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kaeru

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Everything posted by kaeru

  1. I've added a summary of all Baiken changes we know of to date to the first post, INCLUDING some clarifications from the ggac+r mook. Please feel free to post any errors you find or references to stuff missing !! THANKS !! Remember that this is Baiken's most difficult matchup in the game. A good Potemkin who knows how to exploit his advantages will always give any Baiken a hard time. That means you have to play very much on point 100% of the time. In +R the change to slide head is a welcome thing, since now he has to spend meter to combo off it. However.. it doesn't change how amazing his normals are and how he can keep Baiken where he wants her with them. On the positive side, I think Baikens new guard cancel speeds will actually help her a lot in this matchup in +R. Also I expect Zakuro will probably beat Potemkin's j.D, which is always a big problem for Baiken. Baiken was never meant to have a reversal. The new Yoshijin is not meant to serve this purpose and i doubt she will ever have a reversal-esque move. She has meterless dead angle attacks which are now all faster then the lowest possible hitstop in the game (except for exceptional reduced hitstop multi-attacks). This means she can hit people with them while the game is frozen in time. No need for invincibility when used properly. The old Sakura needed invincibility because it was very slow, and even after running through heavy hitstop of a high level attack, it might still not be active yet. This also meant that it was much more easily baited, and countered with a grab. You could use Yoshijin, but this was unsafe on hit (if not counter hit). Both had very heavy weaknesses against people who know the matchup. Personally, im really looking forward to having a reliable Sakura that is also my fastest most optimal counter. I'm also looking forward to Zakuro as it is way faster and more reliable then Yoshijin was. And the new Yoshijin can be started preemptively and will make a far safe anti-air then 6P. I imagine it will finally beat those un-anti-airable attacks that Slayer and Sol have (j.HS in both cases). As far as damage goes.. i don't know what to say. With 50 meter her 9 frame over head (Youzansen) leads to half an HP bar in damage. A counter hit tatami almost anywhere will get you tons of damage too. She has very strong damage output in the game. Sadly i suspect most of it is on NicoNico. There aren't really any dedicated people who grab all the videos from Nico and bring them over to YouTube, for GuiltyGear.
  2. I want to go to Halifax, but i have one single ultimately important question, awesome girl. What are the setups? i know you mentioned maritimers have settled mostly on HD. Let us know asap !
  3. i would have to go with "just different" being the intention with +R Baiken, but depending on how character specific her new combos are.. she might be flat out better. to summarize look at one of the main pillars of Baiken's game plan, her guard cancels. They've lost a lot of invincibility or had their invincibility moved around so they seem a bit less useful. But they've also been sped up as well. Even Sakura in +R has become Yoshijin speed in Accent Core. Basically it means it's easier to get counter hits when used properly, and will flat out get stuffed more often when used poorly. This makes them less frustrating for the opponent without taking away from the Baiken player at higher level. The next big change is the attempt to remove the "absolute" guaranteed knockdown on j.D. This might be mitigated by some of the new combos that are popping up, allowing Baiken to still keep hard knockdown in many situations. And lastly her damage output seems to be about the same. In fact, i might even say her damage output at low meter cost has improved (the 0% and 25% meter use range)! Those are just 3 aspects of the new Baiken and how i feel they are evolving in the next game, it would be cool if some of the other members gave their opinions on some of those changes. And of course the new properties of some of her normals and other deeper changes.
  4. Hi Kanta, welcome to the board ! You should check the Baiken guide stickied here. I am sure you will find more answers then you have questions for in there. Including some info about Youzansen FRC. Here is that specific part:
  5. That's an absolutely excellent question. I will have to guess that he counts as airborn, because if you hit him with anything while he's on scalpel, it counts as an air hit. That could mean it's possible to air grab him, but he could definitely hit you before you get off the ground (same goes for j.P). Perhaps a 1F jump? It would be really nice if one of the more experienced Baiken players could answer this.
  6. http://www.dustloop.com/forums/calendar.php?do=getinfo&e=502&day=2013-3-16 can MTL expect to see some TO here?
  7. http://www.dustloop.com/forums/calendar.php?do=getinfo&e=502&day=2013-3-16 Who's with me?
  8. Fixed first post, thanks for noticing it in the first place SHINIGAMI_mkl, and for clarifying Hellmonkey ! Weika, i actually thought it was a straight jump cancel when i first saw it, but then thought i must be wrong because the upward momentum is so linear. Often you can at least notice some sort of hop or change in direction or speed when there is a jump cancel, but it seemed like the upward momentum was somehow part of the original jump, that's what made me think my original impression was wrong. I shouldve tested it in AC first to make sure. Hellmonkey, i have a feeling connecting full screen 6HS is possible but character specific. We've seen the j.D whiff in that situation in similar combos, so it might be a bit tight. Who knows though, it might be the way to go on heavy characters falling too fast to get hit by j.D. I'm really glad they made 6HS take less guard bar off in combos, that change alone makes so many new Baiken combos viable and interesting. The puzzle building is more fun when you have more good pieces to put together.
  9. How about these 2 combos Youzansen RC, j.236K |> 6HS > j.KHS > j.236K |> 6P > Suzuran~412P (Zakuro) video Kabari (air hit), c.5S > 2D > j.K, delay, j.HS > j.236K, land, j.D video They're the only ones from the first post that have those links. Are they double jumped, in your opinion? I tried to find the slayer vid that you mentioned.
  10. I'm really excited to hear that, let us know if there is anything that can be done to help!
  11. Do you mean the baiken vs venom match? It's the only one i was a bit unsure of regarding whether the j.K was jump cancelled or not. Sorry if i am misunderstanding which match you mean.
  12. When he is bouncing on the scalpel i often get tempted to 6P him but it really doesn't work (unreliable at best), so resist the urge to do that. If he gets you blocking and you are worried about flower or he is not in range to youshijin, i suggest mawarikomi to change your positioning and escape. If you have a bit of distance, j.S is really well placed to hit him from a safe distance. I wish i had a more matchup knowledge to share in this regard but hopefully that helps a little bit.
  13. Maybe the 6K adds damage but makes the combo more specific? I wouldn't be surprised if slayer fell into the "very easy to combo" category. And 6K is a good move to throw into a combo, if it's possible.
  14. You can also see Zurai do it off 6P, 1 post up. It seems fairly versatile.
  15. nice, im so glad to see a strong 75 meter youzansen combo is still in the game, with Oki
  16. The main menu items are long winded and overly intricate, in french. It's just really amusing, not really about the matches :3
  17. i will be there tonight ! And yes i want french guilty gear ! (only cause no foonzo consoles seem to have it )
  18. Fujiwara, as always we all thank you for your contributions. Don't worry too much about updating the video thread, technically i could have done it for you. Thank you for continuing work on it and the vids you make, too. I am extremely hype for those combos in the last vid thread too !!!!!!! being able to end in j.D with Oki midscreen is an asset that will be EXTREMELY valuable to Baiken. I can't wait to learn the ins and outs of why it works and just how character specific it is. As for the 2HS back in the corner Oki combo.. wow... i don't even know what to say about that one. Depending on how character specific those 2 things are, Baiken is -extremely- strong in +R. (link for those who haven't seen it yet) EDIT: I think it might also be the reason behind the mysterious j.K attempts we've seen so many Baikens go for late in their air combos. What do you guys think?
  19. With a good starter, 5D Rapid Cancel against crouching opponents is going to be completely worth it, using the new combo paths.
  20. here are some really nice ones, pretty much everything this Baiken did in the match is BnB material. http://www.youtube.com/watch?feature=player_detailpage&v=L-z48Bti6ks#t=1090s Corner j.236K -> land, dash, 5f.S > j.S > j.D FRC, AD, j.HS > j.236K, land, 6P > Suzuran~412P http://www.youtube.com/watch?feature=player_detailpage&v=L-z48Bti6ks#t=1118s Mid Screen 41236HS (air hit), 5c.S > 2D > j.K, delay, j.HS > j.236K, land, j.D http://www.youtube.com/watch?feature=player_detailpage&v=L-z48Bti6ks#t=1123s Corner 6P (air hit) > sj.PSD FRC, AD, j.HS > j.236K, land, 2HS, 6P > Suzuran~412P (I've never seen this gatling to get them back into the corner, it looks REALLY awesome!) http://www.youtube.com/watch?feature=player_detailpage&v=L-z48Bti6ks#t=1152s Near corner j.S CH > j.236k, land, 6HS > j.SD FRC, AD, j.HS > j236K, land, 6P > Suzuran~412P
  21. this is a pretty impressive match i enjoyed quite a bit, and it involves a combo with 6P i've never seen before so far. It's also got a nice execution of the corner combo and a really interesting midscreen combo that ends in j.D and seems to score a true knockdown? I'm not sure if the Venom player just let himself go or not, but it seemed low to the ground so perhaps not. Definitely worth checking out. http://www.youtube.com/watch?feature=player_detailpage&v=L-z48Bti6ks#t=1059s Edit, Baiken in the match is Zairu
  22. This new combo finally has me seriously interested in CP Bang. And it can be used to convert 5B some ways away from the corner into 4 seals. This is what I've been waiting for. Too bad it probably absolutely requires a 5B starter and is probably character specific. It would be nice to be able to go into this combo string from mixup and not as a punish.
  23. I just wanted to say that i am officially hype for CP Bang, finally. http://www.youtube.com/watch?v=Axt4o6kNvZM EDIT:ignore the FRKZ stuff
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