10 confirms with Baiken that you need to learn

Back to blogging about Baiken! This time I have written about 10 confirms that you need to learn if you want to step your Baiken game up. The reason being simple: you need to maximize whatever damage and tension meter gain opportunities you get!

Some initial clarifications. I will only write down my preferred combo starters, not entire combo recipies. My preference is based on a combination of knock down potential and tension meter gain.

Abbreviations that I have used in the post: NH (normal hit), CH (counter hit), Kuch (Kuchinashi), lights (light weight characters), mids (mid weight characters), heavies (heavy weight characters).

Rokkonsogi (azami/suzuran) = CH

  • Confirm midscreen CH into either S-Kabari Tetsusanzen.
  • Confirm (close to) corner CH into dash 6H Kuch.

Kire-Tatami (or IAD Tatami) = CH, NH or block

  • Confirm midscreen CH into either dash 6P Kuch.
  • Confirm (close to) corner CH into dash 6H Kuch.
  • Confirm NH into forward/upward jump jPSD.
  • Confirm block preferably into pressure (if your opponent allows you to), but for the most part you are actually at a slight disadvantage.

Ground tatami = CH, NH or block

  • Confirm midscreen CH into dash Kuch (lights) or dash (5K)6P Kuch (mids), or 5H6K Kuch (heavies when close them).
  • Confirm corner CH into dash forward jump jSD ad jSD (lights) or dash 6H Kuch (mids/heavies).
  • NH only gives combo when close, so learn that positioning and convert into a combo (dash forward jump jSD), or take advantage of the tech situation.
  • Block is disadvantageous on block, even punishable for most characters.

Sakura (azami/suzuran) = CH and positioning

  • Confirm midscreen close CH into Kire-Tatami or IAD-Tatami (depending on character).
  • Confirm midscreen far CH into RC and then Kire-Tatami or IAD-Tatami (try to delay enough to avoid RC proration, but not so late that 5K does not combo into jS anymore).
  • (When you are cornered and confirm a CH sakura, you can: RC, IAD over your opponent, and then convert into a full corner combo with knockdown.)

Ground Tatami YRC = hit or block

  • Confirm hit into S-Kabari Tesusanzen (easy confirm).
  • Confirm block into pressure.
  • (If you confirm the opponents standing block, you can force an fuzzy overhead with IAD jP/jK.)

IAD jS = airborn opponent, grounded opponent or whiffed jS

  • Confirm if the opponent is airborn and if so buffer an air tatami from jS.
  • Confirm if the opponent is grounded and buffer into jH (for reads that involve CH) or delay jP (for reads that do not involve CH).
  • Confirm whiff, and be ready to throw your opponent if you land close to them.

IAD jP(S) = hit/block or whiff

  • Confirm hit/block into a full gattling route.
  • Confirm whiffed jP (against a passive opponent) into another jP or jK after recovery (depending on positioning).
  • If your opponent is actively trying to punish you between, start FD:ing after your jP has recovered (and be ready to throw your opponent if you land close to them).

jD overhead from ad jPPK = hit or block

  • Confirm hit into RC and immediately follow up with an air tatami, and proceed with a full combo into knockdown.
  • Confirm block into nothing (i.e. no RC).

Kabari Rokkonsogi RC = hit or block

  • Buffer dash after RC.
  • Confirm midscreen hit into 5K6P Kuch (lights) or 5H6K Kuch (mids). Not a useful option midscreen versus heavies wheen midscreen due to poor combo potential.
  • Confirm corner hit into 6P forward jump jSD ad jSD (lights) 6H Tatami Kuch (mids) and 6H Tatami 6H Kuch (heavies)

Burst on burst proof corner = burst and positioning

  • Confirm whiffed burst into airdash jD or airdash jSD depending on positioning, and proceed with a full combo into knockdown.

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