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* Difficulty | * Difficulty | ||
==== Super usage ==== | |||
*Use Burst Sanzu to kill, but use with caution, because burst is important. | |||
*Use Metsudo at the end of dustloops to push damage and stun without giving up burst. | |||
*Regular Sanzu has very bad minimum damage and is almost always not worth the 50 meter. | |||
*Using Sanzu to KD after a combo that leaves your opponent in danger of being killed by Yozansen meterlessly is good. | |||
==== RRC Usage ==== | ==== RRC Usage ==== | ||
* Prioritize using these RRCs to convert from hits that you normally cannot(easily) convert from. | * Prioritize using these RRCs to convert from hits that you normally cannot(easily) convert from. |
Revision as of 11:23, 31 July 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Consult The Baiken Handbook for more detailed(and printable) lists of combos. Baiken's combos are highly character specific and require a lot of quick-thinking improvisation, so this list is meant more to put out a list of extremely essential combos for beginners.
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Kum Haehyun is not included in "Females" since the robot does all the fighting. She is a superheavyweight, not a lightweight.
- Combos tagged "Position: everywhere*" are combos which work everywhere but do not knock down in specific deadzones on the stage, subject to some tricks that can make them knock down. These are discussed in more detail in Combo Theory.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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1 | 5K > c.S > 5H > Rokkonsogi | Everywhere | - | - | Universal | Easy | A Basic midscreen combo that almost always knocks down and can be easily adapted to always knock down by removing the c.S. |
2 | cS 6P 2S 5H > Rokkonsogi | Everywhere | - | - | Universal | Easy | Easy punish for DPs(or similar punishable moves) with crouching recovery; omit 2S for standing characters. |
3 | CH 2S/CH f.S > 2HS > Rokkonsogi | Everywhere | - | - | Universal | Easy | CH combo that lets you knock down from very far away. Also works from CH 6P. |
4 | 5K > 2D > Kuchinashi | Everywhere | - | - | Fails on VE, JO | Easy | Very basic but essential combo that leads into a better knockdown than combo#1. |
5 | 5K 2D > Tatami, jS jD | Everywhere* | - | - | Universal | Universal, but Harder on Ky | Good damage and corner carry. If Tatami jS does not combo, you have to learn to do Tatami dashjump jS, which takes a lot of practice. |
6 | 5D8 > jD > jD> jSPK > djc jSPSD > (in the corner)Youzansen | Everywhere | - | - | Universal | Easy | Simple 5D8 combo that you should not use, because it does relatively bad damage and does not knock down, but isn't utterly terrible. |
7 | 6P> jSPSD | Everywhere* | - | - | Universal | Easy | Simple antiair combo that is easy to do, but needs to be used with discretion and adapted to the situation because jD does not knock down at specifc spacings from the corner. It can be made to knock down by varying the buttons and which way you jump. |
8 | 6P 5H Kuchinashi , 5K5S jSD | Everywhere* | - | - | Universal | Intermediate | Bigger damage antiair combo that comes with more trouble and requires familiarity with the mechanics of the Kuchinashi>5K link. |
9 | 41236HS , 5K > 5HS > Rokkonsogi | Everywhere | - | - | Universal | Hard | Manual timing of the 5K can take practice |
10 | CH 41236H -> S, dash 2D jSD | Everywhere* | - | - | Universal | Intermediate | CH combo that works on normal hit if your opponent is bad at shaking out of Kabari(41236H) stagger. You can extend this even farther with Tetsuzansen > dash 2D > Kuchinashi > 5K, and can pump out more damage if you learn Tetsuzansen dash 6H 2D jSD instead. |
11 | 2D > Tatami, jSD, airdash, jSD, 5H Kuchinashi | Corner | - | - | Fails on Females | Intermediate | The dustloop. This is how you do damage. It has a ton of variations, and having at least this basic version of the combo down is absolutely mandatory to playing Baiken properly. |
12 | 2D > Tatami, jSD, airdash, jSD, Kuchinashi | Corner | - | - | Females only | Intermediate | The same combo, but it works on lightweights. |
13 | CH Sakura > IAD jSD | Everywhere* | - | - | Universal | Easy | Easy to do but fails if Sakura hit from too far away. You get so much more reward from the next combo that you really should not stick to this for too long. |
14 | CH Sakura > IAD tatami (or Kire Tatami), dash Kuchinashi, 5K fS > jSD | Everywhere* | - | - | Universal | Hard | Essential. A big part of how you can brute force your way out of a disadvantage and completely turn a match on its head. Corner-to-corner carry, very decent damage and gives full okizeme. |
15 | CH Rokkonsogi > 41236S -> S, dash 2D > jSD | Everywhere* | - | - | Universal | Intermediate | A decent CH Rokkonsogi combo that is easy to do and can be modified to do a lot more damage depending on the situation and character. It fails if rokkonsogi CHs them in the air, however. You need combo #16 for that. |
16 | CH Rokkonsogi > dash 2D or dash 6H > Kuchinashi, 5K > jSD | Everywhere* | - | - | Universal | Intermediate | For when you want more damage out of CH Rokkosogi on an easier hitconfirm. |
17 | CH Rokkonsogi, dash 2D > jSPSD, 5K > jSD | Everywhere* | - | - | Universal | Easy | For when knockdown and stability are your first priority. |
18 | CH Tsubaki OR Kikyou > dash f.S > jSD | Everywhere* | - | - | Universal | Easy | Easy combo from CH air azami followups that usually knocks down and is simple enough. You can get much more damage out of these starters, though they require more knowledge and finesse. |
19 | CH Kuchinashi > 6P > jSPSD | Everywhere* | - | - | Universal | Easy | Straightforward combo from counterhit Kuchinashi. |
20 | CH Kuchinashi > 5HS > Kuchinashi | Everywhere* | - | - | Universal | Easy | Same combo but with a Kuchinashi knockdown. Needs 5K 5H Kuchinashi on super heavyweights. |
21 | CH Ground Tatami, dash 6P > jSD | Everywhere* | - | - | Universal | Easy | The most basic CH tatami combo. |
22 | CH Ground Tatami, dash 6P > Kuchinashi, 5K > jSD | Everywhere* | - | - | Fails on Females | Intermediate | The other starter-level CH tatami combo. You can have a lot of fun with these if you are willing to go into character-specifics. |
Combo Theory
There a few key combo classes that Baiken uses, and the large amount of character-based variation in combos is a product of having to change up the moves or timings within these combo classes. However, the classes themselves remain relatively static and well-defined
Grounded Combos
Connecting with Tatami jS
- Tatami is +14 on hit
- Ky has a nasty hurtbox
- Tatami dashjump jS
- Tatami dash fS jSD
Connecting with Rokkonsogi
- Principal variable is distance. Secondary Variable is cumulative pushback
- cS Rokkonsogi
- lv4 moves > Rokkonsogi
Aerial Juggles
Kuchinashi loops
Kuchinashi is +7 on hit, and so can be followed up with 7f moves or slower. There are combos that cause Kuchinashi to hit late in actives but they are not treated here. The key variable to manage here is altitude. Because your go-to option for following up after Kuchinashi (5K) has very good horizontal range you will often be close enough to get it.
Corner jD Loops ("Dustloops")
The basic form of this combo is jSD airdash jSD, usually followed up with 5HS Kuchinashi, 6HS Kuchinashi or raw Kuchinashi.
Combo Choice
jD knockdowns and Walltech Deadzones
jD walltechs occur primarily when you try to end a combo in jD too close to the corner. You are basically trying to play basketball with your opponent: you want to land them as close to the corner as possible, but not too far into the corner such that they hit the wall; if you overshoot, you lose the knockdown. These are some things you can use to avoid walltechs from jS > jD combo enders.
- Skip a button, if possible: 5K fS jSD knocks farther than 5K jSD, and so your walltech might be because you overshot. Likewise jSPSD shoots much farther than jSD or jPSD.
- Do a neutral jump or backjump instead: This bizarre option changes the camera position relative to your opponent and "moves" the wall out of reach of a wallbounce. The best option by far; you should prioritize getting this as much as possible.
- Shorten the combo: This comes at the expense of losing you corner carry and damage and generally you can avoid doing this with intelligent combo choice.
- RRC the jD: jD RRC combos can be extremely hard to stabilize and are usually not worth the hefty meter cost. Generally you only do this from an air-to-air jPSD.
- If all else fails: give up the knockdown, double jump, and just take the extra damage.
Kuchinashi Juggles
- Using 2D/2H Kuchinashi on lights instead
- Difficulty
Super usage
- Use Burst Sanzu to kill, but use with caution, because burst is important.
- Use Metsudo at the end of dustloops to push damage and stun without giving up burst.
- Regular Sanzu has very bad minimum damage and is almost always not worth the 50 meter.
- Using Sanzu to KD after a combo that leaves your opponent in danger of being killed by Yozansen meterlessly is good.
RRC Usage
- Prioritize using these RRCs to convert from hits that you normally cannot(easily) convert from.
- Framekills are possible from: Tatami RC, CH Yozansen RC, frame-perfect jD RRC.
- Ending dustloops with jD RRC to kill.