As a ky main who has to deal with parry quite a lot thanks to ky being built around - stagger pressure, it creates so many microcosms of interaction for both players being almost entirely a match of rock paper scissors with IMO no real favorability
It's similar to Virtua Fighter. One second of gameplay can have 4 quick games of RPS. Anime games are generally built more about these wakeup or recovery situations which lead into one RPS game which dictates the next couple seconds of gameplay
No one talks about the 66RC Parry confirm which is really sad, especially since it's something I knew of and used practically since Baiken release date, but I haven't seen a single other Baiken player use it ever. I've gotten so many wins on people because no one sees it coming neither in neutral nor on offense.
@@lordknightfgc The act of doing RC and seeing if they pressed something. Never happens over at the EU, don't know how Baiken players are doing in the US.
I do that quite often, yes. Tbh for the stream explanation, it might have been a mistake to put 66 r > confirm situation > parry there, but that's the main time I do it outside of some specific movement scenarios and neutral wall break when I have meter
I just feel that baiken has so much better uses for meter a lot of the time. As LK says, only when you wall break and you are given free meter and parry will kill does it really become worth thinking about doing
10:25 this is why the I-No/Baiken matchup is so dogshit for I-No. If I-No starts with j.s and it’s blocked, ALL of her following pressure has a one frame gap. If Baiken mashes parry after blocking j.s, it beats 2k, CS, j.d, and 6h. The only thing it loses to is stuff like j.s 2d or j.s into another j.s, but the former is reactable and the latter loses hard to the 4f jab. Because I-No’s pressure only matters if she’s right on top of you, there’s not really a way for her to stay safe against parry and jab at the same time (besides doing harebrained shit like j.s into S STBT). On top of that, Baiken has a standing hurtbox that low profiles HCL and a chunky 2s that beats both STBT and close-range hoverdash. Definitely an uphill battle.
yeap love running perfect mix for half the round and then get random parried once and now baiken has the life lead, pretty sure parry does more damage than clean hit sol dp cuz sol dp is 2hits so the 2nd hit is affected by scaling
I wouldnt say that’s the issue with it tbh I think it should have its damage altered, maybe based on attack level of the parried move, but the real issue is the PRC OS If baiken has 50 meter you have to give up your turn or commit to meaty throw which is extremely dumb imo
This is a dumb question but is it possible to setup parry or CH setup if you RRC to beat mash & delayed mash, to sort of get risc damage? Sort of a win win situation? For example, blockstring ~ RC ~ parry (if it whiffs because of delayed mash) you can stick out a button before them to still punish. This might require specific frame data knowledge???
Hello LK, I have a question regarding parry PRC as I am relatively new to this game. I haven't previously considered this option before and am just asking for clarity on what the application is, is it simply to just safely enter block in case of whiff (unless of course the window is perfect for opponent's move as you mentioned)? If you mash parry -> will it buffer on whiff and in the case of landing, the PRC input will be ignored so parry goes through successfully? Thanks.
you seem to get it 👍 successful parry is a rare kind of move that overrides a RC input, so the 236P~PRC input always selects either PRC or a successful parry (BUT! note that PRC has its own counter-hittable startup of 7 frames or so).
I could be wrong here but for parry oki on characters like sol who have a dp, can't you just s kabari? you should be far enough away to be safe if they do dp and I don't think the gap that is left on wakeup is big enough to punish
Bro someone did that 2k 2D parry today and it was painful. The thing is I play Gio (I blame Jack-o for this) and her 2k 2D doesn't combo anymore unless it's a counter so I get punished anyway alrhought 2k->214k also has a gap. LK my dude my bro I haven't finished the video but what can Gio do to counter that since she relies too much on frame traps and safe jumps?
Gio 2K 2D never combo-ed without counterhit, ever since the betas, the way to combo off of 2k was always 214k. As for how to beat parry off of 2K 2D on block, if you slightly delay the 2D, which already has a natural gap after 2k, it'll beat mash parry as the gap becomes larger than 6 frames, it's fairly precise, since the cancel window off of 2K isn't that huge, but the reward is a CH 2D which Gio is super happy with. Alternatively, 2K 5K naturally beats parry, same with 2K 2K, and 2K wait is always an option. As for the rest of her kit, LK mentioned usually on most of Gio's strings, if she does certain delay cancels or strings with large gaps (c.S dash c.S for example, or 5H very delayed 214K) or just waits and whiff punishes the parry with 5H, she'll counter hit the parry for *massive* return, so parry is quite risky overall against her.
If you get parried by a baiken player mid blockstring, try to do the same string again but if you can. delay the canel or go for a slower move to make a gap that stuff parry, idk if gio has strings with exactly 6 frame gaps but thats the ideal, the risk is like, you either get jabbed or maybe if baiken really reads you correctly 2k 2d and you have to guess a mixup (which is a decent risk tbf) but you get a big counterhit on a baiken who has shown she is willing to try to parry there.
i'll say it's possible to structure your offense so that it's difficult for baiken to consider parrying. for instance, if she blocks c.S, there's too many reset options that straight up beat parry such as drill, jump cancel falling j.H, c.S into another c.S, or even 214S since you'll get some nice damage as a reward, and there's always just throwing or dash cancel resets. it's important to always check how your opponent defends and adjust accordingly. update: it's possible for baiken to parry c.S > reset c.S if you're frame perfect, but seeing as how this is difficult to do and being even a frame late doesn't really matter since it just loses to mash anyways not sure on the impact.
The OS parry I'm aware of is when your opponent does a cross up. So you input 214 PS which, if they don't cross up, you do FD but if they do, you do parry.
@@lordknightfgc but you can do reversal super and beat it so it could only be 1 frame. Most supers (like reversal supers) have really good startup. Way faster than 6 frames.
Best female fighting character ever in my opinion. She's been a main since the early 2000s. Her moveset is just too good (especially if you're a defensive fighter).
So lowkey I'mma just say it. Baiken is anti chaos. This is funny because of the story between these characters. You just need meter to force your turn against chaos, but my point is that baiken can do it best if they try to use gun to cover normals. If they zone you, then baiken can use her gun super to reverse gc zone them and then move in, if need be save up 2 bars and double shoot them to keep them in place as you move in, if they back up as you do this then they get negative bonus.
@HellecticMojo A yes, having meter is an advantage, rc and supers are just nice to have if you take advantage/helps you take advantage. And B it isn't a strategy, but it can enable you to form a strategy around it.
@@nkirmath8621 that's every character. That's like saying Goldlewis has a good defense because he has down with the system. You need something on demand and reliable before you can call something "anti."
Im boutta watch 25 minutes of how Baikens parry works knowing damn well I dont need to
Finally, the "Send this to baiken players that never parry Testament 2D but think 2K is unbeatable" video. Thanks so much
“Send this to baikens who always parry on wake up”
As a Testament player I usually explode when I play against a Baiken player that actually does this to me
Spam parry in neutral, got it, thanks lk
As a ky main who has to deal with parry quite a lot thanks to ky being built around - stagger pressure, it creates so many microcosms of interaction for both players being almost entirely a match of rock paper scissors with IMO no real favorability
It's similar to Virtua Fighter. One second of gameplay can have 4 quick games of RPS. Anime games are generally built more about these wakeup or recovery situations which lead into one RPS game which dictates the next couple seconds of gameplay
Loving all of the XC3 music you are using now. Best game ive ever played and it needs more attention
morbius did nothing wrong
@@TheJbrown60 nah Morbius was an awful movie
@@trippersigs2248 it was pretty terrible
Music: The iris Network, Xenoblade Chronicles 3 (XC3)
LK don't miss when it comes to background music choices
these breakdown vids are so good
No one talks about the 66RC Parry confirm which is really sad, especially since it's something I knew of and used practically since Baiken release date, but I haven't seen a single other Baiken player use it ever. I've gotten so many wins on people because no one sees it coming neither in neutral nor on offense.
The combo? Pretty sure it is used relatively often
@@lordknightfgc The act of doing RC and seeing if they pressed something. Never happens over at the EU, don't know how Baiken players are doing in the US.
I do that quite often, yes. Tbh for the stream explanation, it might have been a mistake to put 66 r > confirm situation > parry there, but that's the main time I do it outside of some specific movement scenarios and neutral wall break when I have meter
I just feel that baiken has so much better uses for meter a lot of the time. As LK says, only when you wall break and you are given free meter and parry will kill does it really become worth thinking about doing
10:25 this is why the I-No/Baiken matchup is so dogshit for I-No. If I-No starts with j.s and it’s blocked, ALL of her following pressure has a one frame gap. If Baiken mashes parry after blocking j.s, it beats 2k, CS, j.d, and 6h. The only thing it loses to is stuff like j.s 2d or j.s into another j.s, but the former is reactable and the latter loses hard to the 4f jab. Because I-No’s pressure only matters if she’s right on top of you, there’s not really a way for her to stay safe against parry and jab at the same time (besides doing harebrained shit like j.s into S STBT). On top of that, Baiken has a standing hurtbox that low profiles HCL and a chunky 2s that beats both STBT and close-range hoverdash. Definitely an uphill battle.
To be fair, the issues with I-No’s pressure also exist against DP characters.
Shout out to Jack-O throwing that thang back in the beginning of the video.
Christ the XB3 menu theme is so fucking good.
My only problem with parry is the damage. Other than that it's pretty standard
yeap love running perfect mix for half the round and then get random parried once and now baiken has the life lead, pretty sure parry does more damage than clean hit sol dp cuz sol dp is 2hits so the 2nd hit is affected by scaling
I wouldnt say that’s the issue with it tbh
I think it should have its damage altered, maybe based on attack level of the parried move, but the real issue is the PRC OS
If baiken has 50 meter you have to give up your turn or commit to meaty throw which is extremely dumb imo
@@MommysGoodPuppy nah parry just does more because sol DP prorates 60%, and baiken’s parry on its own does unscaled damage
Are you saying it's too high?
whats funnier is you can get a meaty cs off it
This is a dumb question but is it possible to setup parry or CH setup if you RRC to beat mash & delayed mash, to sort of get risc damage? Sort of a win win situation? For example, blockstring ~ RC ~ parry (if it whiffs because of delayed mash) you can stick out a button before them to still punish. This might require specific frame data knowledge???
Afaik no, tbh it sounds like prc os is what you are looking for
did you know Baiken's parry does more damage than her projectile super
Hello LK, I have a question regarding parry PRC as I am relatively new to this game. I haven't previously considered this option before and am just asking for clarity on what the application is, is it simply to just safely enter block in case of whiff (unless of course the window is perfect for opponent's move as you mentioned)? If you mash parry -> will it buffer on whiff and in the case of landing, the PRC input will be ignored so parry goes through successfully? Thanks.
you seem to get it 👍
successful parry is a rare kind of move that overrides a RC input, so the 236P~PRC input always selects either PRC or a successful parry (BUT! note that PRC has its own counter-hittable startup of 7 frames or so).
I could be wrong here but for parry oki on characters like sol who have a dp, can't you just s kabari? you should be far enough away to be safe if they do dp and I don't think the gap that is left on wakeup is big enough to punish
Bro someone did that 2k 2D parry today and it was painful. The thing is I play Gio (I blame Jack-o for this) and her 2k 2D doesn't combo anymore unless it's a counter so I get punished anyway alrhought 2k->214k also has a gap. LK my dude my bro I haven't finished the video but what can Gio do to counter that since she relies too much on frame traps and safe jumps?
Gio 2K 2D never combo-ed without counterhit, ever since the betas, the way to combo off of 2k was always 214k. As for how to beat parry off of 2K 2D on block, if you slightly delay the 2D, which already has a natural gap after 2k, it'll beat mash parry as the gap becomes larger than 6 frames, it's fairly precise, since the cancel window off of 2K isn't that huge, but the reward is a CH 2D which Gio is super happy with. Alternatively, 2K 5K naturally beats parry, same with 2K 2K, and 2K wait is always an option. As for the rest of her kit, LK mentioned usually on most of Gio's strings, if she does certain delay cancels or strings with large gaps (c.S dash c.S for example, or 5H very delayed 214K) or just waits and whiff punishes the parry with 5H, she'll counter hit the parry for *massive* return, so parry is quite risky overall against her.
If you get parried by a baiken player mid blockstring, try to do the same string again but if you can. delay the canel or go for a slower move to make a gap that stuff parry, idk if gio has strings with exactly 6 frame gaps but thats the ideal, the risk is like, you either get jabbed or maybe if baiken really reads you correctly 2k 2d and you have to guess a mixup (which is a decent risk tbf) but you get a big counterhit on a baiken who has shown she is willing to try to parry there.
i'll say it's possible to structure your offense so that it's difficult for baiken to consider parrying. for instance, if she blocks c.S, there's too many reset options that straight up beat parry such as drill, jump cancel falling j.H, c.S into another c.S, or even 214S since you'll get some nice damage as a reward, and there's always just throwing or dash cancel resets.
it's important to always check how your opponent defends and adjust accordingly.
update: it's possible for baiken to parry c.S > reset c.S if you're frame perfect, but seeing as how this is difficult to do and being even a frame late doesn't really matter since it just loses to mash anyways not sure on the impact.
Amazing video, just as usual
Isn't there a way to OS the parry so that it comes out if they delay the button, but it doesn't if they frametrap? Or did you mention it already?
The OS parry I'm aware of is when your opponent does a cross up. So you input 214 PS which, if they don't cross up, you do FD but if they do, you do parry.
I didn't mention it in the video but yes that exists. It is just delaying the parry input, I use it in a couple of specific situations
Parry is that move that Baiken players try to spam vs Ram even though meaty sword toss literally just ignores it, lol
Your videos are great.
Parry only has 1 active frame. You can literally use a Reversal super at the same time as a parry and beat parry.
As explained in the video, parry catches frame 1-6
@@lordknightfgc but you can do reversal super and beat it so it could only be 1 frame. Most supers (like reversal supers) have really good startup. Way faster than 6 frames.
Bro....
@@lordknightfgc sorry but your simp bait character is not actually good.
Dude go on dustloop and look up the info. I dunno where you get this info but it's wrong
What's the song?
Best female fighting character ever in my opinion. She's been a main since the early 2000s. Her moveset is just too good (especially if you're a defensive fighter).
Good video
Algorithm comment(Algorithm triggering babbel Algorithm triggering babbel)
Algorithm conversion into combo
Yeah no this is a study 🍽️ 🙋🏾
Nerf parry damage (then make it wallbounce like old Wild Throw 😈)
احب بايكن
using dp in blockstring offense?? huh
Real villains dp on their minus frames
So lowkey I'mma just say it. Baiken is anti chaos. This is funny because of the story between these characters. You just need meter to force your turn against chaos, but my point is that baiken can do it best if they try to use gun to cover normals. If they zone you, then baiken can use her gun super to reverse gc zone them and then move in, if need be save up 2 bars and double shoot them to keep them in place as you move in, if they back up as you do this then they get negative bonus.
Baiken is not anti chaos..
"Just have meter" is really not a good strategy or an advantage.
@HellecticMojo A yes, having meter is an advantage, rc and supers are just nice to have if you take advantage/helps you take advantage. And B it isn't a strategy, but it can enable you to form a strategy around it.
@@nkirmath8621 that's every character.
That's like saying Goldlewis has a good defense because he has down with the system.
You need something on demand and reliable before you can call something "anti."
@@HellecticMojo counter a normal before gunshot
nerf parry damage
Only scrubs thinks parry is good and op skill .
baiken player detected down player detected
i mean parry is good, but its also a weakness. That weakness disappears with 50 meter tho which leaves it at just good if u got meter.
Ain't no reason for it to do so much damage, that's all I'll say
@@maxrusty3596 Did you even watch his video? It can still be punished even if you PRC depending on the interaction
@@Aluc1d Nope its a bit too long for me. Dont know if what ur saying is true but my point still stands, still pretty damn good
Can anyone give an example of a “non-standard safe jump” that beats Baiken’s parry?
IAD tatami with Baiken, IAD shot with HC, drills with Zato, etc