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suru

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Everything posted by suru

  1. moonless: I'm not telling you to not try at all. I'm saying that 5s is better than 2d, and they should be equally easy to link. zakuta: The people I play all burst at j.s, since it's basically guaranteed. I don't know of a good way to bait at this point without missing the link if they don't burst.
  2. Illogical: actually *you* should tell your friend not to burst there. Teaching people how to fight against Baiken will in turn teach you not to do things that wouldn't work on better players. In other words, making your opponents better will make you better also. moonless: sweep prorates, so I don't know why you'd use that. 5s JC j.s, etc. should be easy to link from a blocked burst. 6h-2d JC j.s, etc. if they bursted really high up. 6h xx 63214k after an untechable launcher is pretty good as burst bait, though the good players tend to burst before the 6h connects. Almost everyone I play will burst this at some point, since it simply leads to too much damage. More recently I've been seeing a lot of j.s-d FRC, block burst in match vids. I wonder if they're just getting lucky or if the FRC is done on reaction >_>
  3. First of all, there's no reason to burst a throw combo, as it doesn't do much damage. Second, if you're going to burst it, you'd burst at j.s, not 2d. 6k xx 236k keeps them closer. Half the time I get CH 6k from pretty far away so 6k-5h xx 236k wouldn't even land. 6k xx 41236h is okay, but keep in mind that the chain is a really fat opening in a lot of matches (Slayer can mappa you, Sol can GV out, Axl can catch, etc.). 6k, 5p/2k/throw is fine too. 2h/6p are mostly interchangeable. I personally like 6p because it's safer, and you actually have time to hit confirm. I-no actually can't do much about a lot of Baiken's normals ... j.s, 5s(f), 6p, 6h all shut her down pretty hard. I-no's 6p and 2s are good though. Tatami is particularly effective against I-no also. And you can 6p through her notes/chem-ai.
  4. 6k is slow, parry that shit :P Baiken vs. Jam is massively in Jam's favor. Arcadia had it at like 6-14 IIRC, making it one of the worst matchups in the game. I don't always understand their rankings, but from the Jams I've played I think I understand this one.
  5. Ky should be double launched if you're starting from the ground, because he's a chubby bastard. If you AA him he's cake. I-no is standard loop.
  6. Situational isn't a bad thing on its own, but you have to consider how limited the situation is. If 2d will beat 6k in all cases except for one or two, 6k isn't really a good response in general. In reality, Baiken doesn't have good ways to beat 2d most of the time. 2d is a problem because, combined with dp, it prevents you from really playing offensively. I don't know of any safe way to play rushdown against Sol because while dps can be baited and punished, 2d is hard to do anything about. Yoshijin only works provided Sol actually follows 2d with anything. If he just 2ds and then stops, Yoshijin won't counterhit, and Sol gets free combo. One other random thing about Sol matchup - he can Grand Viper your chain on reaction.
  7. Situational isn't a bad thing on its own, but you have to consider how limited the situation is. If 2d will beat 6k in all cases except for one or two, 6k isn't really a good response in general. In reality, Baiken doesn't have good ways to beat 2d most of the time. 2d is a problem because, combined with dp, it prevents you from really playing offensively. I don't know of any safe way to play rushdown against Sol because while dps can be baited and punished, 2d is hard to do anything about. Yoshijin only works provided Sol actually follows 2d with anything. If he just 2ds and then stops, Yoshijin won't counterhit, and Sol gets free combo. One other random thing about Sol matchup - he can Grand Viper your chain on reaction.
  8. I'm pretty sure sakura only hits against 2d while Sol is recovering, so you'd have to sakura the 2d itself, and this is not a good idea (gunflame will trade - advantage Sol, and Bandit just goes over it). 6k will only beat 2d if a) you do it first, and b) you're doing it at max range. 6h is risky to be playing guessing games with. 2d isn't an unbeatable move, but a lot of the time he just sticks it out and wins for free.
  9. I'm pretty sure sakura only hits against 2d while Sol is recovering, so you'd have to sakura the 2d itself, and this is not a good idea (gunflame will trade - advantage Sol, and Bandit just goes over it). 6k will only beat 2d if a) you do it first, and b) you're doing it at max range. 6h is risky to be playing guessing games with. 2d isn't an unbeatable move, but a lot of the time he just sticks it out and wins for free.
  10. j.236k has 12f of recovery on landing. I'm not sure if this is long enough for buster to be guaranteed, but it's certainly long enough for him to buster you out of anything else you could be trying. If you always hold up after j.236k, you get punished for jumping (ie. heat knuckle). In any case, j.h xx j.236k doesn't leave you with a lot of options, because the only thing you can risk after doing that is jumping, and that's not even a good option. I refuse to believe that you can spend all match doing j.h xx j.236k and not get punished hard. Sol: The Baiken vs. Sol matchup is no good for Baiken. While the dp is nasty, my primary annoyance is his stupidly good 2d - it pretty much removes your ability to play footsies/rushdown, because the moment he's not in block/hitstun he can stick out 2d at basically no risk, with like 90% confidence that he'll beat whatever you're about to do next. This means you spend most of the match trying to keep Sol from getting in on you. Also, 2d beats both sakura and yoshijin, so any string that leads to 2d is safe from GC. On the other hand, you can punish Sol hard pretty easily for doing a few things. Bandit revolver can be 6p/5s(f)/5h'd on reaction, and leads to huge damage. For instance: from close: 5h (counter-hit), run, 6h-2d JC j.s-d > dustloop if in corner from far away: 5s(f) (counter-hit) JC iad.236k, hj.s-d > dustloop if in corner Riot stomp eats 6p for free, but a good Sol won't use this unless he's in the corner, and it can be hard to see in that case. Your air beats his air pretty hard. Heck, at max range j.s will clash/beat VV. Also, Sol doesn't have a long-range projectile to punish you for jumping around or laying mats, so it's slightly different from Ky in this respect. There's still the problem of the running dp, but it's not quite the weapon that stun edge is. I-no: Playing keepaway is generally a losing battle. 6p beats a lot of stuff (for instance, chem-ai). Lay off on the mats, because they get punished for free by chem-ai up to 3/4 fullscreen. 2s beats Stroke the Big Tree (combos to 236k on counter hit), watch out for FRC throw. Smart use of standing 236k is good, as I-no will often run herself into it. Yoshijin seems like it would be good against her since she's often coming in at you from the air, and sometimes it can be, but it's not nearly invulnerable enough to be a catch-all response - use sparingly.
  11. j.236k has 12f of recovery on landing. I'm not sure if this is long enough for buster to be guaranteed, but it's certainly long enough for him to buster you out of anything else you could be trying. If you always hold up after j.236k, you get punished for jumping (ie. heat knuckle). In any case, j.h xx j.236k doesn't leave you with a lot of options, because the only thing you can risk after doing that is jumping, and that's not even a good option. I refuse to believe that you can spend all match doing j.h xx j.236k and not get punished hard. Sol: The Baiken vs. Sol matchup is no good for Baiken. While the dp is nasty, my primary annoyance is his stupidly good 2d - it pretty much removes your ability to play footsies/rushdown, because the moment he's not in block/hitstun he can stick out 2d at basically no risk, with like 90% confidence that he'll beat whatever you're about to do next. This means you spend most of the match trying to keep Sol from getting in on you. Also, 2d beats both sakura and yoshijin, so any string that leads to 2d is safe from GC. On the other hand, you can punish Sol hard pretty easily for doing a few things. Bandit revolver can be 6p/5s(f)/5h'd on reaction, and leads to huge damage. For instance: from close: 5h (counter-hit), run, 6h-2d JC j.s-d > dustloop if in corner from far away: 5s(f) (counter-hit) JC iad.236k, hj.s-d > dustloop if in corner Riot stomp eats 6p for free, but a good Sol won't use this unless he's in the corner, and it can be hard to see in that case. Your air beats his air pretty hard. Heck, at max range j.s will clash/beat VV. Also, Sol doesn't have a long-range projectile to punish you for jumping around or laying mats, so it's slightly different from Ky in this respect. There's still the problem of the running dp, but it's not quite the weapon that stun edge is. I-no: Playing keepaway is generally a losing battle. 6p beats a lot of stuff (for instance, chem-ai). Lay off on the mats, because they get punished for free by chem-ai up to 3/4 fullscreen. 2s beats Stroke the Big Tree (combos to 236k on counter hit), watch out for FRC throw. Smart use of standing 236k is good, as I-no will often run herself into it. Yoshijin seems like it would be good against her since she's often coming in at you from the air, and sometimes it can be, but it's not nearly invulnerable enough to be a catch-all response - use sparingly.
  12. ^ t3h truth. I'm sure Baiken players notice the reverse of this in a lot of matchups: sometimes you don't have to worry about getting in on the opponent, because if they fuck up when rushing you down, one good guard cancel and _you're_ rushing _them_ down. In my experience, j.h xx j.236k is dangerous. I don't know if it's because I suck at doing it, or because the Pots I play against are better at IB-buster. All I know is that whenever I try this, I will eat a pot buster almost every time. Both j.h and j.236k are slow, easily punishable moves. I don't know how many frames of blockstun j.236k is worth, but air tatami has 12f of recovery after landing, so you're in bad shape after the tatami either way.
  13. ^ t3h truth. I'm sure Baiken players notice the reverse of this in a lot of matchups: sometimes you don't have to worry about getting in on the opponent, because if they fuck up when rushing you down, one good guard cancel and _you're_ rushing _them_ down. In my experience, j.h xx j.236k is dangerous. I don't know if it's because I suck at doing it, or because the Pots I play against are better at IB-buster. All I know is that whenever I try this, I will eat a pot buster almost every time. Both j.h and j.236k are slow, easily punishable moves. I don't know how many frames of blockstun j.236k is worth, but air tatami has 12f of recovery after landing, so you're in bad shape after the tatami either way.
  14. As I said before, I don't like to spam back-iad tatami. And dude, if you got pilebunkered in the crotch it's because you're too damn close :P. I don't try that iad mat shit when I'm right on top of them. Millia vs. Baiken is bad because nothing is safe. You can't drop mats reliably, chain gets rolled through, etc. The only real thing you have going for this match is, you do a lot more damage than she does, and she has less health than you. It's kind of like the Baiken vs. Pot match in reverse ... kind of.
  15. As I said before, I don't like to spam back-iad tatami. And dude, if you got pilebunkered in the crotch it's because you're too damn close :P. I don't try that iad mat shit when I'm right on top of them. Millia vs. Baiken is bad because nothing is safe. You can't drop mats reliably, chain gets rolled through, etc. The only real thing you have going for this match is, you do a lot more damage than she does, and she has less health than you. It's kind of like the Baiken vs. Pot match in reverse ... kind of.
  16. Back iad tatami spam gets nailed by counterhit stun edge into big corner combo :P. It's not too bad against Slayer because he doesn't have many ways to stop you, I guess.
  17. Back iad tatami spam gets nailed by counterhit stun edge into big corner combo :P. It's not too bad against Slayer because he doesn't have many ways to stop you, I guess.
  18. If standing mats make you nervous, try backdash mat (backdash, not back airdash), decent footsie tactic. But seriously, just popping up a 236k keeps them from getting too cocky - you think something's coming from a bit far out and you can start fishing for counterhit launchers. I get so many people running face-first into normal ground tatami. Just be smart with placement and timing - set it up so people poke into it obviously. Not the safest thing to play footsies with, but it's got its moments. I guess YMMV. I don't like spamming back-iad mats like some players because they're slow, and seriously nobody is really stupid enough to run into them. Playing with way too much distance, and if you try to start from close, you're definitely getting anti-air'd. It's good in some situations, but other times you just gotta put your foot down right where you're standing :P. Thoughts on I-no match: 6p is nice, straight-up beats chem-ai with basically no timing, beats most dash-ins as a bonus. iad mats are a no-no. 2s/5s(f) are better than usual, for some reason I get away with spamming them more in this match. Counterhit anti-air 5s(f) is always nice too.
  19. If standing mats make you nervous, try backdash mat (backdash, not back airdash), decent footsie tactic. But seriously, just popping up a 236k keeps them from getting too cocky - you think something's coming from a bit far out and you can start fishing for counterhit launchers. I get so many people running face-first into normal ground tatami. Just be smart with placement and timing - set it up so people poke into it obviously. Not the safest thing to play footsies with, but it's got its moments. I guess YMMV. I don't like spamming back-iad mats like some players because they're slow, and seriously nobody is really stupid enough to run into them. Playing with way too much distance, and if you try to start from close, you're definitely getting anti-air'd. It's good in some situations, but other times you just gotta put your foot down right where you're standing :P. Thoughts on I-no match: 6p is nice, straight-up beats chem-ai with basically no timing, beats most dash-ins as a bonus. iad mats are a no-no. 2s/5s(f) are better than usual, for some reason I get away with spamming them more in this match. Counterhit anti-air 5s(f) is always nice too.
  20. I assume we're talking #r. Ky vs. Baiken is in Ky's favor. j.k is sick air-to-air. Zone/pressure works fine against Baiken even vs. guard counters. Throws all day is t3h truth. His weight/hitbox suck too. He has to ease up a bit on some of his strings so he can react to guard cancel, but in general his offense doesn't take a big hit, and Baiken doesn't have a good way of getting in on him. Projectiles make aerial tatamis of any kind (forward dash, backward dash, any kind of jump) dangerous. 6p beats your iad anything for free. Slayer vs. Baiken is a mixed bag ... dunno. iad mats are nice, but just a normal standing 236k stops a lot of random bullshit too. So does 5s(f). Slayer can mappa right through 41236h. Gotta be able to keep him out to win. Lay off on the air tatamis, it's too easy to get nailed by counterhit 6h/pilebunker.
  21. I assume we're talking #r. Ky vs. Baiken is in Ky's favor. j.k is sick air-to-air. Zone/pressure works fine against Baiken even vs. guard counters. Throws all day is t3h truth. His weight/hitbox suck too. He has to ease up a bit on some of his strings so he can react to guard cancel, but in general his offense doesn't take a big hit, and Baiken doesn't have a good way of getting in on him. Projectiles make aerial tatamis of any kind (forward dash, backward dash, any kind of jump) dangerous. 6p beats your iad anything for free. Slayer vs. Baiken is a mixed bag ... dunno. iad mats are nice, but just a normal standing 236k stops a lot of random bullshit too. So does 5s(f). Slayer can mappa right through 41236h. Gotta be able to keep him out to win. Lay off on the air tatamis, it's too easy to get nailed by counterhit 6h/pilebunker.
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