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Hellmonkey

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Everything posted by Hellmonkey

  1. In AC, ending in j.D for a free knockdown, relaunch, or corner loop from almost anywhere on the screen is mandatory. Every time you do a youzansen, punch yourself in the face, that should work I'm not sure how often you play, but if it's spaced out a lot just go into training mode every now and then and mess around with her bnb combos. End everything in j.D, it should come naturally quickly.
  2. Oh, that's actually what i meant to write. Obviously you can't dash without going to neutral -_-
  3. I don't think you can call one better than the other because we don't have enough footage of either, but the people he is raping are actually quite good if you watch their other videos, hase is just on another level.
  4. wouldn't it just be 42147(s)? hase slayer is too fucking strong, I'm more impressed with him than niga.
  5. Millia-related or overall? It changes completely for every matchup. Against Millia I actually usually save it for a gold burst because it's free tension and it gets her off of you (and people rarely expect a reversal from Baiken unless they use super.. lol) Millia's wakeup game is in Baiken's face so it's not hard to hit with it. Having burst available is much more important than it's actual use vs most better players, so I try to save it until I think it's guaranteed tension or necessary to stop myself from taking a ton of damage (like almost anything from Eddie). I've mentioned momentum, but haven't really talked about it. Getting a knockdown or getting out of pressure and gaining momentum is one of the most important things to do and to see in GG. People can know mixups, have good reactions, poke well, but not pay attention to the flow of the match and still do poorly. Especially as Baiken, who doesn't have great pokes that net her easy damage (especially from the ground), being able to analyze a situation and see if it's worth the risk to try and beat something out (or if it's possible at all) is very important. Once you've mastered combos, know your okizeme, and have good defense, reading the opponent and setting up situations in which you're most likely to win is the next step to getting better. At that point the most important thing is experience.. I can try to explain how to fight matchups or what to look for but the only real way to learn it is to find it out by playing.
  6. You don't want to rely on chain in that match (or vs any other faster characters) because it's too easy for them to just avoid it/punish you. As for the other pokes, you use them the same way as against other people, the only question is in what situations they work. The focus of the match for baiken is zoning and keeping momentum, since Millia's poking game rapes baiken hard if you aren't careful with it. Don't poke with ground tatami in this match (or almost any other lol). I'd give more specifics but it's been a while since I've played the match and I don't really remember, if you're having trouble vs a certain playstyle or move that'd be easier to answer.. As for anti-airing, try jumping at them with j.P preemptively. Falling/jumping away j.S works great (like against most), be careful with 2S on the ground because it IS pretty slow. If you do get knocked down, good luck. You have to react to her overheads, throws, roll throw etc or you will die. Good Millias don't make it easy.
  7. Anything in particular you're having trouble with? Your goal should be to keep her out and keep her away from the pin if she's used it. How you play it really depends on the Millia you're fighting. Lots of j.S like always, 6P as main anti-air. Millia has a good mindgame for the first few hits which allow it to be used against Baiken like against anyone else, so you have to block well and punish or escape when possible.. basic stuff. Don't advance stupidly at her from the air or she gets free counterhits. Her hitbox is kind of hard to combo on so make sure you know what combos to do. If you do get momentum, Millia dies quickly so use youzansen or whatever your the options are to get in depending on meter and spacing whenever possible. That's all I can think of for now
  8. j. hS, D? You mean j.SD ad j.SD with a third j.D before you land? That's not fastfall, a delayed j.D is pretty hard to get and doesn't work on everyone. Against normal weights with bigger hitboxes it works best (like testament). You want to launch them higher than normal (like off a midscreen j.D ad j.tatami). Land and sj j.SD, then delay the j.D after the air dash j.S a little bit. Make sure your air dash is as high as possible. That's all there really is to it, it's pretty tough to get down 100%, and is fairly situational. Doing fastfall combos with air dash j.PD do about the same damage and work at my more heights and for different weights.
  9. cap everything you can as long as it includes baiken
  10. I had this problem with the sanwa I had in my modded T5. Turns out it just got really dirty, but when I cleaned it it also got rid of the grease they put on it. I tried using some cheaper lubricant but it got dirty pretty quickly, I recently ordered a new sanwa stick to put in along with the grease they have on it when you buy it, incase it happens again.
  11. Most of the iad j.D stuff requires you to be max or almost max distance with your tatami FRC, and in the corner. They aren't much more damage for how difficult they are to do, so while it's always better to know the best combos, I don't think they're worth spending too much time on for practical use.
  12. The Baiken guide explains the seals (although that's the next thing I'll be revising) During your air dash, when you are otherwise vulnerable you can slashback. First of all, this acts as a normal slashback so you can slashback moves this way where you would have been hit before. Also, this causes (some) characters to fly further in their air dash, and causes the character to turn around in the air as if you had superjump or doublejumped even if you only did a normal airdash. Useful for making up space after a knockdown to get a better meaty (for baiken).
  13. when nobody posts questions here, it's hard to post answers to everything!
  14. People who have graduated Reload?? :psyduck:
  15. Hey, if it gets big enough maybe I'll travel out if something is held in the Summer. I want to visit Sweden, I've been around most of the rest of Europe!
  16. :vbang: Moderator Wait.. from a SOL player.... ちょwwwwwwwwwwwwwwwwww
  17. shruug. If you can put a better format on the way I listed combos go ahead and change it, I'll leave that to you <3 Also, what I've mainly done is give basics and hopefully a general understanding of her moves. I'm wondering whether I should add more beginner level stuff or let people learn from the ground up with what is there. PS i luv my star
  18. It's like the California of Europe. Without the illegals
  19. Updated/added tons. Order to do the rest: fix up GC section make GC combo section add beginning sections for baiken terminology and rewriting intro to make it more appealing (move slash change stuff to the end or remove) make section devoted to hitstop and why it matters, separating it from fastest guard cancel section "AC, Option Selecting, and you!" standardize the notation on all of the combos (need ideas on this- what looks the best to you?) writing "Keeping pressure on" section Add "bursting" section with offensive and defensive portions. Offensive concentrate on not only when to expect and how to bait the bursts, but how to analyze your opponent's bursting patterns, which oki/mixups/poking to use to make them burst because of it. Defensively analyzing how/if they bait combos, and baiting accordingly. Gold bursting. Eventually: Possibly pull all relevant data from the guide and put it here, so it's a 1-stop way to master Baiken Overall reorganization of the guide to make it easier for new people- I need suggestions of how to do this, many have expressed that the guide was very complicated and made it hard for them to try and learn. I'm reluctant to add a "noobie section" to the beginning because I think it's important to get all of the basics down so the player doesn't hit a ceiling later from missing key aspects of gameplay. How to practice effectively and retain things you've either practiced or read when you actually play. What to focus on to actually improve. DEFENSE. Everything about defense. How to look for moves to guard cancel while still dealing with throws, tick throws. Analyzing opponent's method/frequency of baiting counters and abusing it. When to backdash. When to 1F jump. When to counter-throw. (General, not character specific) More in depth discussion about analyzing when to be on the offensive or defensive, when to bait for block -> 1f guard cancel. Methods of getting inside the opponents head by mixing up strings that look like ticks but punishing or the opposite and throwing. How to deal with certain styles of gameplay. (General, what style to zone, pressure, what to look for). Maybe before my fingers fall off: Maybe not threads, but a seperate section for each character. All relevant info would be either moved or copied there (not sure if it's better to keep combo stuff by itself or what). Main points: counterable moves, moves definitely not safe to counter, how to deal with specific styles of play for specific characters, best moves to poke with, pokes to watch out for, what spacing you want while poking around, what spacing you want on their wakeup, specific setups/oki/pressure/baiting for supers or forcebreaks and how to expect them depending on the opponent's meter. Full list of a few of the best combos to use for each situation with characters it works on listed. This should be unnecessary if people learn from the rest of the guide, they can find all of this themselves. God that's a lot. I'm so dedicated It took a final to study for to get me to do this, lol. Input is essential! Should I bother going into more advanced stuff at all? Should I do more about technical/frame data, which really helps understand how the game works and lets you find out everything yourself, or "feed" it instead? Should I bother going into the mind game behind all of the different aspects of gameplay? There is nothing as effective as DOING, which applies for both finding stuff out and practicing in training mode as well as playing against other people and applying what you learn to improve. I am always open to answer any questions anyone has. Writing this stuff up, in fact, even helps me get my thoughts together and lets me continue to improve (it's very easy for me to go to offcharacters since my Baiken mainly requires opponents to hone my game at this point) If there is no interest, I'll get everything done eventually just to have it done.. but I'd prefer that not to be the case obviously
  20. Option selecting your ground throw as slayer in this is a MUST imo as both characters have such long throw ranges so while it's too dangerous for some other characters, slayer can react to throw attempts or even simply her getting to close with it really well <3 (use c.5s obviously, 7 frames lol.)
  21. I believe in the strength of Shinjin Baiken. Don't let me down.
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