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|worksOn = Everyone except AN, BA, or HC | |worksOn = Everyone except AN, BA, or HC | ||
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|notes = Can work on characters it usually whiffs on with precise delays | |notes = Can work on characters it usually whiffs on with precise delays, but if you're going to be precise just add an extra {{clr|S|j.S}} to the other combo instead | ||
|recipePC = | |recipePC = | ||
|recipePS = | |recipePS = |
Revision as of 23:20, 1 May 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Baiken's basic grounded combo structure is extremely simple: whatever starter she lands, she wants to combo into Tatami Gaeshi to launch her opponent into the air, then catch them with 2S into Kabari and its follow up as her combo ender. While this does require some basic timing to pull off, it isn't particularly strict, and works at most ranges at which Tatami Gaeshi connects. Note that this is not Baiken's only grounded combo route, only that which is most broadly applicable.
If Baiken has meter and wishes to cash out, she can replace Kabari with Tsurane Sanzu-watashi, with the option to squeeze in a 2H after the 2S if she can meet some slightly stricter timing requirements. This grants enormous damage and incredible corner carry; a simple c.S > 2D > 236K > 2S > 2H > 236236S bread-and-butter combo does 226 damage* and breaks the wall from midscreen.
The need to keep her opponents within Tatami Gaeshi launch range is the limiting factor on most potential combo starters for Baiken. While she possesses incredible midrange poke options, most of them substantially outrange Tatami Gaeshi, preventing her from securing much more off of these pokes in most situations. In situations where Baiken has tethered her opponent, however, this limitation disappears, and Baiken will be able to combo any of her pokes into a Tatami Gaeshi launch and subsequent combo.
Baiken's tether also opens up new combo routes and allows for more damaging moves to be included in those combos. In Baiken's usual, non-tethered combo route, she is forced to juggle her opponent with 2S because her other normals simply don't reach; with the tether applied, the opponent will be pulled back in for a c.S > 6H follow-up instead, adding a slight but substantial boost to Baiken's combo damage.
In addition, Baiken can choose to end a tethered combo with Kabari instead of its counterpart if she wishes to continue to pressure her opponent, as they will end the combo at the perfect distance to be menaced by her tethered pokes. This sacrifices some up-front damage and gives the opponent at least a chance to escape (particularly through the use of an invincible reversal), and is thus not always the preferred option, but used judiciously it can be used to catch opponents unaware and score another combo off of a tether.
While not strictly part of the combo itself, it is important to note that Baiken can follow up most of her non-tethered combos with an IAD aerial Tatami Gaeshi (956 > j.236K) for an extremely easy safejump, forcing opponents to respect her pressure.
To summarize, Baiken's basic grounded combo structure is Starter > Tatami Gaeshi launch > 2S juggle, followed by her finisher of choice, usually Kabari or 2H > super. Tethering the opponent first allows for the juggle to be replaced with other, more heavily damaging moves, and gives her the additional option of Kabari as an ender if she wishes to continue to threaten with tethered pokes.
*: As with the rest of the combos on this page, this damage is measured against Ky.
Read First
- All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Beginner Combo List
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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c.S > 5H > 41236H~H
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Anywhere | 136 | Everyone | [2] Easy | Basic punish combo. | Video | 24848 (PC) |
1.24 |
c.S > f.S > 5H > 41236H~H
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Anywhere | 149 | Everyone | [2] Easy | Basic punish combo with dash momentum. | Video | 24850 (PC) |
1.24 |
5K > 6K > 236K, 2S > 41236H~H
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Anywhere | 124 | Everyone | [2] Easy | Close range punish/knockdown combo with dash momentum. | Video | 26480 (PC) |
1.24 |
5K > 2D > 236K, 2S > 41236H~H
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Anywhere | 126 (GI) | Lightweights | [2] Easy | Close range punish/knockdown combo on lightweights. | Video | 26482 (PC) |
1.24 |
5P/2P/2K > 6K > 236K
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Anywhere | 70 (2K) | Everyone | [2] Easy | gives a soft knockdown | Video | 26776 (PC) |
1.24 |
2K > 2D > 236K
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Anywhere | 71 | Everyone | [2] Easy | Low pressure/hit-confirm string. | Video | 26778 (PC) |
1.24 |
(f.S) > 66RRC > c.S > 6H > 41236H~H
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Anywhere | 138 | Everyone | [2] Easy | Basic RRC extension using f.S as an example | Video | 26779 (PC) |
1.24 |
Combo List
Note that most combos ending in 2S > Kabari (426H > H) can alternatively be ended with 2S > 2H into either of Baiken's Overdrives if she wants to spend meter for more damage and a potential wallbreak. Combos that include counter-hits or which begin with the opponent already tethered can elect to end with Kabari instead. See Combo Theory, above.
P Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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5P > 6K > 236K
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Anywhere | 69 | Everyone | [1] Very Easy | 5P starter. With sufficient dash momentum, another 5P can be added. Following 236K with an Airdash > j.H is a safe jump. | Video | 88487 (PC) |
1.24 |
5P > 6K > 236K > 2S > 41236H~H
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Anywhere | 101 (GI) | Lights | [2] Easy | Lightweight-specific extension off of the basic 5P > 6K > 236K route. | 88489 (PC) |
1.24 | |
5P > 6K > 236K > 5K > 41236H~H
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Anywhere | 100 | Everyone | [3] Medium | Character-specific extension off of the basic 5P > 6K > 236K route.
Always works on May, Millia, Ram, Gio, I-No, Jack-O, Baiken, and Bridget. Ky, Chipp, Potemkin, Faust, Leo, Anji and Goldlewis require dash momentum and/or a kara-cancel on 41236H. Sol, Axl, Zato, Nago, Happy Chaos, Testament, and Sin require the kara-cancel on 41236H, dash momentum will not work. In general, so long as you kara-cancel the 41236H, this combo should be universal. |
88491 (PC) |
1.24 | |
AA 6P > dl 41236H~H
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Anywhere | 87 | Everyone | [2] Easy | 6P anti-air combo | Video | 88492 (PC) |
1.24 |
K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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5K > 2D > 236K, 2S > 2H
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Anywhere | 117 | Everyone | 5K > 2D starter. Note that Baiken cannot end this combo with her usual 42163H~H ender unless she scores a counter hit. | Video | 88493 (PC) |
1.24 | |
5K > 2D > 236K, 2S > 41236H~H
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Anywhere | 126 | Everyone | [2] Easy | Allows for Baiken to finish her combo with her preferred 41236H~H ender with dash momentum. This route also works if Baiken successfully frame traps her opponent by delaying her 2D gatling, dealing 140 damage. | Video | 32472 (PC) |
1.24 |
5K > 6K > 236K, 2S > 41236H~H
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Anywhere | 124 | Everyone | [2] Easy | 5K > 6K starter. Combos into 41236H~H without needing dash momentum, at the cost of a slight amount of damage. | Video | 32472 (PC) |
1.24 |
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H
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Anywhere | 144 | Everyone | 5K starter with tether attached. Tether conversion into HKD | 1.24 | |||
5K > 2D > 236K, 5K > j.D > Airdash > j.S > j.236S > WS 5[D]
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Corner | 183 | Everyone | Corner 5K starter. | Video | 88498 (PC) |
1.24 | |
(41236S) 5K > 2D > 236K, c.S > 6H > 41236H~H > WS Microdash 5[D]
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Corner | 187 | Everyone | Corner 5K starter with tether attached. 5[D] requires a microdash to connect consistently. | Video | 88500 (PC) |
1.24 | |
CH 6K, c.S > 2H > 41236H(~H)
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Anywhere | 136 | Everyone | 6K Counter-hit starter. No hard knockdown against heavyweights as the Kabari follow-up will not connect. | Video | 88501 (PC) |
1.24 | |
CH 6K, c.S > 2H > 236K > 2S > 2H > 214214P
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Corner | 171 (204 with Wall Break) | Everyone | Alternative 6K counter-hit starter that ends with a super. | 88503 (PC) |
1.24 |
S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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c.S > 2H > 236K, 2S > 41236H~H
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Anywhere | 156 | Everyone | [2] Easy | BnB c.S starter. 2H is a 1-frame frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. | Video | 88745 (PC) |
1.24 |
c.S > 2H > 236K, 2S > 41236H~H > 66RRC > IAD > j.236K > c.S > 6H > 41236H~H
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Anywhere | 182 | Everyone | [3] Medium | Carries almost wall to wall | 90624 (PC) |
1.24 | |
c.S > 2D > 236K, 2S > 41236H~H
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Anywhere | 150 | Everyone | [3] Medium | Alternative BnB c.S starter. 2D is naturally gapless, but can act as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. if the gatling is delayed. Requires dash momentum. Timing on the juggle is tighter than the 2H version, as the opponent is not launched as high; as a result Baiken must end with 2H > 236236S instead of 426H~H against heavyweights. | Video | 43622 (PC) |
1.24 |
c.S > 2H > 236K, 2S > 236236S
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Anywhere | 199 (232 with wallbreak) | Everyone | [2] Easy | BnB with Overdrive ender. Simple wallbreak from midscreen. | Video | 43506 (PC) |
1.24 |
c.S > 2H > 236K, f.S > 5H > 41236H~H > WS 6H/236236S
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Corner | 211/236 | Everyone | [2] Easy | Simple corner combo with wallbreak. | Video | 43373 (PC) |
1.24 |
c.S > 2H > 236K, 5K > j.S > j.D > AD > j.S > j.236S > WS > j.D/236236S
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Corner | 215/241 | Everyone | [3] Medium | Everyone except Anji | 88749 (PC) |
1.24 | |
c.S > 2H > 236K > 5K > j.D > AD > j.S > j.236S > WS > j.D/236236S
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Corner | 221 (Anji) | Made for Anji | A Tatami launcher like the combo above that works on Anji | 88751 (PC) |
1.24 | ||
CH c.S > 5[D], 2K > 6H > 41236H~H
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Anywhere | 180 | Everyone | [2] Easy | Counterhit confirm on close slash. Can be OS'd for non-counterhit by pressing c.S > 5H~D as the slowdown will "eat" the H input. | 88752 (PC) |
1.24 | |
AA j.S > j.D
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Midscreen | 70 | Everyone | j.S Air to air confirm. Can optionally airdash after the j.D to regain space. | Video | 88753 (PC) |
1.24 | |
AA j.S > j.H > jc > j.S > j.H > j.236K, c.S > 5H > 41236H~H > WS Microdash 5[D]
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Corner | 193 | Everyone | Corner j.S air to air confirm. The j.S must connect close to the opponent for the j.H to hit. | Video | 88754 (PC) |
1.24 |
H Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 2H/6H > 41236S > c.S > 6H > 236K > c.S > 6H > 41236H~H
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Anywhere | 179/187 | Everyone | [3] Medium | Meterless, high damage route for when corner is inaccessible. No hard knockdown against heavyweights as the Kabari follow-up will not connect. | 1.24 | ||
CH 6H, 41236S, c.S > 5[D], c.S > 5H, c.S > 5H > dl 236K, 2S > 2H , WS 236236S
|
Corner | 265 | Everyone | [3] Medium | Corner Counter hit 6H starter. Builds exactly enough meter for a 236236S finish. | Video | 1.24 | |
CH 2H/6H > 41236S, [ c.S > 6H > 236K ]x2
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Anywhere | 177/185 | Everyone | [3] Medium | Basic CH conversion. If you frametrap from c.S the extra RISC brings damage up to 239. Timing for 2H conversation is tighter than 6H. | Video | 43503 (PC) |
1.24 |
CH 6H > 236K, c.S > 6H > 41236H~H
|
Anywhere | 164 | Everyone | [2] Easy | No tether so it leaves them further away after. | Video | 1.24 | |
j.H > j236S > c.S > 2H > 236K
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Anywhere | 140 | Everyone | [2] Easy | Simple jump in Combo. Can also be done with j.S. | Video | 1.24 |
D Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2D > 236K , (66) 5K > jc > j.D > IAD > j.p > j.p > j.236S > WS > 5[D]
|
Corner | 179 | Everyone | [3] Medium | Meterless wallbreak in the corner. You will often see an opportunity to do this combo during your 50/50 mixup with TK Youzansen (j.236S) and/or 2D. You can substitute j.236S with more j.p's if you aren't confident in confirming into Youzansen. | Video | 88840 (PC) |
1.24 |
CH 2D > 236K, (66) 5K > 6H > 41236H~H
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Midscreen | 137 | Everyone | [3] Medium | Close range Meterless conversion into HKD | 88841 (PC) |
1.24 | |
CH 2D > 236K, 2S > 41236H~H
|
Midscreen | 120 | Everyone | [2] Easy | Further range meterless conversion into HKD | 88842 (PC) |
1.24 | |
CH 2D , 5K > jc(9) > j.S > j.D > IAD > j.S > j.H, c.S > 6H WS > 6H
|
Corner | 203 | Mids/Lights | [4] Hard | Meter-less wallbreak in corner from CH 2D. Drops on heavies. | 88843 (PC) |
1.24 | |
CH 2D , 5K > jc(9) > j.S > j.D > IAD > j.S > j.H, 5P > 5P WS > 6H
|
Corner | 190 | Everyone/Heavies | [4] Hard | Meter-less wallbreak in corner from CH 2D. Works universally, but just a bit worse than the route ending in c.S > 6H for Lights and Midweights. Recommended vs heavies. | 88844 (PC) |
1.24 |
- Charged Dust Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]~8 > j.H > j.D > jc > j.S > jc > j.SS
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Anywhere | 194 | Everyone | 5[D] overhead starter | Video | 1.24 | ||
5[D]~8 > j.D > j.S > adc > j.S > j.DD
|
Anywhere | 198 | Everyone except AN, BA, or HC | Can work on characters it usually whiffs on with precise delays, but if you're going to be precise just add an extra j.S to the other combo instead | 1.24 | |||
(41236S) 5[D]~8 > j.H > j.D > j.S > j.D > j.S > j.D > j.D
|
Anywhere | 226 | Everyone | 5[D] overhead starter with tether. | Video | 1.24 |
Throw Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
Throw > PRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H
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Anywhere | 135 | Everyone | [2] Easy | Simple grab combo with PRC extension. Slight delay after grab to get PRC instead of RRC | Video | 1.24 | |
Throw > 66RRC, dl.c.S > 6H > 236K, dl.c.S > 6H > 41236H~H > WS 6H
|
Near corner | 169 | Tested on Ky | [2] Easy | Leads to wall break as long as you're not midscreen. | 1.24 | ||
Throw > PRC, dl.c.S > 6H > 236K > c.S > 6H > WS 236K
|
Corner | 164 | Everyone | [2] Easy | Can be finished with either Kabari but second Tatami does a few points more damage | Video | 1.24 | |
Throw > PRC, dl.c.S > 5[D], c.S > 6H > 236K, dl.c.S > 6H > 41236H~H
|
Anywhere | 150 | Everyone | [3] Medium | Slightly more damage than other listed routes. | Video | 1.24 |
Special Move Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2369S > 66FRRC~j.H > j.236S ▷ 5K > j.D > 66 > j.S > j.D > j.236S WS ▷ j.D WB
|
Mid to corner | 215 | All | [3] Medium | Mid-to-corner TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using FRC to save meter. | Video | 1.24 | |
2369S > 66RRC ▷ 665K > j.S > j.H > j.D > adc ▷ j.S > j.H > j.D WS ▷ j.D WB
|
Mid to corner | 201 | Tested on KY | [2] Easy | Easier route for midscreen-to-corner TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. Needs a microdash before 5K. | Video | 1.24 | |
2369S > 66FRRC~j.H > j.D > 236K > 66 > c.S > 6H > 41236H~H WS ▷ 6H WB
|
Corner | 216 | All | [3] Medium | Optimal TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) corner combo. Can elect to end with Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32 for more damage and knockdown if you have enough tension. | Video | 1.24 | |
2369S > 66RRC ▷ 5K > j.S > j.H > j.D > adc ▷ j.S > j.H > 2369S WS ▷ 5[D] WB
|
Corner | 202 | Tested on KY | [2] Easy | Corner TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo using 66RRC for wallbreak. | Video | 1.24 | |
(41236H)~H CH, 5K > j.D > 7jc > j.D > j.214214P ▷ dl c.S > 6H > dl 41236H~H WS > 6H WB
|
Corner | 315 | Everyone | [4] Hard | High damage counter-hit confirm from a CH on Kabari's follow-up. Kenjyu bounces opponent away from the wall allowing for an extension. Jump-cancelling backward helps prevent them from crossing over Baiken. Delay on the second Kabari helps ensure wall splat | Video | 102710 (PC) |
1.24 |
CH 41236S > c.S > 2H > 236K > c.S > 6H > 41236H~H
|
Anywhere | 164 | Tested on Ky, Pot, Gio | [2] Easy | CH tether into HKD | 1.24 | ||
41236S > PRC~c.S > 2H > 236K > c.S > 6H > 236K
|
Anywhere | 159 | Everyone | [3] Medium | If you ever wanted to to convert a 41236S | Video | 1.24 | |
(CH)41236S > RRC~5[D] , c.S > 5[D] , c.S > 5H , c.S > 5H > 41236H~H WS
|
Corner | 262 w/Counterhit & 236236S WB ender | Everyone | [5] Very Hard | Optimal universal Fast Roman Cancel corner route for S kabari. Much easier to confirm into on Counterhit but possible on non-Counterhit. Builds enough tension to wallbreak with super starting from 50%, so long as you kara through Kabari for the startup tension. | 106745 (PC) |
1.24 | |
(Throw > 5K OTG > IAD >) j.236S > f.S > 5H > 236K, c.S > 6H > 41236H~H
|
Midscreen | 166 | Everyone | Crossup j.236S confirm with tether. Following the ender, an additional IAD j.236S will cross the opponent again. | Video | 1.24 | ||
(Throw > 28 >) j.236S, Microdash c.S > 6H > 236K, c.S > 6H >41236H~H
|
Anywhere | 160 | Everyone? | [3] Medium | Ambiguous j.236S Crossup after 6D knockdown. Superjump as soon as recovery on the throw ends and delay the j.236S until you're head high to Ky to crossup. Microdash c.S can be replaced by 5K. | 1.24 | ||
236P > 66RRC~c.S > 6H > 41236H~H
|
Anywhere | 170 | Mids/Lights | [3] Medium | Video | 1.24 | ||
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > c.S > 6H* > 41236H~H
|
Anywhere | 206 | Everyone | [3] Medium | Not holding 2 for a bit makes you superjump, prohibiting the jump cancel. *Use 5H if close to the corner. | 90626 (PC) |
1.24 | |
[2]369S > 66FRRC > j.H > jc > j.S > j.H > j.236K > 5k > 6H* > 41236H~H
|
Anywhere | 201 | Everyone | [3] Medium | Easier version of above combo that deals a little bit less damage. Does not require delaying j.236k. Jump cancel j.5h into j.5s for both of version with forward jump (9). 5k immediately after landing vs heavies. | 108863 (PC) |
1.25 | |
2369S > RRC > j.H > c.S > 6H > 41236H~H
|
Anywhere | 155 | Everyone | [2] Easy | Beginner TK Youzansen combo | 1.24 | ||
IAD > CH 236S > 5K > [2]9 > jS > jD > 66 > jS > jH > cS > 5S > WS > 5H
|
Near Corner | 202 (229 OD) | Everyone | [3] Medium | Near corner combo with Youzansen starter & Wallbreak; Super jump required after 5K to gain the proper height to finish combo. Can super for more damage. | 1.24 |