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Wrote this up for baikencord just a bit ago, figure'd I'd post it here if anyone can use it.
Baiken Oki Stuff (March '22)
From throw rn I like...
- Tatami left/right safejumps (both sides performed with normal forward jump)
- If you don't need a safejump, the neutral superjump left/right is pretty freaking awesome but the timing for the cross-up youzansen is tricky. It's really strong tho, much better starter than tatami (but also much much worse situation for you if blocked)
Corner throw...
- basic tatami safejump (you can do it a million ways)
- 7 jump into airdash FDC j.S (slight delay gets corner steal cross-up)
From H Kabari~H HKD...
- IAD Tatami safejump
From random low tatami hits or 6K...
- Usually IAD j.H is the right option but I still autopilot into IAD Tatami from time to time and eat a wake-up 6P
Tethered combos w/o HKD ender...
- 5K can jump cancel into a left/right tatami setup if high enough
- H Kabari~[H] can give true meaty 'cross-up' c.S after 6H
- IAD j.H stuff from tatami ender
How to Play Baiken | Guilty Gear Strive: Baiken Guide
Twitter: https://twitter.com/Romoolla
Twitch: https://www.twitch.tv/romolla
Timestamps:
0:00 Intro
0:16 Normals & Specials
0:44 Pressure
3:45 Neutral
5:04 Safe-Jumps
5:45 Mixups
7:20 Counter - 'Your Best Move is Your Biggest Threat'
9:14 Combos
10:27 Conclusion
timmcd on Twitter
Baiken (H Kabari)~H metered conversion, really strong if they have any risc or they are ~round start for wallbreak.#GGST_BA pic.twitter.com/j7WdckiXCx— timmcd (@_timmcd) February 26, 2022
Romolla on Twitter
jD corner conversion route + optimized jS route from midscreen #GGST_BA pic.twitter.com/SIMglhroXI— Romolla (@Romoolla) February 23, 2022
Jelly on Twitter
i found that if you delay the tatami you can actually do this combo without the run between tatami and 5K.important notes: i need to see if the timing changes betwen heavy mid or small chracters.c.S>2H>dlTatami>5K>j.D>ad>j.H>j.236S>2K>ws>6H wb#GuiltyGearStrive #GGST_BA pic.twitter.com/JKekFrpJrW— Jelly (@RibortR) February 23, 2022
GUILTY GEAR -STRIVE-_梅喧記錄用2
Guilty Gear -Strive-
https://store.playstation.com/#!/ja-jp/tid=CUSA25512_00
GUILTY GEAR -STRIVE-_梅喧記錄用
Guilty Gear -Strive-
https://store.playstation.com/#!/ja-jp/tid=CUSA25512_00
シュリ on Twitter
ZK| Cloud on Twitter
Some Thoughts about Baiken...
Twitter: https://twitter.com/Romoolla
Twitch: https://www.twitch.tv/romolla
Timestamps:
Intro 0:00
Using Air Options 0:39
Hit Confirms 2:43
Tether 4:25
Throw 50/50 Mix-Up 5:01
Kabari and RISC 7:06
[ Guilty Gear Strive ] - Baiken Guide Episode 1 - Normals
Baiken's Normals Overview and How to use it
00:00 - Intro
00:10 - P
02:57 - K
06:10 - S
10:00 - HS
14:20 - D
16:00 - Throw
Follow us
Meet me @ https://twitter.com/CupuiCG
Stream @ https://www.twitch.tv/cupuicg
my 2nd Channel @ https://www.youtube.com/channel/UCZAx...
Support us @ https://www.facebook.com/CrossGath and https://twitter.com/CrossGathering
#Arcsystemwork #GGST #GuiltyGearStrive #Baiken
Hiya Maya on Twitter
6P gun combo. Has to be quite a high CH 6P so dunno how practical this actually is #GGST_BA pic.twitter.com/jMwUIeIHMO— Hiya Maya (@HiyaMaiah) February 16, 2022
GGST 梅喧 CH始動S蚊鉤コンボ 距離別まとめ
00:00 【全距離対応】ch.2HS始動
00:09 【全距離対応】ch.6HS始動
00:18 【全距離対応】ch.5HS始動
00:28 【近距離限定】ch.2HS始動(ダストルート)
00:38 【近距離限定】ch.5HS始動
00:48 【中距離限定】ch.6HS始動(ダストルート)
おまけ
00:58 【画面端限定】ch.6HS始動最大ルート
まとめると、2HSと6HSは同じルートでいいです。
最初をc.S→5HSのつなぎにしているのは、コンボ時間を短くして蚊鉤を当てやすくするため&紐の効果時間が切れないようにしている。
5HSからは距離によって有利時間が変わるので、安定させるなら毎回5Pがいい
溜めダストは入れた方がダメージ高いけど距離限定です
〆はダメージ優先するならHS蚊鉤は諦める。「c.S→6HS→S蚊鉤」は全て「K→6K→畳」に置き換え可能なので、有利時間とりたいならそっちを選択する
画面端はどの始動でも結局c.S→HSループに落ち着くので最大ルートのみ載せてます
austin on Twitter
Double Yzn route can be consistant on all characters if you microdash c.S
BAIKEN - IN DEPTH Combo Guide (Guilty Gear Strive)
Showcasing many of Baiken combos for diverse situations. This guide is longer than normal beacuse it covers a lot of combo options and, in a way, shows some of her combo theory. Baiken is a really fun character that is focused on playing neutral with her amazing pokes and tools. After CH she can make good conversions and can output respectable damage on her enemies. With her, you should prioritize getting an hard knockdow with 2d/41236h or breaking the wall to mantain the pressure. Combo notations bellow:
(Anji is set to 5p out of pressure)
(Most combos were not discovered by me)
00:00 Intro
===============================================================================
Midscreen combos
00:37 c.s midscreen starter
c.s, 2h, 236k, 2s, 41236h, h (setup for safejump)
00:46 5k midscreen starter
5k, 2d, 236k, 2s, 41236h, h (setup for safejump)
00:54 j.s midscreen starter
j.s, 236s, c.s, 2d (you can follow up after the c.s with low reward, so I think its better to hard knockdown)
1:01 c.s wallbreak midscreen starter 1
c.s, 2h, 236k, 5k, j.d, airdash, j.h, j.d, WS
1:19 c.s wallbreak midscreen starter 2 (similar damage to 1, choose the one you prefer)
c.s, 2h, 236k, 5k, j.d, airdash, j.236k, c.s, 5h, WS
1:32 Tatami Gaeshi midscreen CH
236k CH, 5k, j.s, j.d, airdash, j.236k, c.s, 5h, 41236h, h, WS
1:47 c.s wallbreak super midscreen
c.s, 2h, 236k, 236236s, WB
Oki grab situation
2:01 oki if the opponent is mashing on wakeup
6d/4d, backdash 236k, 41236h, h
2:11 oki if the opponent is respecting
6d/4d, backdash 236k, 41236h, 6d/4d (reset the situation)
2:21 tethered midscreen combo
c.s, 2h, 236k, c.s, [5d], c.s, 6h, 236236s/41236h, h
2:35 hiragi follow up
236p, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h
2:45 c.s 50% gauge midscreen starter
c.s, 2h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS
2:59 c.s gatling 50% gauge midscreen starter
c.s, f.s, 5h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS
3:14 5k 50% gauge midscreen starter
5k, 2d, 236k, 2s, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS
3:29 Tatami Gaeshi 50% gauge midscreen starter
236k, c.s, 6h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS
3:45 6k midscreen CH
6k CH, c.s, 2h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS
4:01 6h midscreen CH WB
6h CH, 236k, 2s, 41236h, h, 66RRC, jump airdash 236k, c.s, 5h, 41236h, h WS
More optimal version that I found while writing this description lol:
6h CH, 41236s, c.s, [5d], c.s, 6h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS
4:18 6h midscreen CH (no WB)
6h CH, 41236s, c.s, [5d], c.s, 2s, 236k, 236236s
===============================================================================
Corner combos
4:33 j.s corner starter
j.s, j.236s, c.s, 2h, 236k, 5k, 6k, WS
4:46 corner c.s starter
c.s, 2h, 236k, f.s, 5h, 41236h, h, WS
5:04 5k corner starter
5k, 2d, 236k, 5k, 6h, 41236h, h, WB
5:15 5k 50% Gauge corner starter
5k, 2d, 236k, 2s, 236236s, WB
5:31 5h corner CH
5h CH, 41236s, c.s, 2h, 236k, c.s, 6h, WS
5:43 6h corner CH
6h CH, 41236s, c.s, [5d], c.s, 2h, 236k, c.s, WS
5:57 2h corner CH WB
2h CH, 41236h, 5k, j.s, j.d, airdash j.s, j.d, j.236s, WS
6:11 far 2h corner CH 50% gauge
2h CH, 41236s, c.s, 5h, c.s, 6h, 236236s, WB
6:29 close 2h corner CH 50% gauge
2h CH, 41236s, c.s, [5d], c.s, 6h, 236236s