Hey Guys - Let me know down in the comments below if there is anything that was left out or any other tips to give new players. I did forget a dust combo - the one I’ve been using is: 5[D] -> j.h j.d IAD J.p J.ddd Also I mentioned a few times her low health… but it’s only really slightly below average (in effective health). Also 5p 6k works on non ch, so correction there as well Now to try and win a tourney with her 🔥
Hey Diaphone On Counter Hit 6P you can cancel into gun super and the blast will bounce back the opponent to you for a full combo. Hope this helps! 😄 czcams.com/video/JwvpbvKXBTE/video.html
An alternative Dust combo that works on the whole cast is 5[D] j.H j.D Airdash j.S jc j.S Finishing Blow (j.SS). Alternatively, you can omit the Airdash and just do jc or 9j.S. Others find that more consistent but I prefer the Airdash.
New player here: Youzansen combo doesn't work anymore since the youzansen now knocks the opponent away and does a soft knock down. Just sharing for other newbies :)
Hey thanks for this guide, I got the game yesterday and am really want to main Baiken, so I am learning a lot since this is my first guilty gear. The most important advice I am taking from this is to go for the bread and butter of her combo kit. I immediately tried to learn really long strings only to find myself completely helpless in neutral and poking situations. I'm saving this video for later practice and am going to memorize all the stuff you showed! I hope one day I will get to a point were I can hold my ground at least to a degree because at this moment I am getting destroyed by normal mode AI :( oh and I subscribed of course! Very good and easy to understand as a beginner!
Honestly your best option is to just lab your opponent or to simply not be on defense in the first place by winning neutral. You’re not going to be able to realistically beat Millia’s or Ino’s okizeme through sheer reaction speed or skill, sometimes you just have to guess. All characters have some sort of gap in their offense that can be either be defeated reactively or preemptively. Ky’s shock-state Foundre Arc is react-able but plus on block, so waiting to counter the start up with 5p is your best option. But Ky could capitalize and punish on you playing passive and reactively and go for c.S dash resets or even a tick-grab.
@@nathandam6415 Yea I think if I made it a guide.. it would be similar to this line of thinking (heavy on mindset / figuring out what options to choose). Debating it.. but i have so much content i want to make LOL
@@nathandam6415 Obviously, most of us know labbing is probably the best option, but understanding the general principles of when to mash, backdash, abare, fuzzy jump or whatever defensive is still useful. Why, when and how to use the options allows you to have a better fundamental grasp of what you should be doing overall on defense and not just on a situational basis. Defense is often the hardest part of a fighting game. Being able to have a better grasp on fundamental concepts of defense in a game like Strive sets people up for success, so they're not panic mashing or getting angsty when they're stuck in an unfamiliar matchup or situation. For example, I suck at negative edge, so I can't reproduce a lot of Zato's long blockstrings with Eddie. I've tried to lab it in training mode, but that's an execution barrier for me. There's also not a lot of Zato players around. How do I go about thinking about defense in an unfamiliar matchup and when labbing is a barrier? I could ask around or go through Dustloop, sure but that's usually saved for after you just got your shit rocked and Discords are not that consistent when asking for help. So, what do you do when you're in a match or in a long set against that unfamiliar matchup? Having a video that teaches you how to think about defense and general principles could really help. Not just for situations like this, but for casuals, newer players, people who don't have time to lab because Strive isn't their main game and etc.
@@timaragon There's no magic bullet to defense. Everything will have an exploitable gap some way or another. Best way to learn is through direct experience. AKA being dunked on. If you're against an unfamiliar match up, play to learn, not to win. Make the most of the match up by trying random shit and see if it works and how the enemy responds to it. If you lose, you lose. Unfortunately that's how the cookie crumbles. Like in street basketball you're going to have your ass handed to you when you start. No amount of practice will prevent that from happening.
@@nathandam6415 I think you missed the entire point. It's not about winning or a magic bullet. It's about understanding principles of defense to give yourself the best chance when you're in a bad or unfamiliar situation. And, getting dunked on is not always the best way to learn either for everyone. It helps and definitely can teach you, but it isn't the best way.
All your guides are great, but this is def the best one (outside of Ino). I'm happy to see you covering common situations instead of posting a thousand situational combos like a lot of guides out there. Really cool to see you getting better at the CZcamss.
A note on beating throw after hitting youzansen is that if you can space 5K really well on block with the 9236S youzansen input you can beat throw by barely out-ranging them with c.S and still be able to beat three frame buttons. It's kind of hard to actually get that spacing though, so doing 2K after is still going to be the most consistent, but lower reward option.
Love the format of this guide! Easily digestable and with enough information to get started, but also additional info to go one step further after getting used to the character!
Not the biggest anime fighting game player, so I only discovered your content when Granblue was new and the DLC characters were releasing. Still, it’s nice to see what we’re already informative guides have improved in lots of ways. Keep it up dude! You quickly became one of my go to places for fighting game information!
gave myself about a week since the character came out to watch "guides" since most people create content for a new character but can't even make it into celestial. this on the other hand is perfect. would love to see more videos like this and your breakdown of high level matches.
Nice, been waiting for this! I do think you're underrating 5h though, it's not the best in the game but it is a disjointed hitbox which can make it a really nice counter-poke, and you can convert off a counterhit. Also 9236S is way easier on hitbox or keyboard for the instant overhead cancel out of c.s, so if anyone watching uses either of those control schemes it's probably even easier than 2369s!
Been a while since watching a guide from you. Good info. I tend to whiff things after Kabari, despite training, but might use her for fun after watching this. Nice vid.
Thanks for the very timely video, Diaphone! I've been having a blast with Baiken, and I'm definitely going to steal some of that Kabari H meaty cross-up tech. I have two tips I'd like to share: 1. For beginners, one of the easiest follow-ups to a cross-up Youzansen is going straight into Kenjyu super. It's nothing fancy, but it does solid damage and combos. 2. Kabari H follow-up is definitely strong, and it's easy to condition to opponents to start blocking it. On Kabari H block, instead of doing the follow-up hit, a powerful alternative is run up throw. There's two reasons why it works so well. First, the appearance of the Kabari H follow-up and Baiken's run animation are very similar. It's hard to tell them apart in less than half a second. Secondly, and more importantly, the time that the Kabari H follow-up would hit is nearly the exact same time that run + throw lands. Typically, the way people autopilot fuzzy blocking is by blocking based on timing. For example, most player block the vanilla Fuujin low-high mixup by blocking low first, and then blocking high once the low doesn't come. Since Kabari H's strike follow-up and run throw connect at the same timing, it feels more like a 50/50. It's especially hard to tell at close range, but surprisingly it even works at medium to long range just because of the timing of the strike/throw mixup still matches up. Let me know how you feel about it!
taking an i-no break to refresh my mind/playstyle -- going through your 101 and 201 guides and gonna do my best! thanks for your hard work on these guides Diaphone 🙏🏼
I know I'm late. but thanks for this video! I just picked up Baiken 3 weeks ago and after almost dropping her, I found this guide. Just made it to Floor 10 today! Thanks for the tips and help!
While her HP is low, she has pretty good guts, which means that she has a little bit more EHP than Gio without shrek install. This puts her basically in the middle in terms of HP, ~60 EHP more than Chipp and ~80 EHP less than Pot and Nago. So I'm not sure if I agree that she trades big damage and space control for HP, unless you think the same of Chaos/Faust/Gio without 50% meter?
Great video man, I'm a new player to Guilty Gear and I just picked up Baiken, learnt a lot about some combos and moves that can be cancelled which I thought could not be :)
only just grabbed strive on sale, picked up Baiken to start and having a lot of fun, I seem to have the movement basics you've shown down, but I've not dabbled in RC yet, some other things like instant tatami and instant overhead are something i never even considered, also I was struggling with her parry but your tips on when best to use it seem solid, so thanks for the video :)
You have the best of these types of guides. Thank you for putting them out. Your Axl guide single handedly gave me the leg up to feel like a half decent Axl player way back in September. My knowledge issues are taking a back seat to mechanics, though. Do you have any tips on… embarrassingly enough, using a fight stick? I started on one back in August for the first time, upgraded to an Obsidian over the holidays and I just cannot get proper motions anymore.
Also if you can’t get the proper motions with the new stick… could be for a few reasons. You’ll get used to it, but you should check to see if the sticks have the same kind of gate
@@Diaphone Fair enough! Thanks for the reply. No shortcuts on the path to greatness I suppose. Other than just playing and grinding, when you learn a new controller do you do any specific exercises, like “go into training and don’t leave until you can do each move 5 times”? I’ve seen opinions both for and against that kinda thing, but it was from other newer players like me.
when your enemy uses super, you can input counter right at the beginning (and just wait the 3s of the animation) and it will still counter - there's no timing involved. your inputs at 24:37 makes it seem you didn't know, so I wanted to point that out.
Idk if anyone pointed it out yet but tk yosanzen is safe and even leaves you at advantage. If you super jump then do it you can be punished but if you hold down before you do the tiger knee you can best out their button.
I think you might mean to reversal throw? Technically they are both + on hit, and super punishable on block. But the non usper jump version has a few extra advantage frames on block/hit. Always punished if blocked
I watched the whole thing and specifically the Okizime section 3 or 4 times now. I have to subscribe. I watched you live at CEO and saw a GDLK wall slump. Do you see Baiken bring competitively viable, and if so, will she be in your lineup? She is very risky like you mentioned but with good neut and good mixup, I think she can do fine.
Thanks for the video man! The 101 video you put out on I-No closer to launch gave me the foothold to start understanding things and building on my knowledge in my first fighting game, and after trying and failing to get into the genre, multiple times in the past, I managed to cross the threshold and even branch out to other games. I was super psyched to see this pop up in my recommended! I'm trying to do that c.S > 2H /2D BnB you recommended, and I'm running into an issue where I can only get c.S > 2D to combo if I start with dash momentum. My execution is still not the greatest, so I'm wondering if that's actually how it is, or if I'm just doing it wrong--does anybody know?
Oh interesting… yea I tested out the 5s 2d… it does look like you need dash momentum. Most of the time I do it I have dash momentum (think meaty 5s) so I never noticed. May work on some characters without(?). Thanks!
I still can't accept that kabari input is back then half circle. I find it awkward to go neutral on my stick after pressing 2 S or H before inputting kabari. Its much easier on pad or hit box. But my weapon of choice has awlways been stick. I am not happy using controllers, hitbox and keyboard when playing fighting games
Just out of curiosity, how many of you seriously intend on making Baiken your main? Personaly I always have two mains, one male and one female. Baiken will be my main female until Dizzy comes out (with that you can infer who is my male main)
I got strive because of Baiken being released. Strive is my first Guilty gear game and fighting game after many years. I've always known of the franchise for many years and thought "this one armed samurai with weapons coming out of her looks really cool (especially that three katana slash super she does)."
@@solomonbannerman2995 I see. But i bet those are not the main reasons you are interested in her, the two real big reasons are right below her neck. You don't need to pretend you are not a man of culture, I am as well
If you 66 redRC after the bnb, make sure you cancel right into cS for the extention. If red RC hits your opponent you will deal less damage due to combo scaling. I have shown a couple of starters (you don't need the counter hit btw, just replace 6H with 5H). If you fail the RC cancel you can go for H Kabari xx delay H Kabari for the ambiguous cross-up meaty mix up. czcams.com/video/lB9-PLwnen8/video.html If you fail the RC cancel you can go for H Kabari xx delay H Kabari for the ambiguous cross-up meaty mix up. Here is an example at 36 sec where I had the opportunity to counter with 2H on roundstart for the full sequence: czcams.com/video/gXwHyoRDl0I/video.html Here is my redRC combo I do off Youzansen usually: czcams.com/video/MPSGAEfACvA/video.html Works after the usual safejump setup (but people start expecting the instant overhead so mix it up with 5K, 2D or cS, 2D or 2K, 2D (end with super). If your safejump Tatami hits and you meaty with cS, then ending the air sequence with Tatami won't work but you get Okizeme again. You can end with super or Youzansen when descending. Besides for the purpose of extending damage after throws, baiting burst and rare occasions where you have to redRC instead of purpleRC to close gaps, I would only hit the opponent with redRC using 22redRC after Youzansen, then go right into a short S Kabari loop (ending with her meaty mixup after recovery). If you are going to use meter anyway you might as well spend it on the mix up (unless they have burst).
yeah im new, and wtf what do the numbers before buttons mean? what is a J? i feel like this isn't for new players lol edit: ok I've learned a bit now but its probably still smart to explain the patterns and directions before using them in a beginner guide.
Stopped enjoying this game since she dropped, possibly a coinky dink but I dunno. I suddenly feel all strived out. Hate when you go from loving a game to being meh with it.
Full disclosure, havent had an opportunity to watch the video yet so idk if this has been mentioned as part of the cons, but I think baiken may struggle quite a bit against characters who spend a lot of time in the air and I'm just curious what other people think. Like she is the only character that cannot chump check millias who dont know h disk doesnt hit meaty after throw/iron savior with jabs.
Most good Millias will still meaty and safejump with j.H after throw or iron savior. So, mashing isn't a good idea anyway. Also, there are some situations where Iron Savior into H disc will hit meaty like on 2H hits. Imo, Baiken does fine against Millia in the air because Baiken's air normals are generally very good with impressive range like j.S and j.D for example. But, you don't even need to play the air game against Millia. Baiken can do what everyone else does like cross her up from the ground, force her air options to predict where she's going, know when to antiair and etc.
From The Fighting Game Glossary: Okizeme: "The mind games and mixups that occur around attacking and blocking when someone is rising from a knockdown. It is pretty synonymous with the term wakeup, although okizeme tends to refer mostly to the offensive side and which choice of attack they will use, while wakeup refers more to the total situation. But in practice, the terms are often interchanged without much problem. Okizeme is a Japanese word (pronounced oh-kee-zeh-meh) and it's often shortened to "oki"."
@@CasteHappy Thank you very much. So it's basically converting from knocking down your opponent into either extending a combo, creating a 50/50, and/or reacting to a wake-up DP etc.?
@@CasteHappy Oh okay, because in those games you can side step to avoid the opponent's wake up action and choose an option that beats anything they can do? Whereas in 2D games offensive Oki is always a bait or a mixup to potentially hold your advantage state but never a true combo?
@@colinhay1666 It's because in most 3D games you can always hit characters while they're on the ground, there's not a "forced" wake up like in 2D games, you can stay on the ground as much as you want. In Tekken for example, there are combos that end in ground hits that the game doesn't even recognize as combos, but they are guaranteed anyway. There are also situations where you can catch their wake up option and start a combo from there, defense and offense look very different in those games, and so does the Oki. (Edit: I actually started typing before reading your full comment LOL, but yeah you pretty much said what I was saying haha)
Dude I am having the hardest damn time hitting tatami gaeshi after 2h but I can’t figure out what I’m doing wrong. Feels like sometimes it comes out as a consecutive hit and other times she just finishes the animation of 2h. Any tips?
you have to delay your tatami gaeshi input after 2H, just wait longer before cancelling into it and get used to that timing. I had the same thing happen to me when I first started learning her.
Hey Guys - Let me know down in the comments below if there is anything that was left out or any other tips to give new players.
I did forget a dust combo - the one I’ve been using is:
5[D] -> j.h j.d IAD J.p J.ddd
Also I mentioned a few times her low health… but it’s only really slightly below average (in effective health).
Also 5p 6k works on non ch, so correction there as well
Now to try and win a tourney with her 🔥
Hey Diaphone On Counter Hit 6P you can cancel into gun super and the blast will bounce back the opponent to you for a full combo.
Hope this helps! 😄
czcams.com/video/JwvpbvKXBTE/video.html
where are the sweaty combos?
An alternative Dust combo that works on the whole cast is 5[D] j.H j.D Airdash j.S jc j.S Finishing Blow (j.SS). Alternatively, you can omit the Airdash and just do jc or 9j.S. Others find that more consistent but I prefer the Airdash.
@@leoulquiorra2 i got u my b lol, check description
is there a jump cancel before those last two j.D ? i can only get the IAD> j.P > j.D x2
New player here: Youzansen combo doesn't work anymore since the youzansen now knocks the opponent away and does a soft knock down.
Just sharing for other newbies :)
I had a feeling! This comment should be pinned
thx, i was trying to do it a feel times and losing my mind kkk
Hey thanks for this guide, I got the game yesterday and am really want to main Baiken, so I am learning a lot since this is my first guilty gear. The most important advice I am taking from this is to go for the bread and butter of her combo kit. I immediately tried to learn really long strings only to find myself completely helpless in neutral and poking situations. I'm saving this video for later practice and am going to memorize all the stuff you showed! I hope one day I will get to a point were I can hold my ground at least to a degree because at this moment I am getting destroyed by normal mode AI :(
oh and I subscribed of course! Very good and easy to understand as a beginner!
If you could, could you do a Defense Guide or a Defense mindset guide? Like, when to mash on wakeup, backdash and etc.
Honestly your best option is to just lab your opponent or to simply not be on defense in the first place by winning neutral. You’re not going to be able to realistically beat Millia’s or Ino’s okizeme through sheer reaction speed or skill, sometimes you just have to guess. All characters have some sort of gap in their offense that can be either be defeated reactively or preemptively. Ky’s shock-state Foundre Arc is react-able but plus on block, so waiting to counter the start up with 5p is your best option. But Ky could capitalize and punish on you playing passive and reactively and go for c.S dash resets or even a tick-grab.
@@nathandam6415 Yea I think if I made it a guide.. it would be similar to this line of thinking (heavy on mindset / figuring out what options to choose). Debating it.. but i have so much content i want to make LOL
@@nathandam6415 Obviously, most of us know labbing is probably the best option, but understanding the general principles of when to mash, backdash, abare, fuzzy jump or whatever defensive is still useful. Why, when and how to use the options allows you to have a better fundamental grasp of what you should be doing overall on defense and not just on a situational basis. Defense is often the hardest part of a fighting game. Being able to have a better grasp on fundamental concepts of defense in a game like Strive sets people up for success, so they're not panic mashing or getting angsty when they're stuck in an unfamiliar matchup or situation.
For example, I suck at negative edge, so I can't reproduce a lot of Zato's long blockstrings with Eddie. I've tried to lab it in training mode, but that's an execution barrier for me. There's also not a lot of Zato players around. How do I go about thinking about defense in an unfamiliar matchup and when labbing is a barrier? I could ask around or go through Dustloop, sure but that's usually saved for after you just got your shit rocked and Discords are not that consistent when asking for help. So, what do you do when you're in a match or in a long set against that unfamiliar matchup? Having a video that teaches you how to think about defense and general principles could really help. Not just for situations like this, but for casuals, newer players, people who don't have time to lab because Strive isn't their main game and etc.
@@timaragon There's no magic bullet to defense. Everything will have an exploitable gap some way or another. Best way to learn is through direct experience. AKA being dunked on. If you're against an unfamiliar match up, play to learn, not to win. Make the most of the match up by trying random shit and see if it works and how the enemy responds to it. If you lose, you lose. Unfortunately that's how the cookie crumbles. Like in street basketball you're going to have your ass handed to you when you start. No amount of practice will prevent that from happening.
@@nathandam6415 I think you missed the entire point. It's not about winning or a magic bullet. It's about understanding principles of defense to give yourself the best chance when you're in a bad or unfamiliar situation.
And, getting dunked on is not always the best way to learn either for everyone. It helps and definitely can teach you, but it isn't the best way.
All your guides are great, but this is def the best one (outside of Ino). I'm happy to see you covering common situations instead of posting a thousand situational combos like a lot of guides out there. Really cool to see you getting better at the CZcamss.
Thanks! Still looking to get better and better
Been waiting for this one! Thanks!
A note on beating throw after hitting youzansen is that if you can space 5K really well on block with the 9236S youzansen input you can beat throw by barely out-ranging them with c.S and still be able to beat three frame buttons. It's kind of hard to actually get that spacing though, so doing 2K after is still going to be the most consistent, but lower reward option.
Love the format of this guide! Easily digestable and with enough information to get started, but also additional info to go one step further after getting used to the character!
Not the biggest anime fighting game player, so I only discovered your content when Granblue was new and the DLC characters were releasing. Still, it’s nice to see what we’re already informative guides have improved in lots of ways. Keep it up dude! You quickly became one of my go to places for fighting game information!
gave myself about a week since the character came out to watch "guides" since most people create content for a new character but can't even make it into celestial. this on the other hand is perfect. would love to see more videos like this and your breakdown of high level matches.
That’s is so informative. Baiken has so many cool things! Great video. Thanks!
Nice, been waiting for this!
I do think you're underrating 5h though, it's not the best in the game but it is a disjointed hitbox which can make it a really nice counter-poke, and you can convert off a counterhit.
Also 9236S is way easier on hitbox or keyboard for the instant overhead cancel out of c.s, so if anyone watching uses either of those control schemes it's probably even easier than 2369s!
9236s is also less negative on block, since 2369s makes you super jump
Been a while since watching a guide from you. Good info.
I tend to whiff things after Kabari, despite training, but might use her for fun after watching this. Nice vid.
Some of these unfortunately don't seem to work anymore. j.236S knocks away now so only combos in the corner or if tethered.
This was one of the best breakdowns for a fgc I've seen in a while. Great job dude!
Thanks for the very timely video, Diaphone! I've been having a blast with Baiken, and I'm definitely going to steal some of that Kabari H meaty cross-up tech. I have two tips I'd like to share:
1. For beginners, one of the easiest follow-ups to a cross-up Youzansen is going straight into Kenjyu super. It's nothing fancy, but it does solid damage and combos.
2. Kabari H follow-up is definitely strong, and it's easy to condition to opponents to start blocking it. On Kabari H block, instead of doing the follow-up hit, a powerful alternative is run up throw. There's two reasons why it works so well. First, the appearance of the Kabari H follow-up and Baiken's run animation are very similar. It's hard to tell them apart in less than half a second. Secondly, and more importantly, the time that the Kabari H follow-up would hit is nearly the exact same time that run + throw lands. Typically, the way people autopilot fuzzy blocking is by blocking based on timing. For example, most player block the vanilla Fuujin low-high mixup by blocking low first, and then blocking high once the low doesn't come. Since Kabari H's strike follow-up and run throw connect at the same timing, it feels more like a 50/50. It's especially hard to tell at close range, but surprisingly it even works at medium to long range just because of the timing of the strike/throw mixup still matches up.
Let me know how you feel about it!
I do run up throw quite a bit, after I condition them with a delayed button (it works a lot lol)
Dang, this guide felt so comprehensive. Can’t wait to try some of this stuff out! Thank you
taking an i-no break to refresh my mind/playstyle -- going through your 101 and 201 guides and gonna do my best!
thanks for your hard work on these guides Diaphone 🙏🏼
I know I'm late. but thanks for this video! I just picked up Baiken 3 weeks ago and after almost dropping her, I found this guide. Just made it to Floor 10 today! Thanks for the tips and help!
Your guides are always very helpful. Thanks a lot!
5k and 2k also gatling into 5d for more mix options if you want to go for big dust combos like: js>jk>kenjyu>jd>(jc)js>js
Subscribed! This was super helpful, and chill! Thank you!
Great video my dude
this is such a fantastic video good shit my man
Big balloons
“Baiken is a well-rounded character.” My man!
While her HP is low, she has pretty good guts, which means that she has a little bit more EHP than Gio without shrek install. This puts her basically in the middle in terms of HP, ~60 EHP more than Chipp and ~80 EHP less than Pot and Nago. So I'm not sure if I agree that she trades big damage and space control for HP, unless you think the same of Chaos/Faust/Gio without 50% meter?
yeh her health is most comperable to ky/gio, the exact median health of the game
Thanks! I honestly didn’t know lol, so yea I wouldn’t agree with that either I suppose. I updated the pinned comment
I fucking love you, diaphone. Thanks for making this
Great video man, I'm a new player to Guilty Gear and I just picked up Baiken, learnt a lot about some combos and moves that can be cancelled which I thought could not be :)
Found this really helpful! Thanks for putting it together.
thanks for the guides man
Just picked her up after giving up on Axl. Shes incredibly fun and I love picking scrubs apart in long sets.
only just grabbed strive on sale, picked up Baiken to start and having a lot of fun, I seem to have the movement basics you've shown down, but I've not dabbled in RC yet, some other things like instant tatami and instant overhead are something i never even considered, also I was struggling with her parry but your tips on when best to use it seem solid, so thanks for the video :)
Really good video new Sub
19:07 is c.S > 5D > c.S still doable? can't pull it off for nothing. great video btw Diaphone
I gues not, cos i have same problems
@@user-ph7lu3ik6y it is, you gotta hold 5D :)
hey, zero on block, meaning that, you can hit regular P - stop enemy attack and then actually use a harder hit
Baiken with the Guile style sweep
Best guide ever :D
Thank you for such a well explained guide!
your guides are so good
so in summary, air tatami is just millia H tandem top lol
Thanks again!
You have the best of these types of guides. Thank you for putting them out. Your Axl guide single handedly gave me the leg up to feel like a half decent Axl player way back in September.
My knowledge issues are taking a back seat to mechanics, though. Do you have any tips on… embarrassingly enough, using a fight stick? I started on one back in August for the first time, upgraded to an Obsidian over the holidays and I just cannot get proper motions anymore.
Hmmm, no quick shortcuts lol. It takes time and practice, just be patient with it and trust the learning process
Also if you can’t get the proper motions with the new stick… could be for a few reasons. You’ll get used to it, but you should check to see if the sticks have the same kind of gate
@@Diaphone Fair enough! Thanks for the reply. No shortcuts on the path to greatness I suppose. Other than just playing and grinding, when you learn a new controller do you do any specific exercises, like “go into training and don’t leave until you can do each move 5 times”? I’ve seen opinions both for and against that kinda thing, but it was from other newer players like me.
Great guide
when your enemy uses super, you can input counter right at the beginning (and just wait the 3s of the animation) and it will still counter - there's no timing involved.
your inputs at 24:37 makes it seem you didn't know, so I wanted to point that out.
Ohhh didn’t realize it was that lenient. Thanks!
j.K is a good option to stuff Zato frog
great guide. Thanks
great video! Here's some algorithm feed
I’m here after watching Memo hypnotize me with his Baiken
2p could be useful for me cause i like to mash to challenge blockstrings till i inevitably get countered
Idk if anyone pointed it out yet but tk yosanzen is safe and even leaves you at advantage. If you super jump then do it you can be punished but if you hold down before you do the tiger knee you can best out their button.
I think you might mean to reversal throw? Technically they are both + on hit, and super punishable on block. But the non usper jump version has a few extra advantage frames on block/hit. Always punished if blocked
@@Diaphone ah I was just reciting what someone else said I haven't gotten to test it yet
I watched the whole thing and specifically the Okizime section 3 or 4 times now. I have to subscribe. I watched you live at CEO and saw a GDLK wall slump. Do you see Baiken bring competitively viable, and if so, will she be in your lineup? She is very risky like you mentioned but with good neut and good mixup, I think she can do fine.
Yea I think she is quite good… but still early
Thanks for the video man! The 101 video you put out on I-No closer to launch gave me the foothold to start understanding things and building on my knowledge in my first fighting game, and after trying and failing to get into the genre, multiple times in the past, I managed to cross the threshold and even branch out to other games. I was super psyched to see this pop up in my recommended!
I'm trying to do that c.S > 2H /2D BnB you recommended, and I'm running into an issue where I can only get c.S > 2D to combo if I start with dash momentum. My execution is still not the greatest, so I'm wondering if that's actually how it is, or if I'm just doing it wrong--does anybody know?
Oh interesting… yea I tested out the 5s 2d… it does look like you need dash momentum. Most of the time I do it I have dash momentum (think meaty 5s) so I never noticed. May work on some characters without(?). Thanks!
@@Diaphone Of course! Thanks for the reply! I was sure I was going crazy.
Now I can be the best baiken like you.... maybe lol
bacon hype
2:30 you forgot to mention 6K, it goes way further than it did in xrd
You didn't talk about matchup specifics. I know Millia is an interesting one because of Baiken's potential anti-air weakness
Yea will most likely make future vid for it. I think baiken A2A can compensate tho in the milia mu
I never would’ve imagined I’d be learning guilty gear from Oscar winning actor Rami Malek
I’m really lost personally on what to do out of H kabari, getting into it is doable but no clue what to do after it 😂
I still can't accept that kabari input is back then half circle. I find it awkward to go neutral on my stick after pressing 2 S or H before inputting kabari. Its much easier on pad or hit box. But my weapon of choice has awlways been stick. I am not happy using controllers, hitbox and keyboard when playing fighting games
took me one hour to memorize and input correctly first two combos and i ended up only using like first part of the combo in actual match bruhh
Just out of curiosity, how many of you seriously intend on making Baiken your main? Personaly I always have two mains, one male and one female. Baiken will be my main female until Dizzy comes out (with that you can infer who is my male main)
I got strive because of Baiken being released. Strive is my first Guilty gear game and fighting game after many years. I've always known of the franchise for many years and thought "this one armed samurai with weapons coming out of her looks really cool (especially that three katana slash super she does)."
@@solomonbannerman2995 I see. But i bet those are not the main reasons you are interested in her, the two real big reasons are right below her neck.
You don't need to pretend you are not a man of culture, I am as well
@@Rivershield hahahaha🤣
If you 66 redRC after the bnb, make sure you cancel right into cS for the extention. If red RC hits your opponent you will deal less damage due to combo scaling. I have shown a couple of starters (you don't need the counter hit btw, just replace 6H with 5H). If you fail the RC cancel you can go for H Kabari xx delay H Kabari for the ambiguous cross-up meaty mix up.
czcams.com/video/lB9-PLwnen8/video.html
If you fail the RC cancel you can go for H Kabari xx delay H Kabari for the ambiguous cross-up meaty mix up.
Here is an example at 36 sec where I had the opportunity to counter with 2H on roundstart for the full sequence:
czcams.com/video/gXwHyoRDl0I/video.html
Here is my redRC combo I do off Youzansen usually:
czcams.com/video/MPSGAEfACvA/video.html
Works after the usual safejump setup (but people start expecting the instant overhead so mix it up with 5K, 2D or cS, 2D or 2K, 2D (end with super). If your safejump Tatami hits and you meaty with cS, then ending the air sequence with Tatami won't work but you get Okizeme again. You can end with super or Youzansen when descending.
Besides for the purpose of extending damage after throws, baiting burst and rare occasions where you have to redRC instead of purpleRC to close gaps, I would only hit the opponent with redRC using 22redRC after Youzansen, then go right into a short S Kabari loop (ending with her meaty mixup after recovery). If you are going to use meter anyway you might as well spend it on the mix up (unless they have burst).
yeah im new, and wtf what do the numbers before buttons mean? what is a J? i feel like this isn't for new players lol
edit: ok I've learned a bit now but its probably still smart to explain the patterns and directions before using them in a beginner guide.
on the first bnb combo you need dash momentum.... or it will most likely drop.
DIaphone make me not bad a GGST!!!!🙃
Are you gonna play DNF Duel?
Of course, game gonna be od
@@Diaphone Still haven't learned what OD stands for but can I play you when you do?
Not sure if anyone will see this but does any of this change for season 3
any1 maybe have the combo recipes so I can add them in-game and practice that way? :)
17:43
Stopped enjoying this game since she dropped, possibly a coinky dink but I dunno. I suddenly feel all strived out. Hate when you go from loving a game to being meh with it.
Full disclosure, havent had an opportunity to watch the video yet so idk if this has been mentioned as part of the cons, but I think baiken may struggle quite a bit against characters who spend a lot of time in the air and I'm just curious what other people think. Like she is the only character that cannot chump check millias who dont know h disk doesnt hit meaty after throw/iron savior with jabs.
Most good Millias will still meaty and safejump with j.H after throw or iron savior. So, mashing isn't a good idea anyway. Also, there are some situations where Iron Savior into H disc will hit meaty like on 2H hits.
Imo, Baiken does fine against Millia in the air because Baiken's air normals are generally very good with impressive range like j.S and j.D for example. But, you don't even need to play the air game against Millia. Baiken can do what everyone else does like cross her up from the ground, force her air options to predict where she's going, know when to antiair and etc.
Cant safejump reversal parry. But yeah her air to airs r pretty good
Does the combo with dust after counter into S Hibari still work?
Sorry for the Noob question, but what's Okie{Oh-Key}?
From The Fighting Game Glossary:
Okizeme: "The mind games and mixups that occur around attacking and blocking when someone is rising from a knockdown. It is pretty synonymous with the term wakeup, although okizeme tends to refer mostly to the offensive side and which choice of attack they will use, while wakeup refers more to the total situation. But in practice, the terms are often interchanged without much problem. Okizeme is a Japanese word (pronounced oh-kee-zeh-meh) and it's often shortened to "oki"."
@@CasteHappy Thank you very much. So it's basically converting from knocking down your opponent into either extending a combo, creating a 50/50, and/or reacting to a wake-up DP etc.?
@@colinhay1666 Yeah! I'd say extending combos is not really an option outside of Tekken or some other 3D fighters, but yeah
@@CasteHappy Oh okay, because in those games you can side step to avoid the opponent's wake up action and choose an option that beats anything they can do? Whereas in 2D games offensive Oki is always a bait or a mixup to potentially hold your advantage state but never a true combo?
@@colinhay1666 It's because in most 3D games you can always hit characters while they're on the ground, there's not a "forced" wake up like in 2D games, you can stay on the ground as much as you want. In Tekken for example, there are combos that end in ground hits that the game doesn't even recognize as combos, but they are guaranteed anyway.
There are also situations where you can catch their wake up option and start a combo from there, defense and offense look very different in those games, and so does the Oki.
(Edit: I actually started typing before reading your full comment LOL, but yeah you pretty much said what I was saying haha)
I know of 2 pros 😈
Hey, could anyone tell me what mod Diaphone is using to get that Baiken color?
not a mod
if its not available 2 u check the purchasable colour packs
Dude I am having the hardest damn time hitting tatami gaeshi after 2h but I can’t figure out what I’m doing wrong. Feels like sometimes it comes out as a consecutive hit and other times she just finishes the animation of 2h. Any tips?
you have to delay your tatami gaeshi input after 2H, just wait longer before cancelling into it and get used to that timing. I had the same thing happen to me when I first started learning her.
19:20 Combo so long that the text doesn't even fit the screen lol
Wtfff how did I miss that LMAO
Johnny is hotter and cooler than baiken 😎😎😎😎
9236 input ? how can i do that ?
2369s is easy but it doesnt give jump to me
🏃 P-R-O-M-O-S-M!!
*sigh* it's not pronounced kabari, it's pronounced "KABA-REE!!!"
If only this game is fully 3d. Why are there so much more fucking 2d fighters than 3d…smh