Zenpou Tenshin Posted December 9, 2007 Posted December 9, 2007 Hello everyone, I just started playing with baiken 2-3 days ago and I really need some help. 1.) what are baikens good air and ground pokes? 2.) What's her basic corner throw combo (should involve the dustloop). 3.) What's a good midscreen and corner dust combo of baiken? Thanks, ZT
RageBot Posted December 9, 2007 Posted December 9, 2007 There is the Baiken 101 thread, it should answer all of your questions.
Darksoul173 Posted December 20, 2007 Posted December 20, 2007 Dont know if its been posted yet but here is a little throw combo i like to use kinda for flashiness throw d.2K cS jD frc adTATAMI land cS jPSD adSPSD works on TESTA if its already known (which is probaly is cause im the most un-original dude ever) sorry for this if not than hey hoped it helps
Hideki Posted December 28, 2007 Posted December 28, 2007 I played Baiken seriously on Slash, and now i want to come back to her as my 2nd character. I can do all her basic D-loops and combos, but still have a few questions: 1) Any damaging n.D combo besides her classic [n.D> j.S, j.HS, jc.S, j.D, j.S, j.D, 66+j.S, j.D, j.D], since this one doesn´t work on certain characters or if you´re too far away from the corner? 2) It´s any other way to make a 2nd rep. of the D-loop besides frc´ing the last j.D? 3) Her s.K beats throws? 4) And finally, are his baku unblockable combos so so bad? I´ve never seen Sharon or any other Baiken player use them, and they look pretty cool. Also, about what Zakuta Asura tell on the Strat guide... what do you mean bu meaty burst, just throw it out in their face when they wake up? Thanks in advice. ^^
rtl42 Posted December 28, 2007 Posted December 28, 2007 1) Mostly agreed, although for the characters it doesn't work on, you can modify it a bit by tossing in more j.Ses at the beginning. Anyways this isn't really an answer to your question, so don't mind me. 2) They are specific to your set-up -- check out the fastfall combos section in the Baiken guide. 3) Her 6K / f.K beats throws. 4) It's not so much that it's so so bad as that it's extremely situational, so unless you have mastered all of Baiken's match-up specific stuff and then want to get into obscure tactics, it may not be so relevant. But that's just my opinion. 5) "Meaty" means "time your move so that it is active while your opponent is getting up," so that if they don't block as they wake up (i.e. try to jump, backdash, or do a non-invincible attack), they'll get hit. So it's not quite "throw it out in their face when they wake up," but almost.
Hideki Posted December 28, 2007 Posted December 28, 2007 Thanks a lot for the help. ^^ I´ll check out those fastfall combos and practice the meaty bursts.
Hellmonkey Posted December 29, 2007 Posted December 29, 2007 There is some variation in her 5D combos: when she's midscreen or further away from the opponent generally you want to just do j.S j.S instead of throwing a HS in. Also, you may need to delay your second j.D so you're lower. There are some times (against ABA mainly that I've seen) where you want to use j.K or j.P instead of j.S, but it's fairly uncommon. Once you get a good feeling for where her move's hitboxes are and the hitboxes of the rest of the cast you'll learn when to use which combos, there are too many different situations to write out each. To get the second rep of her dustloop without tension you can either do the fastfall combos, or against a few of the lightest characters you can do j.SD SD 5S [j.S] j.D, since they're light enough not to land after a low corner j.SD. Her 6K is throw invincible during it's startup, so you want to time it so when they wake up, it is still at the end of it's startup (not meaty). If they perfectly 1 frame jump, they will escape it like this, but this way if they reversal throw it will whiff and you'll get a counterhit. This will also punish some backdashes, and if they do try to jump but don't FD fast enough you will catch them. It will lose to fully invincible moves, but it's hitbox is great for hitting certain things like anji's HS fujin, which are otherwise very hard to punish. Her baku are great when used correctly. They can punish almost any move in the game if you buffer it before your block (it's in the guide.) Because there is no proration on it, you can get some big damage if you land it counter-hit, and the followups can completely change a match around. I would recommend learning her without it first though, because it isn't something to rely on.
Linuka Posted January 2, 2008 Posted January 2, 2008 Quick thought: After you do her 6K when they wake up, I usually follow it up with a 2HS, and then 2D,mat loop. Is there a better option than that? I just do what comes natural, I'm sure there's something better though. Also, is it possible to follow up the Dust Baku with a combo, as opposed to one of the stupid counters, that take 25% MORE Tension for (arguably) little payoff for the tension? Heh, thanks (once again) btw, my dust simply consists of D,j.s,j.s,j.s,D,j.s,D,D (if they're properly aligned, of course)
Hellmonkey Posted January 2, 2008 Posted January 2, 2008 if it lands go straight into tatami or 5HS tatami for most damage
tolore Posted January 3, 2008 Posted January 3, 2008 off of the baku counter if you hit them while they are aerial you can dash forward and 6.H->jc-> j.s -> j.d -> air combos.
Hellmonkey Posted January 3, 2008 Posted January 3, 2008 on a ground counterhit generally you want to follow up with 5HS, on air CH use 5S or 6HS. I think you can land a 2K after a regular hit but it's tight timing.
Frank Cue^Bacon Posted January 5, 2008 Posted January 5, 2008 After a throw in a corner, I do tatami, but sometimes it doesn't launch. Is it because I'm not close enough, or is it character specific?
Hellmonkey Posted January 5, 2008 Posted January 5, 2008 the tatami will launch everyone- the timing is somewhat tight. Against medium and heavy characters, it's easiest to just run up and 2K 5S j.PSD ad SD, and against light characters the most damage you can get is from dash 5S 2D j.SD ad SD. Generally I use tatami PSD ad [P]SD on mid and heavy, and 5S 2D on lights.
Hellmonkey Posted January 5, 2008 Posted January 5, 2008 I remember it not launching vs Axl when I played against some in Japan- it might never work against him, I'll check it later
Frank Cue^Bacon Posted January 6, 2008 Posted January 6, 2008 I think you might have answered my question, but... I meant while you're in the corner and your throw and make them slide and while they're on the ground, I do the tatami, and sometimes it launches and sometimes it doesn't? Is that what you meant by 'it takes strict timing'?
Hellmonkey Posted January 6, 2008 Posted January 6, 2008 Who isn't in launching on? Apart from Axl I don't remember it not launching against anyone.
Frank Cue^Bacon Posted January 6, 2008 Posted January 6, 2008 Venom, and I guess I can cross Axl out.
ghost333 Posted January 6, 2008 Posted January 6, 2008 hmn i had always problems with hitting after jc>iad my iad is not so close to the ground to hit i use the 9,6 method but i cannot connect a hit on the ground the only way i usally use it is when the enemy is on air but i have see a lot of fights and cv with iads after s or 5 hs ...any hlp? thx in advance
Hellmonkey Posted January 6, 2008 Posted January 6, 2008 You can IAD and combo off of 6HS, 5HS is not cancellable, and you can't connect after a normal 5S.
ghost333 Posted January 7, 2008 Posted January 7, 2008 yea sry i meant 6hs and i think u can cancel s (the fast slash not the vertical one)
rtl42 Posted January 9, 2008 Posted January 9, 2008 connecting 6H -> iad.j.S will work on everyone standing except for Faust and Zappa. It will also work on Potemkin when he's crouching. Unfortunately, against May, even though j.S will connect, nothing else will connect after the j.S, so it's not worth trying. It's also distance dependent, so if you're trying to do it in training mode, you have to make sure you're at the default starting distance, or around there. By the way, 6H -> iad.j.P works, is easier, and if you hit 6H against a crouching opponent, the j.P will whiff but you'll be sorta safe (at least, safer than if you whiffed a j.S). If you're positive the 6H will hit them standing, then don't worry about it; it's just something to keep in mind. Regarding f.S, that only works on counter hit. lol Good luck hit-confirming that. The only CVs I remember seeing f.S -> iad combos are one from #R, and the first AC CM, where Baiken put Potemkin into counter hit state with Baku.
Zakuta Asura Posted January 10, 2008 Author Posted January 10, 2008 Fortunately, you can kinda hit confirm CH f.S > Tatami, so not all is lost 8)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now