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Posted

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

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  • 2 weeks later...
Posted

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

Posted

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. ^^

Posted

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.

Posted

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.

Posted

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)

Posted

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.

Posted

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.

Posted

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.

Posted

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'?

Posted

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

Posted

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.

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