Been playing Baiken a ton lately but I definitely needed this. As a newer player myself, I really like how you broke everything down and explained what was happening. Thanks a ton LK :)
It's worth noting that Youzansen can cross-up and when it does, it causes a floor bounce. Untethered, you have to pay attention to your spacing to follow-up, but 2S can follow-up out of it.
Probably because it's been 2 weeks since Baiken came out, but this is the best, or let's the say the most helpful guide for Baiken so far, thanks a lot1
Well. he has certainly played and labbed her out really well. I'm still excited to hear how she fits up in his big Match Up character sheet and if he is going to pick her up as a side character for tournies. He's locked in Axle for Potemkin but i haven't seen him give a final verdict on his Leo MU.
Really love these types of videos. Request, not sure how hard this is to do, but can you film your hands on the controller sometime? My biggest problem has been trying to learn stick. I should probably just go back to pad, but I spent some dollars on a stick so I wanna at least give it go.
6:26 Well of course, LK. Arcsys wouldn't want to give a character massive conversion range from a low-hitting massive range move, would they? They would NEEEEVER do that. That's also why her 2S isn't a low. They would NEVER do something crazy like giving somebody insane range on a low-hitting 2S move that converts into a hypothetical spinning top special move of some kind. They're too smart for that.
@@seokkyunhong8812 Okay now you’ve gone too far. When Elphelt comes back into the game, I’m expecting her to have at least seven different gauges and meters for her special moves. It’s the only way.
Far range low hitting, combo-convertable 2S is not crazy if the character doing it has to limit himself due to the possibility of losing 50% life on top of having no mobility options outside of one special he has to trade off with offense, and virtually no air options. Nago is fine. Leave him alone. Wanna talk about crazy? How about a 3 frames startup, double hitting, anti airing normal given to a character with huge damage output, a DP, and good health total? If this doesnt ring any bells maybe you should review your definition of crazy.
@@YoungYoung95 losing 50% life? man has one of the biggest HP in game, can destroy you off of 5k, every hit can be convert to atleast a 50% combo to most of the cast, 2S being spammable and -5, every move can be special canceled so you are practically on the constant of 50/50's everytime you want to retaliate, 6P full screen wall carry into wall break combo and insanely high damage and not only that he is invul when he use the clone instead of having the properties as chipp...nago is fine? definitely not, OP? not really....I'll be fine if they tone him down abit
10:40 it's worth noting that inputting TK yozansen with 2369S in certain situations is less advantageous on block and on hit (as he said) partially because you'll probably get a superjump TK yozansen. in some cases it's throw punishable even on hit (barring any counterhits of course). holding 2 during block or hitstun or even during the RC slowdown should prevent this and give you a more rewarding return for yozansen in those situations
@@pastifier9349 whatever button you're going to mix off of. c.S, 5K whatever is jump cancellable tbh. not sure what situations on hit you could be trying to reset but hey if you wanna reset then make sure your TK yozansen isn't punishable i guess
I’m practicing the j.S > youzansen into c.S jump in on a training dummy Sol set to block and counterattack with 5K, and I’ve really confused myself. So doing doing youzansen at the last frame I can, c.S is trading with Sol’s 5K. It seems like the frame data shouldn’t allow me to do that-youzansen is attack level 2, which I believe means 13 frames of blockstun, and its recovery lasts until 10 frames after landing. baiken’s c.S has 7 frames of startup, and Sol’s 5K is 3 frames. So he should outright beat me every time no matter how how late I delay youzansen. Clearly I messed up something here, but I can’t figure out what that is. But the other thing that concerns me is, while a lot of characters don’t have a 3-frame normal, everyone has a throw. So what happens if a strike and a throw meet each other on the same frame? Or, most worryingly, if the way I’m doing things really is the fastest it can be done, doesn’t that mean you have to be frame-perfect with this jump in or distance yourself exactly right to not get thrown?
I'm having trouble with the Youzansen PRC combo. I can get it to work on Axl and Sol, but when I try to do it on Ky I can't seem to get the first j.S to hit him. I find this odd since they're all supposed to be middle weights according to dustloop. Edit: I've found that delaying the j.236K after the first j.D helped me make it work on him, and it's made me more consistent at the combo in general.
You've mentioned in other videos that certain characters prioritize breaking the wall vs not breaking the wall. That's presumably outside the scope of a beginner guide (and maybe it's match-up specific), but I'm curious what Baiken benefits most from wall-wise.
Imho, Baiken wants the wall break. Positive is amazing on her. The way her pressure and combos work means that she can build a lot of meter without the opponent really being able to do much to stop it, and she has fantastic meter usage either offensively (to push for another WB) or defensively (to make her safe after making a bad parry read or a blocked YZS).
After Tatami when im out of range I like to micro dash 5K into Kabri and it's been working out pretty well, or sometimes after the 5K ill end it with the Blicky Super.
Honestly I thought I was gonna enjoy this character but man they just feel rather off-putting for me. I think it comes down to the flaw you mentioned at 6:41, where her reward comes from conditions having to be met. To me if I land a hit on someone if im not able to convert off that given I do correctly it feels bad even I get to pressure them. Also their big buttons seem to point to her gameplan being to annoy someone into making a mistake, which after seeing this video im not a fan of. Though Its fun fighting against her on Millia.
I can't seem to use Yozansen(?) without first jumping really high into the air and I never hit anything with it. How do you do it so close to the ground? Are you just hitting the jump button very lightly/briefly?
The second way you did yosansen I like accidently did that on millia for a instant kapel into turbofall 2d hdisc and I was trying to practice this cause I mean it seems useful but like I can't get the timing right it always goes into tk h disc early or jh anyone know a more consistent way to get that setup?
I don't think they are meant to be. Different moves for different situations. Also, tether is generally not great unless used in a combo imho. The throw oki mix is fine, but I have not found just using it in neutral to be that great. What does it actually do, it gives you better combos IF you get a hit, but aside from that it limits your motions same as it does theirs. Maybe there is some stuff we don't know yet that makes it strong though. Combined with her strong jump S it can be hard to beat, but if they have DP get fucked and even 6p can easily beat js
0:20 pros and cons
2:30 move overview
8:16 special move overview
12:13 nice, didn't think of that (yozansen)
18:15 combos
Been playing Baiken a ton lately but I definitely needed this. As a newer player myself, I really like how you broke everything down and explained what was happening. Thanks a ton LK :)
🤩 I love all the specifics you added!!
Very few beginner guides examine matchups or character situations like this--
this was *mad* good 👏👏👏
It's worth noting that Youzansen can cross-up and when it does, it causes a floor bounce.
Untethered, you have to pay attention to your spacing to follow-up, but 2S can follow-up out of it.
Because you said “if i dont mention a move its probably because its not important. Keeping it real”
Man....thank you, for this video
I`m new in GGST it is my first GG, and I always learn a lot with you.
Hey LK, you mind putting some of those combos in the combo maker so we can practice them?
Those Slash buttons really *are* eSports 🤣
I love the way you describe things, LK--
never change 👏
Probably because it's been 2 weeks since Baiken came out, but this is the best, or let's the say the most helpful guide for Baiken so far, thanks a lot1
Well. he has certainly played and labbed her out really well. I'm still excited to hear how she fits up in his big Match Up character sheet and if he is going to pick her up as a side character for tournies. He's locked in Axle for Potemkin but i haven't seen him give a final verdict on his Leo MU.
Omg i love baiken so much
I just picked up the game and I wanna main her, wish me luck 👌
Good shiz as always. Some conversions I never thought about, and a few pointers on interactions that I will definitely keep in mind!
Excellent guide very informative. I hope you do one for millia for this patch
It's bacon time, always down for LK analysis
Heard big bro was coming out with the guide. Decided just to wait until LK taught me how to play.
I'm glad I got my baiken tattoo so now she's in strive
Really love these types of videos. Request, not sure how hard this is to do, but can you film your hands on the controller sometime? My biggest problem has been trying to learn stick. I should probably just go back to pad, but I spent some dollars on a stick so I wanna at least give it go.
Wondering if we can get an updated (Expert) Level Guide now. Loving the content and work you're putting out.
6:26
Well of course, LK. Arcsys wouldn't want to give a character massive conversion range from a low-hitting massive range move, would they? They would NEEEEVER do that. That's also why her 2S isn't a low. They would NEVER do something crazy like giving somebody insane range on a low-hitting 2S move that converts into a hypothetical spinning top special move of some kind. They're too smart for that.
They'll also never put a resource attached to a special either.
@@seokkyunhong8812
Okay now you’ve gone too far.
When Elphelt comes back into the game, I’m expecting her to have at least seven different gauges and meters for her special moves. It’s the only way.
@@m0002856 she better make happy chaos look like Ryu from sf2
Far range low hitting, combo-convertable 2S is not crazy if the character doing it has to limit himself due to the possibility of losing 50% life on top of having no mobility options outside of one special he has to trade off with offense, and virtually no air options. Nago is fine. Leave him alone.
Wanna talk about crazy? How about a 3 frames startup, double hitting, anti airing normal given to a character with huge damage output, a DP, and good health total? If this doesnt ring any bells maybe you should review your definition of crazy.
@@YoungYoung95 losing 50% life? man has one of the biggest HP in game, can destroy you off of 5k, every hit can be convert to atleast a 50% combo to most of the cast, 2S being spammable and -5, every move can be special canceled so you are practically on the constant of 50/50's everytime you want to retaliate, 6P full screen wall carry into wall break combo and insanely high damage and not only that he is invul when he use the clone instead of having the properties as chipp...nago is fine? definitely not, OP? not really....I'll be fine if they tone him down abit
10:40 it's worth noting that inputting TK yozansen with 2369S in certain situations is less advantageous on block and on hit (as he said) partially because you'll probably get a superjump TK yozansen. in some cases it's throw punishable even on hit (barring any counterhits of course). holding 2 during block or hitstun or even during the RC slowdown should prevent this and give you a more rewarding return for yozansen in those situations
during block or hitstun of what exactly?
@@pastifier9349 whatever button you're going to mix off of. c.S, 5K whatever is jump cancellable tbh. not sure what situations on hit you could be trying to reset but hey if you wanna reset then make sure your TK yozansen isn't punishable i guess
I’m practicing the j.S > youzansen into c.S jump in on a training dummy Sol set to block and counterattack with 5K, and I’ve really confused myself.
So doing doing youzansen at the last frame I can, c.S is trading with Sol’s 5K. It seems like the frame data shouldn’t allow me to do that-youzansen is attack level 2, which I believe means 13 frames of blockstun, and its recovery lasts until 10 frames after landing. baiken’s c.S has 7 frames of startup, and Sol’s 5K is 3 frames. So he should outright beat me every time no matter how how late I delay youzansen.
Clearly I messed up something here, but I can’t figure out what that is.
But the other thing that concerns me is, while a lot of characters don’t have a 3-frame normal, everyone has a throw. So what happens if a strike and a throw meet each other on the same frame? Or, most worryingly, if the way I’m doing things really is the fastest it can be done, doesn’t that mean you have to be frame-perfect with this jump in or distance yourself exactly right to not get thrown?
I'm having trouble with the Youzansen PRC combo. I can get it to work on Axl and Sol, but when I try to do it on Ky I can't seem to get the first j.S to hit him. I find this odd since they're all supposed to be middle weights according to dustloop. Edit: I've found that delaying the j.236K after the first j.D helped me make it work on him, and it's made me more consistent at the combo in general.
You've mentioned in other videos that certain characters prioritize breaking the wall vs not breaking the wall. That's presumably outside the scope of a beginner guide (and maybe it's match-up specific), but I'm curious what Baiken benefits most from wall-wise.
Imho, Baiken wants the wall break. Positive is amazing on her. The way her pressure and combos work means that she can build a lot of meter without the opponent really being able to do much to stop it, and she has fantastic meter usage either offensively (to push for another WB) or defensively (to make her safe after making a bad parry read or a blocked YZS).
Baiken carried me out to 10f and I really needed this to survive
What character were you using before her?
11:10 What!? This whole time I've been doing 2369S. 9236S is clearly better for cancels now that I've tried it, damn it. Thanks LK.
For the engagement!
After Tatami when im out of range I like to micro dash 5K into Kabri and it's been working out pretty well, or sometimes after the 5K ill end it with the Blicky Super.
For the engagement
Yes I comment for engagement, how could you tell?
Honestly I thought I was gonna enjoy this character but man they just feel rather off-putting for me. I think it comes down to the flaw you mentioned at 6:41, where her reward comes from conditions having to be met. To me if I land a hit on someone if im not able to convert off that given I do correctly it feels bad even I get to pressure them. Also their big buttons seem to point to her gameplan being to annoy someone into making a mistake, which after seeing this video im not a fan of. Though Its fun fighting against her on Millia.
this needs a redux
yo hang on wtf was that combo at 12:22
best version of Yozansen free
I can't seem to use Yozansen(?) without first jumping really high into the air and I never hit anything with it. How do you do it so close to the ground? Are you just hitting the jump button very lightly/briefly?
Bro, online is like Baiken party right now, guess they're just IAD jS at each other all day. How about an Anti-Baiken guide?
The second way you did yosansen I like accidently did that on millia for a instant kapel into turbofall 2d hdisc and I was trying to practice this cause I mean it seems useful but like I can't get the timing right it always goes into tk h disc early or jh anyone know a more consistent way to get that setup?
Is this still applicable?
Baiken's parry is not as synergistic with the tether as I thought it'd be
What
why would it synergize with tether when that deters them from pressing things? lol
Being +0 tied to someone basically makes it Danger Time. First hit has a real chance of deleting someone, but Baiken can't guarantee the first hit.
I don't think they are meant to be. Different moves for different situations. Also, tether is generally not great unless used in a combo imho. The throw oki mix is fine, but I have not found just using it in neutral to be that great. What does it actually do, it gives you better combos IF you get a hit, but aside from that it limits your motions same as it does theirs. Maybe there is some stuff we don't know yet that makes it strong though. Combined with her strong jump S it can be hard to beat, but if they have DP get fucked and even 6p can easily beat js
Deadass hoping that using her super while enemy has tether gives her OTG but NO :(
Yo Momma
Anyone hosting a PS4 tourney?