GGST/Baiken/Strategy

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General Strategies

Close range

Midrange

Fullscreen

Anti-air

Jump-in

Defense

Pressure

Midscreen

Corner

Okizeme

Throw

Baiken has a "4-way"* mix Tatami safejump available to her from a successful throw. It is safe to 7f reversals, and can true blockstring into a low (2K/2D) or a high (TK Youzansen (j.236S)). It is performed by inputting either a neutral or forward jump after Throw, followed immediately by Air Tatami (j.236K). Video Example

The most ambiguous version of this setup is performed by always doing the forward-jumping version, but slightly delaying the Air Tatami (j.236K) in order to hit same-side.

(* technically a safe left/right mix followed up with a safe low/high/throw mix)

6K > 236K

The light starters lead to lower reward, but you can still get IAD jH as a safejump against 7f reversals. For example, you can get 5P > 6K > 236K from a very close jab, granting you access to a 5-frame punish or as a smart mash in some rare situations. From farther away you can do the same with 2K or 5K into 6K > 236K.

After the opponent is conditioned to block, you can occasionally IAD jS instead. The air normal whiffs and allows you to sneak in a Throw (which would still beat DP if the opponent decided to go for that option for some reason).

2D

An advanced version of the setup above can be done with 2D(2)>236K followed by superjump IAD jH. The added height from the superjump, gives you access to a high-low 50/50 by cancelling jH into j236S or landing for 2K. From either of those you get a combo that loops into the same situation, allowing you to vortex your opponent with jH safejumps.

41236H~H (H Kabari)

Fighting Baiken

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