TK Youzansen Sample.Not optimal or whatever, I just wanted to see what I could do off of a TK Youzansen. #GGST_BA #GGST pic.twitter.com/3Sh1J77fGY— ✨da frog prince (@iwa_KERO) January 28, 2022
Baiken and her crazy new rope! Exploring its many possibilities! - Guilty Gear Strive
Baiken is now out for Guilty Gear Strive and she's got some new toys to play with! Chief among these is her new rope mechanic, which keeps you and the enemy tied together. Thing is its more than just controlling distance, it gives you setups, combos, and all sorts of things you would never otherwise get!
0:00 - basics
2:33 - setups
4:48 - gimmicks
6:42 - combos
8:12 - drawbacks
10:40 - closing thoughts
---------------
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Proof of concept.
Being tethered allows you to input a iad backdash tatami without a superjump, it seems to beat most wakeup options leaving Baiken is a very favourable position on block or DP bait.
Tatami oki set-up off of 2K, very worth using. This gives her some extremely oppressive corner oki. #GGST_BA #GGST pic.twitter.com/WJ3mpG8Me0— Linus (@wykkid_sic) January 28, 2022
Baiken 6k is negative, but it's pretty active so when you hit at the end of its active frames it's slightly plus #GGST_BA pic.twitter.com/BrXvT4UJF4— i_love_my_dad_ (@i_love_my_dad_) January 28, 2022
Booba Queen 250 damage raw w/ no wall break #GGST_BA #GGST, #GuiltyGearStrive pic.twitter.com/zgUAlPEVqV— Paper Tiger ➡️⏺➡️⬇️↘️2️⃣ (@papertigerjpg) January 28, 2022
10 Must Know Baiken Combos for Guilty Gear Strive - 1.13
Baiken is finally Here in Guilty Gear Strive. A long time coming to say the least and she's bringing a lot of new mechanics along with her. Her Tether Affects more than her pressure she can easily work the physics into her bnb combos and do Nago Levels of damage. Interestingly enough as straightforward as things apper combo wise I think she's hiding something in Patch 1.13. Lets keep updating the routes in the comments and Happy Hunting!
BGM: Guilty Gear Strive OST - Mirror of the World (Baikens theme)
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
~ = pressing the second input immediately after the first.
*Inputting Up (8), Down (2), Left (4), or Right (6) Twice before the Roman Cancel will move your character during the RC. We call this Roman Cancel Drifting. It'll be written as: 66RRC (This would be a Red RC drift Forward)
Combo Notation:
Midscreen CLose Slash Combo
CS, 2HS, 236K, FD, 5K, 41236HS, HS,
- The Small Dash forward is key in landing the Kabari followup
Midscreen Tethered Grab Combo
Ground Throw, 66PRC, CS, 5[D], CS, 5HS, 236K, 5K, 6HS, 41236S
[D] = Hold Dust for the charged Version
- Holding Grab does the non-tethered version of the grab
- You kind of have to hold forward for 6HS or 5HS will come out instead. 6HS does more damage and stablizes the Route. if your dropping randomly with any of these routes your probably 5HS instead.
Midscreen Air to Air Counter Hit JS
CH JS, Delay 236K, FD, JS, JHS, JD, FD, JS, JHS, JD, 6HS
- Once you confirm the counter hit don't rush into tatemi even in the corner it'll lead to more combo possibilities.
5K/2K into 6K Frame Trap
5K, 6K, 236K, FD, 5K, JcJS, JD, FD, JHS, JD, JD
- Just like Before the FD is puts the whole combo together
- JD is your strongest Wall splat move use it for higher up wall splats like this one
Charged Dust Combo
JHS, JK, JcJHS, JK, JP, JD, JD (Finish Blow)
- Don't worry if you have your opponent Tethered it will not interrupt the combo 👍🏾
Tethered Instant Overehead Combo
2369S, 66PRC, JS, CS, 2HS, 236K, CS, 6HS, 236K, 6HS
- Holding 9 after the quarter-circle Forward motion is what we call a tiger knee motion. Instead of Jumping with 9 then going back to do the 236S really quick while airborne we allow the in-game buffer to remember our inputs frames later and focus on pressing S as soon were airborne. This streamlines the process but if your more comfortable jumping first then 236S the game is lenient enough for both.
- Be sure to jump forward either way, the momentum going into 236S is important
Midscreen Hiiragi Combo
236P, 66PRC, CS, 5[D], CS, 5HS, 236K, 5K, JcJd, JD
- Be sure to educate them Parry is Frame 1 for me 😉
5K, 6HS, Backdash Punish Combo
5K, 6HS, 41236S, CS, 5[D], CS, 5HS, 236K, 5K, 6HS, 41236HS, HS
Counter Hit 2HS Combo
CH 2HS, 5K, JcJS, JD, FD, JD, JHS, CS, 6HS, 6HS
- Off any Slash 2HS will counter hit 5frame normals naturally including throw.
- Even if they stop mashing here Special cancel into Tatami for the same frame trap.
Counter Hits 6HS Combo
CH, 6HS, 41236S, CS, 5[D], CS, 5HS, 236K, 5K, 214214P, 5K, 236236S
- I'm confident we can get even more damage. replace 5HS with 6HS for starters
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Next up on the list we have Baiken. This crawling guide is busty
Legend: F:(Forward Crouch walk) B:(Back Crouch Walk) E:(Either Direction) C:(Can also be crouched, no walking required)
*Backward crawl will cause proximity guard
**Cannot be crawled all the way
0:00 Intro
0:11 5K
0:23 6K
0:45 f.S
0:58 6P
1:01 41236S and H
1:43 j.236S
2:29 Aerials
2:58 GUN
3:27 Conclusion
Raw Crawl List: https://twitter.com/EmperorDukeKing/s...
Twitch: https://www.twitch.tv/tspinfgc/
Twitter: https://twitter.com/TSPINFGC/
Guilty Gear X2 OST-"Momentary Life"
https://www.youtube.com/watch?v=sBUWLMbuTgo&ab_channel=OutlawFMA2
#GuiltyGear #GuiltyGearStrive #Faust #Baiken
SUBSCRIBE for more content and I will make these weekly until I'm out of character and need to find new content to make
Corner dustloop does 2dmg less than the easy BnB but is optimal in my heart#GGST #GGST_BA pic.twitter.com/MDHFGQyJNV— GoldikusChadikus (@goldikus) January 28, 2022
Baiken has a safejump setup that works anywhere off of a throw, just buffer a jump back, and tatami immediately afterwards(Found by @RageCage64_) #GGST_BA pic.twitter.com/OJBG2TTs0R— Koter (@koterfgc) January 28, 2022