query:tables=MoveData_GGST | {{#cargo_query:tables=MoveData_GGST | ||
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln | ||
|where=chara="Baiken" and (input="41236H~H" or input="41236H~[H]") | |where=chara="Baiken" and (input="41236H" or input="41236H~H" or input="41236H~[H]") | ||
|format=template|template=FrameData-GGST|named args=yes|order by=_ID | |format=template|template=FrameData-GGST|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |delimiter=\n{{!}}-\n | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Pressing {{Prompt|GGST|H}} again after Kabari performs a follow-up slash that can be charged to delay the slash | * Causes a vacuum effect on the opponent on hit and block | ||
Baiken's main combo ender. Ending a combo with the follow-up allows for a meaty Kire Tatami. | * Pressing {{Prompt|GGST|H}} again after Kabari performs a follow-up slash that can be charged to delay the slash | ||
* The charged follow-up can pass through the opponent while traveling. | |||
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]]. | |||
First hit can be used as a safe exit for blockstrings. Second hit can be grapped out of or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's and Ramlethal's Resshou/Erarlumo to reset pressure due to the opponent's fear of a followup. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration. | |||
</div> | </div> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
* Hits overhead, very fast if TK'd ({{clr|3|2369S}}) | * Hits overhead, very fast if TK'd ({{clr|3|2369S}}) | ||
Baiken's main high mixup option if | Baiken's main high mixup option if {{keyword|Tiger Knee}}'d and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly unsafe on block. It can only be comboed from with Roman Cancel, but it will be +2 on hit. If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. | ||
</div> | </div> | ||
</div> | </div> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Baiken's | * Baiken's parry and defensive callout. | ||
* | * Parry has both a close and far version: Close Parry deals high damage and knocks down, while far Parry deals no damage but forces the opponent into a recoil animation for 54 frames. | ||
* Far | * Far Parry cannot be Roman Cancelled. | ||
* Baiken can {{keyword|Option Select}} Roman Cancel the parry's recovery as the parry activation itself cannot be RC'd for a short period. | |||
* Moves that are parryable despite not seeming so include: Axl's | * Moves that are parryable despite not seeming so include: {{Character Label|GGST|Axl Low|label=Axl's}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=236236H|label=Sickle Storm}} and {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label=Snail}}, {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=214H|label=Garuda Impact}} and {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146H|label=the very first hit of Giganter Kai}}. | ||
A meterless frame 1 reversal, the threat of this move | A meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, an extremely tight window for the parry can make this extremely tight to land in neutral or extended delays. | ||
Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long in Counter Hit state, allowing opponents devastating punishes. | |||
Be wary | |||
If Baiken parries an attack from far away, the opponent is locked into a guard crush animation. Unfortunately, Baiken is still forced to play out her recovery animation and is not able to Roman Cancel it. This puts her at -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry results in a neutral reset. This isn't necessarily a bad situation for Baiken depending on the matchup. | |||
{| class="mw-collapsible mw-collapsed wikitable data-expandtext="View" data-collapsetext="Close" " | |||
|- | |||
|+'''Hiiragi Un-Parryable Moves''' | |||
|- | |||
!Character | |||
!Move | |||
|- | |||
|{{Character Label|GGST|Anji Mito|label=Anji Mito}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}} | |||
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Shin: Ichishiki}} | |||
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai}} | |||
|- | |||
|{{Character Label|GGST|Axl Low|label=Axl Low}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label=Sickle Flash}} | |||
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label=Winter Cherry}} | |||
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label=One Vision}} | |||
|- | |||
|{{Character Label|GGST|Baiken|label=Baiken}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Baiken|input=j.236K|label=Air Tatami Gaeshi}} | |||
* {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}} | |||
|- | |||
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label=P Alpha Blade}} | |||
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=K Alpha Blade}} | |||
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236H|label=Gamma Blade}} | |||
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214P|label=Shuriken}} | |||
|- | |||
|{{Character Label|GGST|Faust|label=Faust}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=All items}} | |||
|- | |||
|{{Character Label|GGST|Giovanna|label=Giovanna}} | |||
| | |||
* N/A | |||
|- | |||
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label=Skyfish}} | |||
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S|label=Thunderbird}} | |||
|- | |||
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire}} | |||
* {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=214S H|label=Steady Aim Fire}} | |||
|- | |||
|{{Character Label|GGST|I-No|label=I-No}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale}} | |||
* {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} | |||
|- | |||
|{{Character Label|GGST|Jack-O|label=Jack-O'}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label=Attack Command}} | |||
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Explode}} | |||
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label=Launched Servants}} | |||
|- | |||
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label=j.D}} | |||
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}} | |||
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} | |||
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge}} | |||
|- | |||
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} | |||
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label=Gravierte Würde {{clr|4|[4]6H}}}} | |||
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146S|label=Stahl Wirbel}} | |||
|- | |||
|{{Character Label|GGST|May|label=May}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=May|input=214P|label=P Arisugawa Sparkle}} | |||
* {{MiniMoveCard|game=GGST|chara=May|input=214K|label=K Arisugawa Sparkle}} | |||
|- | |||
|{{Character Label|GGST|Millia Rage|label=Millia rage}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=S Tandem Top}} | |||
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label=H Tandem Top}} | |||
|- | |||
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki}} | |||
* {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=BR Activation|label=Bloodrage Activation}} | |||
|- | |||
|{{Character Label|GGST|Potemkin|label=Potemkin}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146H|label=Giganter Kai's second hit}} | |||
|- | |||
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}} | |||
| | |||
* Needs more testing | |||
|- | |||
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gunflame}} | |||
|- | |||
|{{Character Label|GGST|Zato-1|label=Zato-1}} | |||
| | |||
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236P|label=Pierce}} | |||
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label=That's a lot}} | |||
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236S|label=Leap}} | |||
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236H|label=Oppose}} | |||
* Maybe supers? | |||
|} | |||
</div> | </div> | ||
</div> | </div> | ||
Line 983: | Line 1,089: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
* Baiken's reversal | * Baiken's reversal Overdrive. | ||
* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Baiken +36 afterwards. | |||
</div> | </div> | ||
</div> | </div> | ||
Line 1,020: | Line 1,127: | ||
|} | |} | ||
==== ==== | ==== ==== | ||
* Utility/whiff punish | * Utility/whiff punish Overdrive. | ||
* Air version fires diagonally towards the ground. | |||
* Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards. | |||
* Firework explodes on contact with opponent or automatically after travelling a certain distance. | * Firework explodes on contact with opponent or automatically after travelling a certain distance. | ||
* The projectile can be | * The projectile can be Purple Roman Canceled and the firework effects can somewhat obscure mix-ups. | ||
</div> | </div> | ||
</div> | </div> |
Revision as of 10:47, 29 January 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
Baiken released on January 28th for Season Pass Holders, and will be purchasable individually on January 31st.
Baiken Baiken is a versatile midrange swordswoman capable of turning her enemies' attacks against them, classified as a Balance character.
- Midrange: Baiken excels at taking screen space and forcing respect. Both of her grounded HS buttons are disjointed and can stop forward approaches. Hiiragi keeps people wary at close range and Kabari pulls them back in if they try to walk out of her poking range.
- Strong and Simple Oki: Tatami Gaeshi forces people to block on wakeup and can be used to set up all kinds of pressure, especially if she has meter. Her infamous Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Youzansen is an instant overhead that can be Roman Canceled to make it safe on block or combo on hit, complementing her already strong strike/throw mixups.
- Tether: Applied with either her ground throw or the S version of Kabari, the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
- Defense: A parry active from frame 1, Hiiragi is a powerful defensive tool that allows Baiken to call out frame gaps or predictable pressure in ways most characters cannot.
- Limited Midscreen Confirms: Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as Tatami Gaeshi has limited range and Kabari is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides.
- Risky Specials: Hiiragi and Youzansen are both powerful specials, but are immensely punishable if the opponent is expecting them.
- Tether: Baiken's tethering forces her to stay glued to opponents until it breaks, leading to unique damage/routes against Baiken should she make a mistake or apply it recklessly. It also does not go away if the opponent bursts, leaving Baiken close instead of fullscreen.
After landing a ground throw or S Kabari, the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically.
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed).Baiken |
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Normal Moves
5P
- Baiken's fastest normal.
- Hits all crouching opponents.
Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P.
Particularly noteworthy for a 5P as it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with deep low profile (i.e Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17). Combos naturally into 6P or 6K > Tatami Gaeshi, allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump cancellable on block.
- Leads to a mixup with TK Youzansen/2D.
- Moves Baiken forwards.
Fairly strong 5K that leads to solid reward. Baiken can frame trap afterwards with her 6K or go for a high/low mixup.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump cancelable on block.
- Leads to a mixup with TK Youzansen/2D.
- Ground bounces on air hit.
- c.S > 6H has a 4-frame gap.
- c.S > 2H has a 1-frame gap.
Baiken's main pressure tool outside 5K. c.S is -2 but leaves Baiken just outside most character's throw range, letting her c.S again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of c.S thanks to TK Youzansen. 2D provides the low threat and both lead to a combo with meter. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with 2D instead.
Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D
f.S
- Fairly standard poke.
Appears similar to Anji's f.S. Lacks the disjointed hitboxes of 5H/6H or the ranges of 2S/2H, but low recovery make this safer to whiff than some of those alternatives. Gatling Options: 5H, 2H
5H
- Disjointed poke, similar range to f.S.
- Counter hit forces crouching state on the opponent.
Has a higher counterhit level than f.S, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max f.S range, gatlings into 5H will cause it to whiff. f.S > 5H is also very weak to FD for this same reason.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker Youzansen exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from 2K.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential.
6P
- Baiken's main anti-air.
6P is a true blockstring from any P or K normals, giving her a gapless option along with a frame trap option in 6K. 6P is also a decent anti-air and counterpoke, but its range leaves a little to be desired. HS Kabari is a reliable anti-air followup on hit or block, or use Kenjyuto cash out Tension for damage.
6K
- Combo filler and frame trap.
Always has a 2-frame gap if chained from a P or K normals. On counterhit, 6K can be linked into c.S or f.S for a high-damage pickup.
6H
- Ground bounces opponents closer than 5H on air hit.
- Ground bounces on counterhit.
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options.
2P
- 6-frame startup, loses to throw attempts.
Slower than her 5P and comes with a restrictive gatling window. Not great but it works in a pinch and combos into 6K.
2K
- Placeholder.
Gatling Options: 6P, 6H, 5D, 2D
2S
- Placeholder.
Gatling Options: 5H, 2H
2H
- Advancing, low poke.
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this, as it has a very long recovery.
2D
- Two-hit sweep, both hits are lows.
Combos into Tatami Gaeshi anywhere and is the low complement to Youzansen.
j.P
- Placeholder.
Gatling Options: j.P
j.K
- Placeholder.
Gatling Options: j.D
j.S
- Placeholder.
Gatling Options: j.H, j.D
j.H
- Placeholder.
Gatling Options: j.D
j.D
- Freezes Baiken's momentum.
- Wallbounces on hit.
A slightly disjointed hitbox, pushback, range close to Ram's j.S, and CH reward make this a strong improv anti-air/air-to-air option.
Universal Mechanics
Ground Throw (Tether)
6D or 4D
- Tethers opponent to Baiken.
- Tether effect gets stronger with more distance.
- Tether can "pull" Baiken out of her backdash or other airborne states.
Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use 4[D] or 6[D] in matchups where you do not want your opponent close to you (like Potemkin). Using the tether, she can take advantage of how her backdash leaves her airborne and go for crossups, as well as setting up an easy meaty Tatami Gaeshi with IAD back 236K.
Ground Throw (Knockback)
6[D] or 4[D]
- Alternative throw to 4D/6D.
- Knocks opponent further away from Baiken instead of applying tether.
- Similar damage/frame data as tethered throw.
- Pulls opponent in if they are tethered before thrown.
An alternative throw option that lets Baiken avoid tethering the opponent on a grab. Good for potential matchups/situations where being upclose would be less preferrable.
When performing this on a tethered opponent, this allows Baiken perform cheeky crossup setups due to the pullback.
Air Throw
j.6D or j.4D
- Placeholder.
Special Moves
Tatami Gaeshi
236K (Air OK)
- Ground Tatami
- Physical hit in front of Baiken that launches opponents.
This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and combos into 6H after for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late.
- Air Tatami
- Spawns a projectile.
- Tatami mat is active until it lands.
IAD Tatami (or Kire Tatami) is an excellent approach tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H Kabari's Follow-Up can lead to a meaty Tatami with 866j.236K.
Kabari
41236S/H
- Both versions of Kabari cause a vacuum effect on the opponent on hit and block
- Tethers opponent to Baiken temporarily on hit or block.
Usually can only be comboed into with a counterhit. Used to set up tether loops or as a combo ender to mix the opponent on oki.
- Causes a vacuum effect on the opponent on hit and block
- Pressing again after Kabari performs a follow-up slash that can be charged to delay the slash
- The charged follow-up can pass through the opponent while traveling.
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire Tatami Gaeshi.
First hit can be used as a safe exit for blockstrings. Second hit can be grapped out of or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's and Ramlethal's Resshou/Erarlumo to reset pressure due to the opponent's fear of a followup. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration.
Youzansen
j.236S
- Hits overhead, very fast if TK'd (2369S)
Baiken's main high mixup option if Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.'d and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly unsafe on block. It can only be comboed from with Roman Cancel, but it will be +2 on hit. If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block.
Hiiragi
236P
- Baiken's parry and defensive callout.
- Parry has both a close and far version: Close Parry deals high damage and knocks down, while far Parry deals no damage but forces the opponent into a recoil animation for 54 frames.
- Far Parry cannot be Roman Cancelled.
- Baiken can Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. Roman Cancel the parry's recovery as the parry activation itself cannot be RC'd for a short period.
- Moves that are parryable despite not seeming so include: Axl's Sickle StormGuardAllStartup11+1Recovery26Advantage-2 and SnailGuardAllStartup14Recovery29Advantage-24, Potemkin's Garuda ImpactGuardAll (Guard Crush)Startup28Recovery24Advantage+19 and the very first hit of Giganter KaiGuardAllStartup10+1Recovery17Advantage+100.
A meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, an extremely tight window for the parry can make this extremely tight to land in neutral or extended delays. Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long in Counter Hit state, allowing opponents devastating punishes.
If Baiken parries an attack from far away, the opponent is locked into a guard crush animation. Unfortunately, Baiken is still forced to play out her recovery animation and is not able to Roman Cancel it. This puts her at -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry results in a neutral reset. This isn't necessarily a bad situation for Baiken depending on the matchup.
Character | Move |
---|---|
Anji Mito | |
Axl Low | |
Baiken | |
Chipp Zanuff | |
Faust | |
Giovanna |
|
Goldlewis Dickinson |
|
Happy Chaos |
|
I-No | |
Jack-O' | |
Ky Kiske | |
Leo Whitefang | |
May | |
Millia rage | |
Nagoriyuki | |
Potemkin | |
Ramlethal Valentine |
|
Sol Badguy | |
Zato-1 |
Overdrives
Tsurane Sanzu-watashi
236236S
- Baiken's reversal Overdrive.
- Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Baiken +36 afterwards.
Kenjyu
214214P (Air OK)
- Utility/whiff punish Overdrive.
- Air version fires diagonally towards the ground.
- Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards.
- Firework explodes on contact with opponent or automatically after travelling a certain distance.
- The projectile can be Purple Roman Canceled and the firework effects can somewhat obscure mix-ups.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall