Zakuta Asura
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The Good, the Bad, and Ugly as Hell Baiken Matchups
Zakuta Asura replied to THE SERAPHIC 1's topic in Baiken
おうれん -
TATAMI > HJC9 > JP-D > AD > JP-D That's if you manage to land it. It's possible, but it's kinda hard. You're better off using Tatami combos only if you have tension for FRC. If you do manage to square the above combo, and do JP-D with the quick fall, you should be able to squeeze in 5S(F) > JC > JD, which will still knock her down. 2K > 5S© > 2D > JC > JD Possibly the best standard combo option against May. If you have no tension, then cancelling sweep into j.D is the best thing to do. If you have tension, standard D-Loops need apply (JS-D > AD > JS-D or quick fall combos).
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It doesn't beat DPs. You simply recover quick enough to block a reversal attack (any kind, besides an actual reversal itself). If the opponent tries a normal move, the j.K will hit deep enough and will always win, getting you a free launch into combo. The only option the opponent has is to backdash or use a proper reversal attack.
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+ counters are better (P, H and D being the best ones, S not that far away and K's speed a bit faster? The animation is certainly different). They will actually leave your opponent hanging! - damage is down, but with FRCs can get some real good damage in. At least she gets guaranteed knockdowns now. yay? +/- Tatami for me is dabatable. YZS > RC > COMBO midscreen is weakened/harder, need more tension to get better results...hard/impossible to combo some characters after mat without FRC. Air Tatami on normal hit won't guarantee you good stuff unless you're in the corner, CH it's STUPID GOOD. Normal mat I already explained, but on CH it's STUPID GOOD again. So really, I dunno if I should actually make it a + or a -. + Throw into meaty is harder, but throw in the corner is REALLY GOOD. + j.D comes out faster and recovers faster, combo potential is a tad better - Old good loops are GONE, GONE, GOOOOOONE! - YZS combos not as good as before...normal results in the corner however (as stated before, but needs it's own section!) As someone said in this forum, Baiken is better because her counters are better - then you add in the fact that she can score knockdowns easier. Can very easily sit up with the top tiers, though she doesn't have nearly as many good matches as Eddie and Testamant. I still think she's awesome though ... but I have been using Millia lately .___.
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Johnny is indeed a bitch to combo...baleeeeedat~ CORNER: 2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S©[1] > 2H > JC9 > JD > SF(S) > AD > JH > AD > JD [175 DMG] Nice looking combo and does aaaawwwlright damage - plus you get knockdown if you do it perfectly. If you're deep in the corner, you can replace the first AD > JH with a JD instead.
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I love Millia - more than Baiken currently. Some combos I'm writing in my ever growing list of combos for characters: SLAYER Normal: 2H > JC > JK-D > AD > JK-D > AD > D 2H > JC8 > JH > AD > JK-D > AD > JD (CLOSE-MED RANGE) 2H > JC9 > JP-K-D > AD > JD > AD > JK-D (MED-MAX RANGE) 2H > JC8_9 > JS-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H Corner: 2H > JC7 > JK-D > AD > JK-D > AD > D 2H > JC8_9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H 2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S© > 2H > JC9 > JS-H > AD >JD > AD > JH > SF(S) > 6H (CLOSE-MED RANGE) Throw: DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD DASH > 5S(F) > 2H > JC9 > JD > AD > JK-D > AD > JD > SF(S) > 6H DASH > 5K > JC9 > JK-S-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H CHIPP (similar combos to Slayer, slight variations here and there) Normal: 2H > JC > JK-D > AD > JK-D > AD > D 2H > JC8 > JH > AD > JK-D > AD > JD (CLOSE RANGE) 2H > JC9 > JP-K-D > AD > JD > AD > JK-D (MED-MAX RANGE) 2H > JC8_9 > JS-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H Corner: 2H > JC > JK-D > AD > JK-D > AD > D 2H > JC9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H 2H > JC9 > JK-S-H > AD > JH > AD > JD > LAND > 5S© > 2H > JC9 > JS-H > AD >JD > AD > JH > SF(S) > 6H (CLOSE-MED RANGE) Throw: DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD DASH > 5S(F) > 2H > JC9 > JD > AD > JK-D > AD > JD > SF(S) > 6H DASH > 5K > JC9 > JK-S-H > AD > JD > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H ABA Normal: 2H > JC8 > JP-K-D > AD > JK-D > AD > JD (CLOSE RANGE)* 2H > JC9 > JP-K-D > AD > JK-D > AD > JD (MED-MAX RANGE)* 2H > JC9 > JH > AD > JK-D > AD > JH > SF(S) > 6H HITS > 2H > JC9 > JK-D > AD > JK-D > AD > JD DASH MMT > 2H > JC9 > JK-D > AD > JK-D > AD > JD *can use if carrying dash momentum Corner: 2H > JC9 > JS-H > AD > JD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H 2H > JC9 > JK-D > AD > JK-D > AD > JS-D > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H (MED RANGE) 2H > JC9 > JK-D > AD > JK-D > AD > JD > SF(S) > 6H Throw: DASH > 5S(F) > LUST > LONG (use only when ABA is in Moroha mode or somewhere near the corner) DASH > 5K X 2 > JC9 > JK-D > AD > JK-D > AD > JD DASH > 5S(F) > 2H > JC9 > JK-D > AD > JK-D > AD > JD > SF(S) > 6H Only tested this combo against above characters so far, works on all of them... Sliding (LUST > LONG in corner): 5S© > 2H > JC9 > JK-D > AD > JH > AD > JS-H > LAND > J(9)K-S-H > AD > JD > AD > JH > SF(S) > 6H
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I don't watch combo videos at all...but that was pretty cool. Always knew FRC YZS had potential and Baiken still has fancy-pants combos.
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ABA 2H throw inv. is from 13~18F, not 3~18F :P
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I see :D Man this character is SHIT! =D I did get to squeeze 6 BL's after a throw into MoP though. I might actually have to put a little time into the character proper =p
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With Baiken, you have to dash in a bit before doing 6K > BL otherwise the BL will only hit once. With I-No, you can happily do it w/o a dash and well...everything else is history :p
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Even easier on I-No...lol
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I don't think there's really any point doing 2D > JC > j.P stuff unless you're carrying dash momentum or simply doing a sweep...or have bar even (but in that instance, you may as well do 2D > Tatami FRC instead). I've always done 2D > JC > j.P-S-P-K > JC > j.-S-P-K-YZS on Johnny and May though. I'll just have to do j.P-S-P-D instead if that connects. Combo works on Chipp too, but it's a tad tougher.
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Light characters you just do 2D > j.D anyway.
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The only poke you don't do j.D from is 5P - it's pretty much worthless there. JC j.D is simple though, just tap 9 for the jump and wait for the time you leave the ground and press D. Don't wait too long though.
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You're better off not using it on it's own. You have to input the FRC just after a move you hit and cancel into a YZS with. If you really want to FRC the YZS by itself, then you may have to switch the buttons you FRC with. >>mtfighter 25% for Baku, then 25% for the main effect including the sealed button. The Baku counter itself has a lot of range (can contend with Axl's 2P at almost max range), so it's worth using.
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Yeah, just do the motion in recovery, hold any upwards direction and press the button...you'll always get tk.BL this way.
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Tatami > j.P-S-D > AD > j.S-D works...the standard shit. Though Johnny does seem hard to combo...try anything else and he's already hit the floor :<
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c0mboz for light characters, have to judge the distance a tad, though as you know, you can delay BL from 5H a little and it'll still combo: 5K > 2S > 5H > BL > tk.BL > tk.BL > MoP 5H > H EXE > FRC > dash > 6K > BL > tk.BL > tk.BL > MoP
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I suggest that if you want to find the fun combos, you use AD j.P-D more. Also, you can do hj.P-S-D > AD > j.D in some situations (always on lights) ...in past games, you had to FRC or get the right distance to land this. And you can still do good damage even with j.P - just that you have to pressure more to get the damage you want. After a few blocked attacks you'll start CASHING IN~
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Baiken's oki is pretty good still. Meaty j.K and j.H are awesome - maybe moreso for j.K because you can mix between j.K > 2K and j.K > j.D both of which you can easily combo from, depending on how you approach your opponent or where they are. You'll land safely agaisnt 99.9% of attack when using j.K and if the opponent backdashes, you're not in a bad position, unless the character you're facing off against has a good fast backdash. 6K also works but you lose out on the throw invincibility, but you can just chain into 2H after for a simple guard balance increase. Pretty good I'd say. You need not worry about dragons ever again! =p Baiken still does a lot of damage - it may be harder to clock it, but I feel it's worth it...and it's frikkin hard to time YZS RC > IAD Tatami, which works much better than a standard mat!
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Hay guys, I was playing today and Baiken's normal throw did NO DAMAGE - wassupwitdat??
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Anyone else thinking that Baiken's combos are more awesome than before? I mean, I'm having more fun getting YZS > RC > IAD Tatami > Air Combo than doing just a regular mat in the air...and the S > j.D and 2D > j.D combos too - as well as the many variations of the original dust loop. I didn't think Baiken would change much at all from Slash > AC, but she's just too much in this game :D
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That works fine - 2 different combos for standing and crouching ABA =p
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Well, I figured how they work - got the timing for it down now. I like how 2K -> 5S -> 2D doesn't combo on ABA with no dash momentum, she gets hit too far away...has it always been like this, I can't be bothered to throw in Slash now...lol =p
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AD j.P-D combos are quite tight - Baiken's landing speed can variate between normal and really fast, not just one of the two.