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<center>{{Character Label|GGXRD-R2|Baiken|size=42px}}</center> | |||
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== Introduction == | |||
Okizeme with Baiken is generally a question of choosing between mixup strength, safety against reversal DP/blitz, and coverage against reversal backdash. Against an informed and properly defending opponent, she does not get to all three, but she can still force opponents into dangerous guessing games on defense because of her high reward off a throw, strong selection of 50-50 mixups, meterless instant-overhead setups and very high damage output. | |||
With some precision and finesse, Baiken can cover almost all universal defensive options quite well. However constantly switching between her various okizeme options and keeping your opponent unsure in their reversal actions is generally the best strategy, since that is what allow Baiken to get away with her greedier, more threatening okizeme setups. | |||
The mindgame levels with Baiken's okizeme can be quite nuanced, and generally she gets much more reward out of punishing an opponent's defensive choices(be they passive or active). | |||
Okizeme falls generally into three classes: Tatami okizeme, which is overaly very safe and advantageous; classic safejump mixups, which are not as safe but have more mixup power, and meaty attacks, which are always-available, straightforward but have inconsistent reward and safety. | |||
For more detail, consult the user-friendly <big>[https://bit.ly/2ssp8nr The Baiken Handbook]</big> or the specialized <big>[https://bit.ly/2Ur3xMI Okizeme document]</big>. These are highly detailed, essentially complete resources that detail all currently known okizeme setups along with the thought processes behind using them. | |||
== Example Routes == | == Example Routes == | ||
Line 13: | Line 23: | ||
Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw. | Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw. | ||
=== | === Rokkonsogi Knockdown === | ||
==== Meaty | ==== Meaty Grounded Attack ==== | ||
* Mixup options: | * Mixup options: {{clr|K|6K}}, 2P{{clr|K|2K}}, {{clr|K|2K}}, H Kabari, {{clr|D|5D}} YRC | ||
* Strengths: | * Strengths: Easy, can beat backdashes | ||
* Weaknessess: | * Weaknessess: Weak mixup | ||
* | |||
==== Falling Tatami ==== | |||
* Mixup options: None without meter | |||
* Strengths: Very safe | |||
* Weaknessess: Weak mixup | |||
==== Safejump ==== | |||
* Mixup options: late airdash jS/jP/jH, empty jump {{clr|K|2K}}/{{clr|D|2D}}, safejumping jS, can do all these options after crossing up | |||
* Strengths: Good mixup and threatens to be safe from reversal DP, good sideswitch control | |||
* Weaknessess: Can be option selected, needs to call out backdash | |||
=== Kuchinashi Knockdown === | |||
==== Meaty Grounded Attack ==== | |||
* Mixup options: {{clr|K|6K}}, 2P{{clr|K|2K}}, {{clr|K|2K}}, H Kabari, {{clr|D|5D}} YRC | |||
* Strengths: Easy, can beat backdashes | |||
* Weaknessess: Weak mixup | |||
==== Falling Tatami ==== | |||
* Mixup options: None without meter | |||
* Strengths: Very safe, high advantage on block and hit | |||
* Weaknessess: Weak mixup | |||
==== | ==== Safejump ==== | ||
* Mixup options: | * Mixup options: late airdash jS/jP/jH, empty jump {{clr|K|2K}}/{{clr|D|2D}}, safejumping jS, can do all these options after crossing up | ||
* Strengths: | * Strengths: Good mixup and threatens to be safe from reversal DP, delayed high/empty low options both hit meaty | ||
* Weaknessess: | * Weaknessess: Needs to call out backdash | ||
==== | === {{clr|D|j.D}} Knockdown === | ||
* Mixup options: | ==== Run up with meaty grounded attack ==== | ||
* Strengths: | * Mixup options: {{clr|K|6K}}, 2P{{clr|K|2K}}, {{clr|K|2K}}, H Kabari | ||
* Weaknessess: | * Strengths: Easy, can beat backdashes | ||
* | * Weaknessess: Weak mixup | ||
==== IAD tatami ==== | |||
* Mixup options: None | |||
* Strengths: Very safe, high advantage on block and hit | |||
* Weaknessess: Weak mixup | |||
For other knockdowns and more details consult <big>[https://bit.ly/2ssp8nr The Baiken Handbook]</big> or the specialized <big>[https://bit.ly/2Ur3xMI Okizeme document]</big>. | |||
== Choosing an Oki Route == | == Choosing an Oki Route == | ||
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== Video Examples == | == Video Examples == | ||
<big>[https://bit.ly/2ssp8nr The Baiken Handbook]</big> contains video examples of okizeme setups. | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|GGXRD-R2|Baiken|size=42px}}</center> | ||
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{{GGXRD-R2/Navigation}} | |||
Latest revision as of 05:30, 13 December 2023
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Introduction
Okizeme with Baiken is generally a question of choosing between mixup strength, safety against reversal DP/blitz, and coverage against reversal backdash. Against an informed and properly defending opponent, she does not get to all three, but she can still force opponents into dangerous guessing games on defense because of her high reward off a throw, strong selection of 50-50 mixups, meterless instant-overhead setups and very high damage output.
With some precision and finesse, Baiken can cover almost all universal defensive options quite well. However constantly switching between her various okizeme options and keeping your opponent unsure in their reversal actions is generally the best strategy, since that is what allow Baiken to get away with her greedier, more threatening okizeme setups. The mindgame levels with Baiken's okizeme can be quite nuanced, and generally she gets much more reward out of punishing an opponent's defensive choices(be they passive or active).
Okizeme falls generally into three classes: Tatami okizeme, which is overaly very safe and advantageous; classic safejump mixups, which are not as safe but have more mixup power, and meaty attacks, which are always-available, straightforward but have inconsistent reward and safety.
For more detail, consult the user-friendly The Baiken Handbook or the specialized Okizeme document. These are highly detailed, essentially complete resources that detail all currently known okizeme setups along with the thought processes behind using them.
Example Routes
- This is the equivalent of the combo list from the combo page but for oki.
Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw.
Rokkonsogi Knockdown
Meaty Grounded Attack
- Mixup options: 6K, 2P2K, 2K, H Kabari, 5D YRC
- Strengths: Easy, can beat backdashes
- Weaknessess: Weak mixup
Falling Tatami
- Mixup options: None without meter
- Strengths: Very safe
- Weaknessess: Weak mixup
Safejump
- Mixup options: late airdash jS/jP/jH, empty jump 2K/2D, safejumping jS, can do all these options after crossing up
- Strengths: Good mixup and threatens to be safe from reversal DP, good sideswitch control
- Weaknessess: Can be option selected, needs to call out backdash
Kuchinashi Knockdown
Meaty Grounded Attack
- Mixup options: 6K, 2P2K, 2K, H Kabari, 5D YRC
- Strengths: Easy, can beat backdashes
- Weaknessess: Weak mixup
Falling Tatami
- Mixup options: None without meter
- Strengths: Very safe, high advantage on block and hit
- Weaknessess: Weak mixup
Safejump
- Mixup options: late airdash jS/jP/jH, empty jump 2K/2D, safejumping jS, can do all these options after crossing up
- Strengths: Good mixup and threatens to be safe from reversal DP, delayed high/empty low options both hit meaty
- Weaknessess: Needs to call out backdash
j.D Knockdown
Run up with meaty grounded attack
- Mixup options: 6K, 2P2K, 2K, H Kabari
- Strengths: Easy, can beat backdashes
- Weaknessess: Weak mixup
IAD tatami
- Mixup options: None
- Strengths: Very safe, high advantage on block and hit
- Weaknessess: Weak mixup
For other knockdowns and more details consult The Baiken Handbook or the specialized Okizeme document.
Choosing an Oki Route
- Explain the thought process that goes into picking an oki route.
This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.
Video Examples
The Baiken Handbook contains video examples of okizeme setups.