=====================================================================
  GUILTY GEAR X (C)2000 Sammy / 1998,2000 ARC SYSTEM WORKS CO.,LTD. 
=====================================================================



      GGGGGG    UUU  UUU   III   LLL     TTTTTTTTTT   YYY   YYY
     GGGGGGGG   UUU  UUU   III   LLL     TTTTTTTTTT   YYY   YYY
     GGG        UUU  UUU   III   LLL        TTTT      YYY   YYY
     GGG GGGG   UUU  UUU   III   LLL        TTTT      YYY   YYY
     GGG GGGG   UUU  UUU   III   LLL        TTTT        YYYYY
     GGG  GGG   UUU  UUU   III   LLL        TTTT         YYY
     GGGGGGGG   UUUUUUUU   III   LLLLLLLL   TTTT         YYY 
      GGGGGG     UUUUUU    III   LLLLLLLL   TTTT         YYY


      GGGGGG    EEEEEEEE    AAAAAA    RRRRRRR         XXX  XXX
     GGGGGGGG   EEEEEEEE   AAAAAAAA   RRRRRRRR        XXX  XXX
     GGG        EEE        AAA  AAA   RRR  RRR         XXXXXX
     GGG GGGG   EEEEE      AAA  AAA   RRR  RRR          XXXX
     GGG GGGG   EEEEE      AAA  AAA   RRRRRRR           XXXX 
     GGG  GGG   EEE        AAAAAAAA   RRR RRRR         XXXXXX
     GGGGGGGG   EEEEEEEE   AAAAAAAA   RRR  RRR        XXX  XXX
      GGGGGG    EEEEEEEE   AAA  AAA   RRR  RRR        XXX  XXX 



=====================================================================
 CHARACTER NO.3 - BAIKEN - THE ONE-ARMED AND ONE-EYED FEMALE SAMURAI 
=====================================================================


    BBBBBBB     AAAAAA    III  KKK  KKK   EEEEEEEE   NN   NNN
    BBBBBBBB   AAAAAAAA   III  KKK  KKK   EEEEEEEE   NNN  NNN
    BBB  BBB   AAA  AAA   III  KKK KKK    EEE        NNNN NNN
    BBBBBBB    AAA  AAA   III  KKKKK      EEEEE      NNNNNNNN
    BBBBBBB    AAA  AAA   III  KKKKK      EEEEE      NNNNNNNN
    BBB  BBB   AAAAAAAA   III  KKK KKK    EEE        NNN NNNN  
    BBBBBBBB   AAAAAAAA   III  KKK  KKK   EEEEEEEE   NNN  NNN
    BBBBBBB    AAA  AAA   III  KKK  KKK   EEEEEEEE   NNN   NN


=====================================================================
   A BAIKEN'S FAQ - BY SHIVA NATARAJA - (shiva.nataraja@free.fr) 
=====================================================================

Welcome to my first FAQ!!! It is especially dedicated to my favorite
fighting game which is GUILTY GEAR X!!! Errr.... forget it!!
It is dedicated to my all-time favorite female character, aside from
Whip in the King of Fighters games: BAIKEN !!!
Why? Look at her!!! Don't you see the coolness of an one-eyed
and one-armed female samurai who kicks plenty of ass?!?

Moreover, you have to put in some time if you want to master her. 

Frankly, anyone who wants to master her is:
- Cocky.
 AND/OR
- Nutty.
   BUT
S/he'll deserve my respect for doing such, as Baiken is a 
high-risk character.



=====================================================================
    Copyright , legal stuff , death threat , etc ............
=====================================================================

------------- Taken from Kao Megura's Disclaimer --------------------


    This document is protected by the Berne Copyright Convention of 
1976. It is for private and personal use only--it cannot be reprinted 
in part or in whole, or reproduced in any way or in any form (written 
or otherwise).  It is a free document that cannot be used in any sort 
of commercial transaction, including selling it or giving it away as 
a gift.  This FAQ cannot be referenced, altered, or used by anybody 
(including webmasters, publishers, and magazine staff) 
without my express written permission.


---------- End of the Kao Megura's Part , now , here , mine ---------


     Face it, plagiarism existed, exists and will continue to exist. 
Blame humanity's laziness and greed. There are always lamers who copy 
and sell someone else's work, and some freaking idiots who will buy it.
Anyways, if you want to use my work (looking for information, for
example), you MUST warn me by e-mail ( shiva.nataraja@free.fr ).
Plagiarism is a crime! Keep it in mind.
If I see any form of plagiarism, I'll kill you!!!

--- Death threat if you plagiarize me by Vegetto from Orochinagi ----


Thats right , you heard correctly , I'll personally take a flight to 
each of your countrys and killing you while you sleep...Don't even 
try to lock the door cause I'll come in through the window ..
Dont even try to shut the window cause I'll dig a hole and come 
up from under the house...
Oh !!You say you dont live in a house but you live in a trailer 
park ?! 
Well hell that dont matter either cause I'll take your house and 
hook it up to a pick up truck and put that bitch in neutral and 
your going into the god damned river . Bastards ! And dont even 
think of trying to hide cause I will find you...
Oh yeah ... You think that your buddy "Stumpy the Midget" will 
save you ?!?
 Well, think again freaks cause he aint gonna be able to do 
shit cause I'll  grab a freakin paper bag and put it over his 
tiny little skull and punch the shit outta him...Oh and YEAH!!! 
I'll come to your arcades and replacing  your Kof games and 
SF games with Addams Family Pinball ...Take that you 
bastards!!!!


Let me present myself . I am Shiva Nataraja, now known as
Shiva Kalimsshar , I am french ,( that's explain the weird english ) 
and I visit on a regular basis the Orochinagi.com's forums .
I am madly passionated by this game named Guilty Gear X .
I already played to the first episode and unlocked all 
secrets characters ,  thanks to the Sol's infinite combo .So , 
I know Baiken pretty well .

°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
:::::::::::::::::::::::::0 .REVISIONS HISTORY:::::::::::::::::::::::
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

- 06-16-2001: Version Beta - Baiken's FAQ finished after a few weeks.
Seein , I have other occupations besides sitting before my computer.

- 06-20-2001: Version 0.50 - Added some Baiken combos, strategies, 
colors schemes. Corrected some errors and added Kao Megura in the 
credits (I should be shot for such a crime).

- 06-21-2001 : Version 1.00 - Some english errors corrected by 
Evil Matt-MUN . He is a really nice guy , trust me . Some corrections 
about the air Tatami Gaeshi and the jumping Heavy Slash .
Some new combos too .


°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
:::::::::::::::::::::::::I . ALL ABOUT BAIKEN .:::::::::::::::::::::
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°


-----------------------------------
BIO INFO
-----------------------------------


NAME: Baiken Seishino
NATIONALITY: Japanese (she is one of the few survivors of Japan)
BLOOD TYPE: B
BIRTHDATE: March 5th
HEIGHT: 162 cm
WEIGHT: 45 kg

STORY: When the Japanese institution she lived in was raided, 
she witnessed the flames, and the dead bodies of her friends 
and parents. 
This was the work of the Gears, but what had been burned into 
her memory was the image of a man surrounded by his creations. 
Standing amidst the flames and the Gears, he silently gazed 
upon young Baiken. She became acutely aware, even in the 
absence of evidence... Her intuitions told her, that he was 
an enemy. 
Her memory of this event has not faded; she can vividly recall 
the carnage every time she closes her eyes. She continues 
on her quest for "the man," to exact  her revenge, 
her people's revenge on him. 


----------------------------------
MEANINGLESS THOUGHTS ABOUT BAIKEN
----------------------------------


All anime fans will notice that Baiken look like Kenshin 
Himura from the manga and animed untitled "Rurouni Kenshin".
I even notice that her haistyle are different from Guilty Gear 
to Guilty Gear X :

- Guilty Gear: Baiken's hairstyle is the same as Kenshin of 
the Meiji era.

- Guilty Gear X: Her haistyle is the Kenshin's of the Edo era, 
when Himura was Battousai.


However, her fighting style is NOT Hiten Mitsurugi.
Being one-armed, she has to create her own style.
Basically, she hide a lot of weapons in her kimono, some of
which she'll pull off when she attack or counter-attack 
(However, I don't still know how the hell she make 
tatami-whatevers appear with her foot and Arc System didn't 
even care to explain how and/or why).

This fighting style relies on brutality (Baiken is NOT Ukyo
or Moriya as far as style's concerned) and vicious tricks. 
It's a lot like Manji's, an immortal samurai who wishes to
repent for his crimes. Manji is the hero of the manga 
entitled "Mugen no Jyuuin," or "The Blade of the Immortal."
Manji and Baiken share the fact they are one-eyed.

Baiken is one-armed! I won't stress that one enough, as many
of my friends STILL can't figure that one out!
The one-armed swordman is a archetype who often appear in the
Chambara movies (I like these movies) and Chinese sword films.
Does anyone remember a movie where a one-armed swordman used a blade
linked to a chain and utilized it by making it spin? In one of her 
moves, Baiken pulls out a spinning blade linked to a chain from her 
sleeve. Come on, I bet you already watched it! It's "The Blade" 
directed by Tsui Hark. The hero, Ding On (played by Chiu
Man Chuk (did I spell it right ? )), was one-armed. At the end, he
used his father's broken sword by linking it to a chain for the
purpose of spinning it in a deadly fashion.

So, Baiken is a female one-armed and one-eyed Kenshin who use Manji's
and Ding On's techniques and tricks.

(What Shiva also meant to say was that Baiken has a rack that puts
Mai's to shame. Hehe. - note by Evil MattMUN)

----------------------------------
OTHER BAIKEN'S MEANINGLESS STUFF
----------------------------------


Baiken's Look  :
-------------

Her haistyle is the same as Kenshin's during the Bakumatsu:
a ponytail at the top of her head. But, she is PINK-haired!!!
I hate pink hairs and frankly I prefer the Baiken's hair color 
in the first episode.
On her face, some sort of ritual paint is painted (DUH!), maybe
for showing she is more a warrior than a woman who stay at home for
cooking or other stuffs of a typical housewife. 
She wears a kimono. The top of the kimono is black but the sleeves
and the bottom are white. On both sides of the bottom of the 
kimono and on the back, we can see a red moon or sun, but I think 
it is more of a moon.
She wear also a pair of sandals, don't confuse them with getas 
(which are wooden sandals). 
Her obi (belt) is red/pink and some sort of fetish is hanged at her obi.
Her sword is in her sheath, at her side. She always keeps her only
hand on her sword, ready to draw the weapon. She stands in a such way 
that she slightly (whatever...) reveal her legs ( nice :) ). 
She also reveals a bit of her chest. But, keep this in mind: It 
doesn't bounce at all! Nope, Baiken is not this exhibitionnist 
named Mai.
Mai is an over-exposed bimbo who want to make her male opponents
lose focus and seduce Andy (I bet he is gay). And frankly, Mai's bouncing
breast annoy the freaking hell outta me and I mean it. 
Baiken is different. Like Chipp said in one of his victory quotes, 
she is one of these women who have as much guts as men. She doesn't 
care about the fact she reveal a bit of her anatomy. Why? She 
already lost her arm and her eye. I can guess that she consider 
she is not a woman anymore and she painted her face, in order to show 
she is a warrior.


Baiken's Colors :
---------------

You can obtain all hidden colors if you complete the Survival Mode
under 10 minutes. Personnally, I managed to survive until the level
73 with Baiken (Faust is a cheap bastard); and I managed to go
to Level 85 with Anji. 

Kick:  Default Color. Battosai Baiken. Pink hairs and facial paints.
       White and black kimono with the red moon, white being the main
       color and black being the minor color. Stick with this color
       if you are a Kenshin fan. Should I remind you I hate the pink 
       hairs.

Hold Kick:  I obtained this one. One of my favorite colors. 
            Black-haired and black facial paints, Black and
            white kimono, black moon. Black is the main color
            and white is the minor color. Her katana is red-bladed.
            KICKASS!!!

Punch:  Baiken of the Lion Clan. I like this one too, it shows the
        Baiken's coolness. She is orange-haired. Her kimono is
        mainly red with some touch of black here and there, the
        moon being orange too.

Hold Punch:  Vice Baiken. Dark Green kimono with some touch of red.
             The moon is red and she is brown-haired. Well, I haven't
             obtained this color yet.

Slash:  Baiken of the Crane Clan (I am a Legend of The Five Rings' fan).
        Her haircolor is pink almost white. Her facial paint is blue.
        Her kimono is fully blue, but the obi is slightly pink, so does
        for the moon. I pick this color because the Crane Clan is my 
        favorite.

Hold Slash:  Golden Baiken. You obtain this color if you complete the 
             Survival Color. I didn't.

Heavy Slash:  Sunburned Baiken. Don't pick this color. Her kimono
              is yellow, with a black obi and a black moon.
              She is black-haired and really really tanned.

Hold Heavy Slash:  I obtained this color. Her kimono is green.
                   So does for her hairs, facial paints and the obi.
                   The hilt of her sword is red and the blade is slightly
                   blue. A really weird color scheme ...

Hold 2 buttons:  Leona Baiken. Her head look like Leona's because she is
                 blue-haired, so does for her facial paints. The moon and
                 the obi are blue and the kimono is white with some touch of 
                 blue. I like this color and I obtained it.

Start : One of my others favorite colors. Her kimono is fully brown, and she
        is black-haired. Pick this color and you obtain Baiken the Ronin.

Hold Start : Shadow Baiken. I haven't obtained this one yet. Personnally,
             I won't pick this color unless I want to show that Eddy is the
             Guilty Gear version of Hagure (the Akari's puppet from Last
             Blade).

The colors I didn't obtain was shown by Tragic.  
            

Baiken's Quotes :
---------------

(Great thanks to The True Warrior and his Guilty Gear X speech FAQ)

Intro Quotes:

* Izaio Naio! Don't get fresh with me!
* Ikigan Janaio, = Don't think that you're stronger than me... 
(This has different parts to it, as I shall explain.)
(vs. Chipp, Sol, Ky, and Anji-Mito) Wakazoga! = Young man!
(vs. May, Millia, and Jam) Komusumega! = Young lady!
(vs. Axl) Tohe bokuga! = You dumbass!
(vs. Potemkin, Testament, Zato-1, and Dizzy) Bake munga! = You 
monster!
(vs. Faust, Testament(?), Zato-1(?) and Potemkin(?) Magai munga! = 
You freak!
* So aserunate! = Don't get mad at me! (As it's not my fault that 
this is happening!)
* Nameten Janaiyo! = Don't think lightly of me!
* Omoshiro kenakdekta! = This is getting better!
* Tekagenwa muyoidaze! = You don't have to hold back!
* Maydonio Kute ario! = I'm gonna' send you straight to hell!
* Jamanan daiyo! = You're just an obstacle!

Taunt Quotes:

* Kiniga mainai! = I don't like this!
* Yatirane! = I'm not going to do this!
* Bakaga! = You're stupid!
* Tanjen dane! = This is soo easy!
* Dokami tendai?! = What are you looking at?! (make a guess ...)
* Amaiy changa! = You're so naive!
* Koshinu kega! = You coward!
* Koitsa Horidashi monodaiyo! = This might be a keeper!
* E, Momoten janaika! = Hey, you're pretty good!
* Uzain daiyo! = You're pissing me off!
* Amain daiyo! = You're too weak!

Blocking Quotes:

* Kurow Kaiyo? = Do you think you can hit me?
* Sonomonka? = Is that all?
* Ukai! = You're above me!
* Hugainaine! = You're so weak!

Winning Quotes:

* Kento Tchigaika... = I thought you were someone else...
* Kunini Kaiyona! = Go back to your homeland!
* Owaija Yakubusokuda! = You're not enough for me!
* Kienna! = Get lost/Go away!
* Mudenara shimonaranai! = You're not enough even for a warm-up!
* Ikeru tomotoga?! = You thought you could beat me?!
* Tsumaramo Kitchimatta... = I cut something I shouldn't have...
(eh eh..) 
* Teyma totchimatta... = I took my time...
* Kyogasameichi mataiyo! = This drink will cool me off!            

Dizzied Quotes:

* Kusotare ga! = You sh*thead!
* Mega, kasumiogaru... = I can't see well...

Knocked down Quote:

* Chi! (not the girl , Setsuna X !!!) = Damn!

Instant Kill mode Quote:

* Owarase teyario! = I'll finish this!

Defeat Quotes:

* Aytsuni omadewa! = I can't stop until I see "Him"!
* Nin taka... = Oh God...



Baiken's taunts and respect:
---------------------------
*UNDER CONSTRUCTION*



------------------------------
WHAT IS THE BAIKEN'S CHANGES ?
------------------------------

Baiken Guilty Gear X
--------------------

The Loss :
---------

- She lost her Kumaitachi?! WTF?!? She needs this move!!! If you
don't know what this Kumaitachi is, I'll say to you that it is the 
infamous chain grab.

- Unless you know the trick, she can only perform the Hyouzansen
in the air.

- You can't cancel the Hyouzansen into another move anymore.
Unless you use the Roman Cancel, of course.

- Charge Moves being gone, she can't perform a Double or Triple 
Tatami Gaeshi any longer, unless you play Guilty Gear Baiken.

- Her Tsurane Sanzu Watashi (aka the Triple Slash) is not unblockable
anymore.

- Her Dust Attack is slower.

The Gain :
--------

- She gains THREE Alpha Counter-like moves. Read: Moves which can 
be only performed during the guard.

- She gain four new Overdrive Attack. However, you can only perform
them during the guard. I explain more about these moves a little 
later.

- She gained an autoguard run move, which is very good for 
getting closer to opponents (if you have to).

Overall:
-------

Baiken's fans will notice that the one-armed samourai is nt longer
the powerhouse she used to be in the first Guilty Gear.
First an offensive character (although she had only three moves),
she turned into a more defensive character. Was it for the best or the 
worst? It is right that a defensive character has a hard time 
in a game such Guilty Gear X, with a fast-paced offensive-promoting 
game.
But, it can have its advantages. I'll explain more about that later.


°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
:::::::::::::::::::::::::::::II . MOVELIST:::::::::::::::::::::::::::
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

 +--------+
 | BASICS |
 +--------+



Dreamcast Layout:

The layout is fine in this way. Keep the default setting.

A: Kick

X: Punch

Y: Slash

B: Heavy Slash

L: Memory (it does nothing)

R: Taunt

In the Dreamcast Arcade Stick layout, the buttons have the same
functions. C is taunt and Z gets to see little to no action.



P: Punch
K: Kick
S: Slash
HS: Heavy Slash
jx: Jumping X (X being any button attack)
cx: Crouching X (X being any button attack)

qcf    - quarter circle forward   / d, df, f
qcb    - quarter circle back      / d, db, b
hcf    - half circle forward      / b, db, d, df, f
hcb    - half circle back         / f, df, d, db, b
dp     - Dragon Punch             / f , d , df
rdp    - Reverse Dragon Punch     / b , d , db

* Faultless Defense: hold back + Punch and Kick.
* Dead Angle Attack: During Guard , press forward + any two attack 
  buttons.
* Roman Cancel: Any 3 attack buttons at a time during a move.
* Dust Attack: Slash and Heavy Slash at a time.
* Sweep: Press down+Slash and Heavy Slash at a time.


 +-------------+
 | BASIC MOVES |
 +-------------+


" Weak Kick own you " - Kamui


* Standing punch      
  --------------
Still holding her sword in the sheath, Baiken perform a quick jab
with the hilt. It is almost the same standing punch as Sol's.
It comes out fairly quickly BUT the range is pitiful. What did you
expect from a standing punch? At least  you can still use it as
a combo filler or ... when you wanna stop someone by poking him/her.
Don't use it, unless you have a chance to land a combo.

Jump Cancel: Yes

Level: middle

* Standing kick        
  -------------
This kick looks somewhat funny. Baiken, realizing she is 
short-sized, raises her leg and try to reach her opponent's waist and 
stomp them with her foot. It goes slightly farther than standing punch 
for almost the same speed. 
Use it as a combo starter/filler too. 
You should note that Baiken slides slightly forward (about one step)  
when she does this move.

Jump Cancel: Yes

Level: middle

* Standing Slash far 
  ------------------
Baiken unsheathes her sword and performs a quick slash, following an
upward arc. This move IS good as it comes out quickly and it has
decent range.
Another combo opener/filler and a nice poke but don't think it is
like Ky's.

Jump Cancel: Yes

Level: middle

* Standing Slash close 
  --------------------
Baiken unsheathes her sword and perform a slight downward stab.
Another poke and good combo filler. You can even combo this one 
twice. Why not add a Tatami Gaeshi or a Triple Slash? Yummy. 

Jump Cancel: Yes

Level: middle

* Standing Far Heavy Slash 
  ------------------------ 
Baiken draws her sword and makes a huge slash, describing a crescent 
slash.
Use this one only as a Gatling combination's ender or as an OTG attack.
Priority is OK but you have better moves if you wanna poke your
opponent.

Jump Cancel: No

Level: Middle

* Crouching Punch 
  ---------------
Baiken performs some sort of karate move with her open hand.
Another CLOSE poke, combo starter, use it is if you wanna interrupt
an opponent's move, bla bla bla bla. The use of this move is
the same as the standing version.

Jump Cancel: No

Level: Middle

* Crouching Kick
  --------------
Errrrr .... Another Baiken's weird-looking move ...
Basically , she turn and seem to want to hit her opponent with her 
hip , but , it make move the scabbard and hit the opponent in the 
process .
I say it look funny because Baiken seems to trying to emulate Dizzy ,
replacing the tail with her scabbard ^^;;; .
This move is only useful because it is one of the few Baiken's moves
which hit LOW . Otherwise , you should notice that the range is 
pathetic (less than crouching punch but still pathetic ) . 
Otherwise , it have as much utility in combos as the crouching 
punch .

Jump Cancel : No

Level : Low

* Crouching Slash
  ---------------
This move is the remains of her Kumaitachi (I long for it!).
Baiken throws a claw tied to a chain from her loose sleeve.
This move is quite useful!!! Combo starter/filler and
a good poke at that, and I should mention that its range
is fair, althought it doesn't equal Ky's. 

Jump Cancel: No

Level: Middle

* Crouching Heavy Slash
  ---------------------
Baiken draws her katana and make it spin. It looks cool.
Range is fair, but it comes out quickly and it can be used
as an anti-air!!! However, it doesn't lead to any combo and
you need to have all hits (3) connected if you want to do
the most damage possible with it.

Jump Cancel: No

Level: Middle
       
* Sweep  
  -----
Baiken leans on her only hand (should I remind you 
she is one-armed?), spinning to sweep her opponent with her
nice legs in the process ^/////^ .
The range is decent (the sweep that has the longest range 
is Millia's), plus it comes and goes really quickly. Use it in
your high/low mind game. Or poke with it lots.

Jump Cancel: Yes

Level: Low

* Jumping Punch
  -------------

Baiken stretches out her arm as far as possible. You
should use it as an air combo starter/filler. 
After a successful Tatami Gaeshi or Dust Attack, 
it is this move's destiny.

Jump Cancel: No

Level: Overhead

* Jumping Kick
  ------------
During the jump, Baiken quickly raises her leg at
her head's level. This move has its uses because
it has an interesting property... it launches
if it connects in the air OR if it hits an opponent 
who is on the ground. Beside Jam's Jumping Slash,
it is the only air basic attack able to launch 
an opponent. You can guess the purpose of such moves ...
AIR COMBOS!!! It will enhance them, allowing you to add 
more hits ^_^. Well, I would say it is quite useful if
you use it in an air combo or two. Feel free to use it
in an air-to-air attack, the priority is decent.

Jump Cancel: Yes

Level: Overhead

* Jumping Slash
  -------------
From her loose sleeve, Baiken pulls out a big spiked
mace, once again linked to a chain. The move is Baiken's 
best air-to-ground attack. Its range is good, it
comes out fast, and it has acceptable damage and priority.
It can even be used in an air combo. Very useful!

Jump Cancel: No

Level: Overhead


* Jumping Heavy Slash
  -------------------
Baiken draw hers sword and performs a vertical stab directed
to the ground. If you use this move in an air combo,
it will end it and you can only cancel it into a Youzansen.
It is one of the rare jumping attacks of the game which
is able to hit an opponent Off The Ground (OTG).
 
+ I found out that this move is not so bad . It doesn't have 
the same range as the jumping Slash . But this move is a
monster . It have have a good priority , and cause a HUGE
hit stun . It is a really good cross-up and once you master
this attack , your opponent will shake in fear .
It can stop almost everything but the moves with invincibility
frames .
You can even do this move early in a jump and still be able to
land and combo .

Jump Cancel: No

Level: Overhead

* Dust Attack
  -----------
Baiken strikes some sort of pose, streching her arm as
a small ball of energy comes out from her palm. The ball 
doesn't leave the palm (GADOUKEN!). However, it's kinda slow. 
Don't use it unless your opponent is dizzied, the Tatami 
Gaeshi is plenty more useful and can be used in a combo.

Jump Cancel: No

Level: Overhead 

* Forward + Punch
  ---------------
Basically, Baiken performs an elbow attack followed by a backhand punch.
Both hits can be canceled. It is just me, or the priority of this
move is weird? Anyway, you can use it in a combo. It can be comboed from 
almost all standing and crouching basic attacks excluding the 
Heavy Slash stuff.

Jump Cancel: Yes

Level: Middle


* Forward Heavy Slash
  -------------------
The one-armed samurai draws her katana and performs a painful-looking
vertical slash. It's an OTG attack, and it can be canceled into
a Tatami Gaeshi as well as a Three Slash. It comes out a bit more 
slowly than the forward punch . Consequently, you would rather use 
the forward punch.

Jump Cancel: No (but I am not sure)

Level: Middle 


Comments:
--------

You noticed that her most useful basic attack is the standing Slash ,
Crouching Slash and Jumping Slash. Indeed, if I should give
a nickname to Baiken, it would be Miss Slash. Please keep in mind that 
Baiken is not Ky!!! Her Slash has less range than Ky, so don't 
try a poke match against him unless you are sure that you can school
him. Ky's crouching Slash can hit low, unlike Baiken's. 

Her jumping attacks are designed for two purposes:
- Keep the opponent on the ground.
- Make them leave the ground only for your air combos . 

Unless I get more info, I think she kind of lacks in solid air-to-air 
attack.

 +-------+
 | THROW |
 +-------+

" I dun need a hug , you faggots !!! " - K'Evans



* " Impaled Nazarene " : close, back or forward + Heavy Slash.
 ---------------------

Don't bother the name of the throw. It was me who gave it to the
move, being a Metal fan.
Baiken catches her opponent at the waist level, and make them fall 
on  the ground. Then , she stabs her grounded opponent in the back 
or ass (well, it looks like it ^^;;; ). Finally,
she kicks them away. This move IS useful, always be sure to
push the right direction when you do this move. You must be able
to corner your opponent after this throw, or as close to the 
corner as possible.
Baiken is able to run after this move, and can add a extra hit.

Roman Cancel: No


 +---------------+
 | SPECIAL MOVES |
 +---------------+




* Tatami Gaeshi : qcf+K
  -------------

Baiken stomps the ground and a tatami appears suddenly from 
the violated ground.
This is her main offensive special move (she only has two).
It comes out really fast. If you time it right, you
can stop 1-hit projectiles (but not the Gun Flame ).
It can stop anyone or anything! Let me explain ...
Opponent running at you? TATAMI GAESHI !!!
Riot Stomp is coming? Tatami Gaeshi, if you are at the right
distance. It has an extra feature... It LAUNCHES!!!
Yes, any successful combo MUST be ended with this move. Thus,
you can continue to beat badly your opponent in the mid-air. It's
even more obvious if you cornered him/her .
However, it has a flaw: if it is done too close, the Tatami
will miss the opponent and you can be sure to suffer the consequence.
That's why you should never use it alone, unless you want to punish 
a whiffed move ( a missed Ground Viper o\/o ...).

Roman Cancel: No

Level: middle

* Air Tatami Gaeshi : in the air, qcf+K 
  -----------------

Baiken stomps the air (?!?) and a Tatami is created (WTF ?!?)...
Use it as an air combo filler/finisher. Much like its ground version, 
it launches the opponent IF Baiken's foot makes contact with the 
opponent. Otherwise, it won't launch the opponent BUT the Tatami still 
remains and will descend to the ground. It can hit the opponent and 
it is an OVERHEAD! However, don't abuse this move. Why? It doesn't 
come out instantly. Only use it during a vertical jump or a backward 
jump.
+ This move found its full potential on a defensive opponent .
It is a nice staple move and force your opponent to stay on the
defensive .  
 
Roman Cancel: No

Level: overhead

* Youzansen : in the air , dp+S. Ground version: d,d/f,u/f+S   
  ---------

Is it useful ? Yes, because of Baiken's lack of really good moves
which allows her to win air-to-air wars, besides her jumping kick.
It is also useful as a air combo ender. You can also use this
move on the ground. Inputting the command mentionned (down, 
down/forward, upward + Slash), enhances Baiken's poor 
high-low mind game in addition to giving to her an anti-air. 
It takes a semblance of practice though.

Roman Cancel: Yes

Level: overhead

* Suzuran : hcb+K
  -------

Baiken runs forward while holding her sheathed sword in front of her.
She'll automatically parry all attacks at the high and middle level.
These attacks can be basic attacks, special moves, Overdrive Attack
or even the Destroys!!! However, she'll be hit by any low attacks
or sweeps, and can be thrown out this move. Moreover, she covers
a somewhat short distance. This move is useful if you expect an
attack from your opponent. In the right situations, it should be
the god-send. Use this if your opponent is being predictable and
deserves to have his mean little Overdrive snuffed.

Roman Cancel: N/A

Level: middle

* Mawarikomi: During blocking stance, b, d/b, d + K
 -----------

Breaking her guard, Baiken will pass behind her opponent. It is 
one of Baiken's Alpha-like counters (the motions are the same as the
Alpha Counters from SF Alpha 1 & 2 ). It's also one of the most 
useful. Why? She simply passes behind her opponent. A good Baiken 
player is able to pull off a really painful combo from this!!! 
It works many miracles against the laggy moves.

Roman Cancel: No

Level: Middle
  
* Sakura: During blocking stance, b, d/b, d + S
  ------

Baiken has the stupid idea to turn and thrust her sword back, 
shooting some sort of pink blast. I said it is a stupid idea because 
she should try a Gatotsu-type slash or anything, but she prefers to 
turn back and shoot this stupid blast. Ok, enough complaining for now 
and let's look  at the bright side; it is really useful against the 
laggy moves and mainly against the scrubby Sol's players who use the 
f + Heavy Slash like there's no tomorrow.
It's a knockdown move. If your opponent is close enough, you 
should add some extra damage by hitting them on the ground. Cut things
you shouldn't. 

Roman Cancel: Yes

Level: Middle


* Za Ku Ro: During blocking stance, b, d/b / d + P
  --------

Baiken turns her back again, but pulls a blade out her loose sleeve 
and spins it in a windmill motion above her head. It is your anti-air 
counter, and you can even use this one against the blocked dragon 
punches or other faulty air attacks. This is even more useful against 
the cornered opponent, as this move is good for setting up some very
mean combos.

Roman Cancel: Yes

Level: Middle


 +-------------------+
 | OVERDRIVE ATTACKS |
 +-------------------+

 " I will show you fear and teach you the true 
   meaning of pain " - CoRinthian.

* Tsurane Sanzu Watashi: qcf x 2 + S
  ---------------------

Baiken will move forward while slashing three time as she yells "Ten 
Chi Nin".
The Kanjis "Ten" (Heaven), "Chi"(Earth), "Nin" (human) will 
flash at each slash. This move has nearly no range. Just know this: 
it's VERY damaging and can be EASILY comboed into. This Overdrive 
Attack is worth the use of your Tension Gauge.
If your opponent is cornered, you can even add an extra attack.

Roman Cancel: Yes

Level: middle

* Baku: Ki: b, hcb + P during blocking stance.
  --------

Baiken interrupts her opponent's attack and will stretch her arm as 
the kanji "Ki" flashes on-screen. If it connects, the opponent will 
be unable to jump during a few seconds.
Why does this move suck? The kanji is blockable! It means that your 
opponent can protect against this one if you tried to perform this 
counter against a quick recovery move. The kanji doesn't do much
damage in the first place.
Why does this move rule? Simply because it will screw your opponent if 
s/he is one of those who constantly jump about,like Chipp. 
Otherwise, don't use this one unless you know how use it. 

Roman Cancel: No

Level: middle

* Baku: Rin: b, hcb + K during blocking stance.
  ---------

Baiken interrupts her opponent's attack and will stretch her arm as 
the kanji "Rin" flashes on-screen. If it connects, the opponent will 
be unable to do any of his Special Moves for a few seconds.
Why does this move suck? Read above.
Why does this one rule? Well .... It is one of the best counters 
supers, IMO.
Mainly if your opponent have a Overdrive ready. If s/he even thinks
of trying a combo-into-Overdrive, do it!!! The threat of the overdrive 
attack will be gone for a few of seconds. Sure, you 
need to learn how to time this counter. But, once your opponent is 
nailed by this counter, just go into a nasty pressure game. Force 
them to turtle, force them to use the Tension Gauge by pulling the 
Faultless Defense, and throw them if the opportunity arises.
Otherwise, follow the same advice that the one about the other 
counter.

Roman Cancel: No

Level: middle

* Baku: Ryuu: b, hcb + S during blocking stance.
  ----------

Baiken interrupts her opponent's attack and will stretch her arm as 
the kanji "Ryuu" flashes on-screen. If it connects, the opponent 
will deal less damage to Baiken .
Why does this move suck? Read above and let me add something...
Why did you bother to decrease your opponent's power ? 
Playing Baiken implies to preserve yourself from damage as long as 
possible.
She has the third worst stamina of the game, damn it!!! 
Why does this counter rule? Use this one only if you are fighting 
the hard-hitters like Potemkin or high-damage combos characters like 
Dizzy.

Roman Cancel: No

Level: middle

* Baku: Hou: b, hcb + HS during blocking stance .
  ---------

Baiken interrupts her opponent's attack and will stretch her arm as 
the kanji "Hou" flashes on-screen. If it connects, Baiken's damage 
ratio will increase by x 1.5 and she'll inflict more damage to her
oppponent.
This counter super is (for the English-speaking peeps) l33t!!!
It will teach to your opponent the true meaning of pain. Heck , 
Chipp will be even more fragile than before, losing 2/3 of his life 
if he is hit by the Triple Slash Overdrive right after this move. 
Potemkin will take as much damage as Chipp (w00t!).
This counter finds its full potential when you have a full Tension 
Gauge. Just do it and land a painful combo-into-Triple Slash. 
They will suffer lots.
Unfortunately, the kanji is still blockable! Be careful and watch 
your opponent's move, you'll know if it's worth to waste a 1/2 Tension 
Gauge.

Roman Cancel: No

Level: middle

 +--------------+
 | INSTANT KILL |
 +--------------+

 " This is gay ... " - Oro 



* Garyoutensei: qcf x 2 + HS

Baiken will run toward the opponent. If she connects, the background 
will change into a view of the outside of a japanese-style house 
( dojo, house, I don't still figure it). Behind the shouji 
(japanese rice-paper partition), we can see the silhouettes of 
Baiken and her opponent, standing at the both sides of the screen. 
Both of them turning their backs to the other, Baiken having 
mortally wounded her opponent. 

As she say "Garyoutensei" (sometimes she has another 
speech), a sort of bamboo (?) thing will fall and the opponent gets
nice 'n killed while his/her blood soils the shouji.
Personnally, it is my favorite Destroy. Other favorites of mine 
include Jam's, Johnny's, Ky's and Axl's.
Moreover, this one is rather good. It can cover nearly a full 
screen's distance, it comes out pretty fast and it has an 
invincibility frame at the start-up.

Level: middle.

°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
:::::::::::::::::::::::III. Baiken Strategy::::::::::::::::::::::::::
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

----------------------------------------------
Baiken and the Guilty Gear X's fighting engine
----------------------------------------------

* Baiken and the Faultless Defense...
  --------------------------------

Quite frankly she needs it, with her weak stamina and all. But, don't
use the Fautless Defense every other second. It's sound advice for all
characters, yet it's even more true with her. She needs at least 50% 
of her Tension Gauge if she wants use her Triple Slash Overdrive, or 
one of her Counters Supers (if you know how and when use them).
Just practice and learn to alternate the Suzuran and the Dash Break.
What's this "Dash Break?" Basically you perform a forward dash 
and break the run by performing the Faultless Defense.
Read the Tragic's Guilty Gear X FAQ if you don't understand. 
Use the Faultless Defense when you're jumping and
expecting an anti-air from your opponent.
Just look at your ennemy and learn to know which moves merit the use 
of the Fautless Defense.
Keep in mind that Baiken can perform her counters specials and supers 
during the Faultless Defense.

* Baiken and the Air Dash...
  -----------------------

DON'T OVERUSE HER AIR DASH!!! You can't cancel the air dash into a 
Faultless Defense. This means you are really vulnerable when you
air dash... you just might run into a nasty anti-air. Only Air
Dash when it's worth it, like during an air combo. 

* Baiken and the Guard Meter...
  --------------------------

Being a defensive character, her Guard Meter will flash more often 
than the others. If your Guard Meter is flashing, stay away from
your ennemy by running away very carefully and reverse the situation
by using the right counter. That's why I said that Baiken needs the
Faultless Defense. The Guard meter won't increase if you use the
Faultless Defense... beware being struck by the Negative Penalty!

* Baiken and the Roman Cancel...
  ---------------------------

Baiken can only Roman cancel the following moves: Yozansen, 
Sakura, Za Ku Ro, and Tsurane Sanzu Watashi. Her Roman Cancel is
only worth the waste of your Tension Gauge on the following 
situations:
- Your opponent is blocking the move and you expect some counter
from him/her. Use the Roman Cancel and you'll recover instantly,
ready to keep the pressure or to use your counter on his/her next
move... or run away.
- During a combo. In this case, only the Yosansen worth it.

Baiken is not a Roman Cancel character. So, use this option as
seldom as possible. It costs 50% of your Tension Gauge and you 
have better uses for your gauge.

* Baiken and the Dead Angle Attack...
  --------------------------------

Same deal as the Roman Cancel, use this ONLY as needed.
Sure, it has less risks than her other counters, but it costs (once 
again) 50% of the Tension Gauge. Baiken has 3 for free (see her
special moves) and 4 which cost 50% of the Tension Gauge and have 
some interesting effects.

* Baiken and the Jump Cancel...
  --------------------------

On the ground, she can Jump Cancel all her standing attacks but the
Heavy Slash and Forward + Heavy Slash. She can't Jump Cancel any
crouching attack save for the sweep. In the air, you can only jump
cancel the jumping kick. She needs to use the Jump Cancel for two
purposes:

- Keep the pressure on the opponent when s/he turns to a defensive
game so she can confuse him/her .

- Withdraw if you expect some counter attempts from your opponent.

You should be able to judge what you can do according to the 
situation.

------------------------------
Some tactics and advice
------------------------------


* Don't turtle !!!:
  ----------------

You must guard against your opponent only when it is necessary.
You can't turtle with her; sooner or later the Guard Meter
will flash and the next opening in your guard will make you
eat a rather high-damage combo. Sooner or later, the Negative
Penalty will occur and screw your strategy.
Guilty Gear X doesn't like turtles.
A good Baiken player knows when s/he should stop his/her pressure
and withdraw.
Baiken is not made to be a berserker like Ralf or a total statue 
like Kasumi (both from KoF). 
She could be in the middle. A good defense, a nice pressure game, 
and some combos here and there.



* Reverse them !!!:
  ----------------

Just know when and how you'll use your counters. Your counters
have a drawback: they have a vulnerability window. You can't
counter everything that comes out from your opponent. You have
to learn to use the counters with a touch of common sense.

* Pressure them !!!:
  -----------------

If you manage to force your opponent to play a defensive game,
the match is in your favor. Baiken's offensive game is really limited, 
thus you have to know how to use her tools of the trade.
First, always keep an eye on the distance between you and your
opponent. This way, you'll be better able to know which move you 
must use according to the situation. 
Poke them a lot with low recovery moves, throw them when you
you see an opening in their guard or land a combo if it is possible.
Mess with their head by playing a high-low mind game. Her sweep
is cancelable into a jump, allowing you to land some air attacks
or some overheads.
Always keep your calm. Don't believe you have already won because
you have more energy than your opponent! Baiken takes damage 
poorly. One or two combos, and she'll be reeling. 

* Corner them !!!:
  ---------------

Baiken is at her best when her opponent is cornered. She can apply
lots of pressure in the corner (can't anybody?). Do the same things
I stated above in the "Pressure them!!!" paragraph. You could opt 
to try the "Tatami Rain" (see next paragragh).

* Tatami Rain !!!:
  ---------------

Just create as much Tatami as possible. The purpose of this tactic
is to stress and/or annoy your opponent. Just alternate between the 
ground and the air version, forcing them to turtle and mess with 
their guard levels. When you do the air version, force them to do 
the crouching guard by trying the sweep. The sweep is jump cancelable!
Use the Suzuran if you expect any counter attempts from your 
opponent.
The "Tatami Rain" tactic is more a psychological weapon than 
anything. 

* Are you cornered?:
  ------------------

Don't panic! Stay as calm as possible. First, just look at your 
Tension Gauge. 50%? Try to land a Counter super. Your opponent will 
fly away and you can go back to the offensive. 
Are you short of 50%? Just use your Alpha counter-like moves.
The Za Ku Ro and Sakura are knockdown attacks. So, just do it.
Switch your place with your opponent and learn how to corner.
The Mawarikomi is useful too, it is even better against the moves 
with high recovery times.
If your opponent pokes you with his/her safe moves (KY!), use the 
Faultless Defense in order to push them back. You can try to poke 
them as well. If not, throw them ASAP and get them in the corner.
As usual, always keep your calm and don't panic.

* Kill them !!!:
  -------------

If your opponent is dizzied... interrupt your attack ASAP! Initiate
the Instant Kill mode and kill them!!!
Yes, it seems unfair. However, don't expect from your opponent any 
form of mercy. If the programmers put in the infamous Instant 
Kill, why don't you use them? It is a way to win like any other
supposedly "legitimate" ways.
And don't get upset by the whining scrubs. They should expect that.



-------------------
COMBO !!! COMBO !!!
-------------------

Abbreviations:

JC = Jump Cancel
RC = Roman Cancel
P = Punch
K = Kick
S = Slash
HS = Heavy Slash

* Basic ground chains:
  -------------------

- standing close P repeatedly (you can go up to 4 punches)
- Standing Px2 > forward + P
- standing P >K >S >S
- standing P >K >S >HS
- standing P >K >S >crouching S
- standing P >K >S >crouching HS
- standing P x 2 >K >S >S > HS  
- standing P >S >HS
- standing P >S >crouching HS
- standing K >S >HS
- standing K >S >crouching HS
- standing S >S >HS
- standing S >S >crouching HS
- standing P >P >forward + P
- standing P >K >forward + P
- standing P >K >Sweep ( down + S + HS )
- standing P >K >S >Sweep
- standing S x 2 >crouching S >standing HS (a must-learn)
- crouching P >K >standing S >HS
- crouching P x 2 >standing S x 2 > standing HS
- crouching P >standing K >S >HS
- crouching K >standing S >HS
+ extra combos of the version 1.00
- crouching K >standing close S > Sweep >JC >jumping HS
(This combo is more for the mix-up games than anything ).

* Dust Combos:
  -----------

Always finish your Dust combos by a Youzansen, if possible. 
The Tatami Gaeshi often fails to connect, if at all.

- S+HS >Chase Jump >P x 4 >Youzansen.
- S+HS >Chase Jump >P >K >P >K >S >HS >Youzansen.

* Special Moves Combos
  --------------------


- standing P >K >S >Tatami Gaeshi >
- standing P >K >S >HS >Tatami Gaeshi
- standing S >S >HS >Tatami Gaeshi  
- standing P >K >S >Yousanzen (Ack! ...You need to practice the
ground version of this move)
- standing P >K >S >Sweep >Yousansen (Same here. Keep on
practice this combo and you should be able to mess up the 
opponent's guard) 
- crouching K >standing S > Sweep > Tatami Gaeshi.
- crouching K >standing S > Sweep > Yousanzen (Practice, it's tricky).
- crouching K >standing S > standing HS > Tatami Gaeshi.

+ More combos for the version 1.00


- crouching K >standing close S >Sweep >JC >Air Tatami Gaeshi .
( This one force the opponent to deal with the Tatami )
- crouching K >standing S >standing HS > Tatami Gaeshi .

The following combos must be done on a cornered opponent .
However , you can cross-up your opponent with the jumping HS .
And the combos still works !!!
- jumping HS >standing close S x 2 >Tatami Geashi .
- jumping HS >crouching S >standing close S >Tatami Gaeshi .
- jumping HS >standing close S >Sweep >Tatami Gaeshi .
- jumping HS >standing close S >Sweep >JC >jumping HS .
- jumping HS >standing close S >Sweep >JC >Air Tatami Gaeshi .


* Overdrive Combos:
  ----------------

- standing  Px3 >forward + Punch >Tsurane Sanzu Watashi   
- standing  P >K >S >Tsurane Sanzu Watashi
- standing  K >S >S >Tsurane Sanzu Watashi
- standing  P >K >Forward + Punch >Turane Sanzu Watashi 
- standing  S >crouching S >Tsurane Sanzu Watashi 
- standing  P >K >S >Sweep >Tsurane Sanzu Watashi ( thanks to Setsuna X )

Fun corner combo (needs full Tension Gauge):

- standing S >Tatami Gaeshi x 2 >Tsurane Sanzu Watashi x 2 >OTG
forward + HS.

This one is HARD!!! The trick is to perform the second Tatami Gaeshi
when the opponent's head is ABOUT to hit the ground in order to relaunch
him/her. Same goes for the two Tsurane Sanzu Watashi. This combo is easier 
to perform on the big targets such Potemkin, Johnny and Testament.

  + More combos I found during my duels with my friends , the CPU and the
dummies of the training mode .

- jumping S >crouching S >standing S >Tsurane Sanzu Watashi .
- jumping S >standing S x 2 >Tsurane Sanzu Watashi .
- jumping S >standing S >Sweep >Tsurane Sanzu Watashi .

If the following combos is easier to perform on a cornered opponent ,
they show their true evilness if you use the jumping HS as a cross-up .
It will still work and mess with your opponent head .
- jumping HS >crouching S >standing S >Tsurane Sanzu Watashi .
- jumping HS >standing S x 2 >Tsurane Sanzu Watashi .
- jumping HS >standing S >Sweep > Tsurane Sanzu Watashi .

* Roman Cancel combos:
  -------------------

Full Tension gauge required in addition to a cornered opponent.

- standing K >S >Sweep ,Tsurane Sanzu Watashi >Forward+Punch > 
JC >jumping S >HS >Youzansen >RC >jumping K >JC >jumping S > 
jumping HS >Youzansen. 
When your opponent is grounded, hit him/her with a forward + HS


* Extended Combos:
  ----------------

- standing P >K >S >Tatami Gaeshi >jump >jumping P >jumping K >
JC >jumping S and/or jumping HS >Youzansen.
* This combo is easier on a cornered opponent.

- All Special Moves Combos which end by a Tatami Gaeshi can be
extended in the following way:
after Tatami Gaeshi >jump >jumping S >jumping HS >Youzansen.

Of course, there are other options. All contributions are welcomed.


* Other Combos:
  -------------

Cornered opponent?
- Throw >forward + Punch >JC >jumping P >jumping K >JC >jumping K >
jumping S >Youzansen.
When you land, don't forget to add an OTG Forward + HS.

Cornered opponent with 50% of the Tension gauge ready?

- Throw >forward + Punch >JC >Jumping S >Jumping HS >Youzansen >RC >
jumping K >JC >jumping S >jumping HS >Youzansen. 
Don't forget the OTG Forward + HS.  



*******************************
Number of Hits vs Damage Ratio
*******************************

Guilty Gear X's system doesn't allow the long combos to deal as much
damage as the player expect. You should be able to land a combo as
painful as possible. Don't try fancy stuff. Look at Baiken. Does
she look like she cares for the numbers of hits? No. She wants to and
must inflict as much damage as possible.
Of course, you can send me your combos. I'll enjoy them! Be sure
to test them in the training mode and set the Ukemi/Recovery on 
Neutral. 




-------------------
Baiken vs the World
-------------------

* Baiken vs Anji
  --------------

The King of Autoguard vs the Queen of Counters. You can expect
a tough match, especially if you are fighting an expert Anji.
The scrubby Anjis tend to abuse the forward + HS moves.
Use the Kick counter against the Fuujin. Don't try to jump
over the Shitsu, Anji recovers quickly from this move and you
can expect the On (dragon punch grab). When you are pressuring
him, watch out for his autoguard moves. Otherwise, he'll nail
you with his autoguard Dragon Punch. Things go downhill from there.
If you are still on the ground when he pulls off his super, use
the Faultless Defense. Not only will it prevent guard damage, 
it'll stop the Guard Meter from flashing.
If you are in the air when he does his super, just pass on his back. 
Don't try a jump-in when you are facing him, or you'll eat his super.
Disabling his specials is a very good idea, if not highly 
recommended.  


* Baiken vs Axl 
  -------------

A tough match. He's got range and some nasty tricks. Stay as 
close as possible, and watch out for his counter
and the Benten Gari. You can jump over his Rensengeki, but if
you are a good ways away from him... prepare a Fautless Defense! 
You can parry his Kyokusa geki (the move when the sickle come 
back to Axl in a upward arc). Jump back and do a jumping Slash 
when you see the weak version of Rai Ei Sa Geki (the one where Axl 
tries to hit you on your back while jumping forward). 
Jump as soon as you see his super and pass on his back BEFORE you
try and punish him.
When and if you can do it, disable his special moves.
Be patient and the victory will be yours.

* Baiken vs Baiken
  ----------------

*UNDER CONSTRUCTION*

* Baiken vs Chipp
  ---------------

The scrubs' golden choice (no flames intended for Chipp's fans).
You'll have a hard time in trying to punish his Alpha Blade. 
Anticipate this one by doing the Tatami Gaeshi; if he tries an Alpha 
Blade, he'll eat the Tatami. A blocked Beta Blade should be punished 
by a Za Ku Ro. Don't worry about his special throw, you can nail 
him with a crouching Heavy Slash. A Sakura will easily annihiliate 
his Rushing Punch Move. He recovers fairly quickly from his moves, so
don't expect to use the Kick Counter as often as you'd like to.
As with almost all opponents, disable his specials if you can.

* Baiken vs Dizzy
 ----------------

Priority number one when you have at least 50% of your Tension gauge:
Disable her specials!!! She has SO many irritating special moves!!
Jump often and keep her on the ground. When you are jumping, do the
Tatami Gaeshi. It will prevent Dizzy from jumping and trying a 
air-to-air duel. The Homing Electric Arrow (rpd + S) can be stopped 
by the Faultless Defense, and you can even lure this move. I will 
explain more about that trick on the next update. The Drones 
(qcb + any buttons) can be destroyed like Eddy, but be careful 
with the one who shoots a beam. The Ice Pillar (qcf + HS) is rather
annoying, avoid getting hit by this (or anything else for that matter). 
Do the Faultless Defense against the Flying Sickle (qcb + S), as it's 
fairly easy to predict and subsequently punish.
Know your opponent. If it is a Scrub Dizzy, you don't 
have to worry about the Ice Coffin, s/he may not even know it exists!
But, you must keep your attention on the Full Screen Geyser. 
This one is annoying and seems to have a full vertical range. 
Faultless Defense if you are far away from her for added insurance, as
it's the safest option against this move as opposed to, say, letting
it hit you. 
A good Dizzy is able to do the Ice Coffin or the Gigacheese Laser.
Jump over the Ice Coffin and teach her the true meaning of pain.
You can hit Dizzy when she fires the tiny lasers, which disables her 
Big Laser. Just jump and Air Dash, then nail her with your jumping 
Slash.
In any case, don't EVER let the winged and tailed girl build her 
Tension Gauge! Always pressure her!!! Her special moves have some
start-up delay, which can be exploited. Mess with her head with the 
Tatami Rain. Poke her a lot with your safest moves.
When Dizzy is dizzied (Sammy should choose a less stupid name for the 
next boss), do your INSTANT KILL!!!
Be patient and keep an eye on her moves until she is lying unconscious. 
This way you'll get to roast her tail over a grill. Yum... 
 

* Baiken vs Faust
  ---------------

*UNDER CONSTRUCTION*

* Baiken vs Jam 
  -------------

Always keep an eye on her Dragon Edge!!! It HURTS!!! However, you
duck under it. Even better, do your Za Ku Ro if you have good eyes 
and quick hands. Her Gekirin (reverse flaming kick) can be punished by
the Za Ku Ro.
Her Special Dash can be confusing. Stop it by a well-timed Tatami 
Gaeshi or a crouching Slash (I am not sure if the crouching Heavy
Slash can stop this move, my theory is that such option is possible
seeing that this move lasts longer than the crouching Slash).
Disable her specials as soon as possible!!! Her game revolves around
her 3 Kicks Specials and that Special Dash.
Be careful when you land a Tsurane Sanzu Watashi, as a good Jam is able
to do her Hochifu (parry-move) followed by her Phoenix super.
That one has a REALLY good invincibility window; I know it because I was
defeated by a Jam player who did it to me. 
Her Fireball super can be jumped over, although it covers a huge zone.
Be patient with her like with Johnny and Dizzy. Exploit all opportunities
to punish her and the GGX lesbian's cute li'l rear end will be yours.
Just don't tell me what you did with the aforementioned rear end. 

 
* Baiken vs Johnny
  ----------------

Your most dangerous opponent and Baiken's worst nightmare. 
Be sure he doesn't throw nor sweep you. If he manages to sweep you, you 
can be sure that you'll have some smoke around you when you get up. If 
he throws you, you'll eat a coin and a level 2 Mist Finer. A good 
Johnny prefers a Level 2 Mist Finer over a Level 3; not only are you
unable to Ukemi from a Level 2 Mist Finer, Johnny will also have more
coins to play with in general. When you jump, be ready to activate the
Faultless Defense at moment's notice. If he manages to do his Bacchus 
Sigh (the smoke), RUN AWAY!!! Stay close and poke him a lot, but
don't let him perform his Heavy Slash. This attack will allow him 
enough time to throw a coin, or (worse yet) his ever cool "This is my name"
super. Ouch!
Disable his specials and teach him a good lesson or two. It should be your 
worst duel and the most annoying, psychologically.
Don't try to trade hits with his super, his priority will school you.
Blocking this super is a MUCH better option.
 
* Baiken vs Ky
  ------------

Personnally, I find this guy plenty more annoying than Sol. He is able 
to switch from a total defensive to a total offensive at moment's notice. 
It's frightening. Anyway, don't try a poke war against him!!! You'll lose 
every time. If he tries a Stun Dipper (Ky's double slide, qcf + K), 
jump vertically. It will pass under you, and also allow you to spank him 
for his efforts. Block his Crescent Slash (qcb + K,Ky's launcher) and do 
the Za Ku Ro as soon as it is blocked. The same goes for a blocked Vapor 
Thrust (his Dragon Punch). Don't let him jump! He will annoy the freakin' 
hell outta you with all of them air fireballs.
His Ride the Lightning super is not a problem at all. Block it and do the 
Mawarikomi.
He'll be praying for divine intervention as you come and teach him
several interesting variations of the term "torture."
Disable his specials if you don't feel like dealing with them. Otherwise,
decrease his defense and teach him to fear the pain.

* Baiken vs May
  -------------

*UNDER CONSTRUCTION*

* Baiken vs Millia
  ----------------

A very tough match. Millia has great mobility. Don't EVER let
her hit you. Her ground combos often end by her down + Heavy Slash,
which launches you into the air. In most cases, it gets followed by a 
mean air combo.
Don't let her ground you! She has too many options when you are on 
the ground. Sweep and/or throw her as often as possible.
Don't try the Mawarikomi when you block the Lust Shaker, you'll just
be nailed.
Don't fear the Bad Moon, you can punish her easily with the Za Ku Ro.
When you see her Condemned Top, nail her with your crouching
Slash. Her Zenten (roll) can be punished by a throw.
Jump as soon as possible when you see she is riding her hair! This 
move hits low and Millia will hop back when this move is blocked.
Trying a Tatami against this move will often offer a trade hit
as a reward, but it isn't worth it. Instead, jump vertically
and do your Jumping Slash.
When you jump, watch for her Secret Garden (the blue orb) and 
remember that it works like a boomerang.
You can jump over her Emerald Rain (the triple disc super).
Do the Faultless Defense when you see she is doing the Winger.
If you are on the ground when she does this super, try the 
Mawarikomi; you'll pass on her back and will be to punish her easily.
Her Destroy Move is one of the most dangerous of the game, it
will find you wherever you are on the screen (nasty).
If she has at least 50% of her Tension Gauge, disable her 
specials like with everyone else. If not, disable her jump instead.


* Baiken vs Potemkin
  ------------------

Don't get too close to him!!! He'll catch you with his 
Potemkin Buster for big ouchies. When you plan a jump-in, watch 
out for his Heat Knuckle (the dp + HS move). The Hammer Fall (charge
back, forward + HS) can be countered by the Sakura or the
Mawarikomi (I prefer the latter), as this move suffers plenty of 
lag.
The Mega Fist must be nailed by the Za Ku Ro.
Fear the Heavenly Potemkin Buster!!! You're going to be screwed if
you are jumping.
Jump over the Mirror, and I'd bet he would try the Double Fist 
super.

* Baiken vs Sol
  -------------

Watch out for his pressure game, he has many tools for breaking
your guard. Namely, his specials overheads. He has four:
- His Dust Attack, which is slow and predicable.
- The extra hit of Bandit Revolver when he holds K.
- Air Bandit Revolver.
- Riot Stomp.
Of course, he has his jumping attacks as overheard too. Just
keep your attention on the four I listed. 
A Sol player will not only pressure you, s/he will try to mess 
your guard.
Sol has a more diverse high/low game than you do.
Always keep in mind that a Ground Viper must be blocked LOW.

Za Ku Ro can nail a blocked :
- Volcanic Viper.
- Riot Stomp (do the motion as soon as you see the guard glow).
- Bandit Revolver (do the motion very early).
- Any Jumping Slash or Heavy Slash (do it very early).

Sakura will counter a blocked :
- Forward + Heavy Slash
- Standing Heavy Slash
- Bandit Revolver

Mawarikomi should be done against a blocked:
- Tyrant Wave
- Any of Sol's laggier moves, such forward + Heavy Slash.

Disable his special if he abuses them. It works miracles 
against the scrubby Sol players who do the Ground Viper every other
breath of air.
When you jump and see Sol attempting to engage a air-to-air fight,
do the Youzansen.
Once you corner him, go for the Tatami Rain and teach him how the
one-armed women pressure their opponents. The counters should be used
in order the keep him in the corner. Make sure he won't ever leave
the corner.


* Baiken vs Testament 
  -------------------

*UNDER CONSTRUCTION*

* Baiken vs Venom 
  ---------------

Fight Venom at close range!!! He won't do his Ball Formation.
The scrub-friendly Double-Head Morbid (dp+ S/HS) can be punished
by the Sakura. Use the Mawarikomi against the Mad Struggle.
Don't let him land his chain combos, as he has some really good ones.
Don't fear the Carcass Raid, you can use the Faultless Defense
against it. Jump over his Dark Angel. If you are still on the 
ground when he do it, use the Fautless Defense to protect against the
Flashing Guard Meter and chip damage. 
Is it even possible to use the Mawarikomi against the Dark Angel?
Anyway, disable his specials as soon as possible.


* Baiken vs Zato  
  --------------

A good Zato must be feared. Indeed, Zato is designed for this main 
purpose: trap and zone games. The average Zato player will try to 
keep you away or trap you with his Eddy. Don't try a jump-in , his
scrub-friendly forward + HS will kick you. Zato has a vast set of 
anti-airs:
- The scrub-friendly forward + Heavy Slash, of course.
- Crouching Heavy Slash.
- Eddy Uppercut. 
- Amorphous.
- The land mine if you are dumb enough ...

So, use your jumping attacks very carefully. You can try to lure
him with a empty jump + Faultless Defense. If you are on the ground,
watch out for the Invite Hell (the ground drills), it hits low and
it can piss you off. Come closer to Zato with caution, step by 
step. Be on the lookout for the Invite Hell; don't be afraid of Eddy, 
since you can kill him. When you're close, you should be able to land 
her Mawarikomi.
If so, combo him and make him regret his lack of foresight (or sight
in general). 
Don't turtle against him!!! He'll land his command throw.
Disable his specials as soon as possible and you won't have to worry
about his Overdrives, Eddy, and that Invite Hell. Try to take him 
out before that curse wears off and you should be fine. Maybe.


°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
::::IV. Personnal thoughts , credits and other meaningless stuff:::::
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°


Version Beta :
I finish this faq , for now , it is late and I am sleepy . You can 
expect some updates on the next weeks . But , don't expect updates
at regular rates . I have others projects in progress .
I hope you enjoy this faq and it will help to play Baiken who is
hard to handle .
On the next update , I gonna make all vs Strategies and I hope that
the Baikens fellows will help me . E-mail me if you wanna 
share your tips , or if you want to spot my mistakes . I am not 
interested by the flames posts . If you wanna flame me , do it to
www.orochinagi.com : I am often around here and I know some flame
buddies who will enjoy to play with you .

Version 0.5 :
I updated the faq but I lack of some versus strategies . Should
someone could drop me a line ? I also need more combos . And I will
be thankfull to everyone who will be able to describe ALL her winposes ,
taunts and respects .
All contributions are welcomed .

Version 1.00 :
Evil Matt-MUN just send me the corrected version . Thank you Emmy ^o^ !!!
Now , this faq will be easier to read . I added more stuff . But I need to
complete the vs strategies section .
Now the Credits :

Thanks to ....

- Tragic for his really complete Guilty Gear X guide .
- The True Warrior for his Guilty Gear X speeches faq .
- The Kid for his sweet moves descriptions . He inspired me .
- Kao Megura for his Copyright disclaimer.
- Gunsmith for his fantastic forum Orochinagi .
- Setsuna X , my fellow Baiken's fan .
- Zepy for being a fellow GGX fan like me and for taking care of the
  Guilty Gear X forum while I am off-line , until my TRUE return .
  Eh Zepy !!! Don't forget to send your pics to my mail .
  The Kalimsshar's is prefered .
- Evil Matt-MUN for his helpful correction of my weak english .
- CoRinthian , FacJoe and Charlotte for being my flame buddies . 
- Kyo-wa ,K'Evans , Daigo , Ibuki ,Fat Cat Lim , EnDLeSS , Shingo97 , 
  Ragnarok , Living Legend , Magitek_X , Zyzyfer , Testament ,T.Yamada , 
  Orochi Tigresa , ShinYagami , Cherrn , Kukachernn, LLJ , Iori E , 
  The Tainted PTR , Misplaced , Silver Phoenix , Leona Margoyle , Anya Bolton , 
  Bakasama , Beast of Fire ,Moon Lily , Barb , Arekusu Ikari ,Demon Mexican , 
  Crazy Bee , Orochi Yamazaki , Rugal 3:16 , Neo Rasa , Evil_Shingo , 
  shingo_yabuki , WhipBogard , Kula^Diamond and Oro for being 
  such good friends .
- Dog for being such a bastard .
- Vegetto for his death treath .
- Taiso , Laserblast , Robi15 and the others Neo-Geo.com guys who are
  our friends during this flame war .
- ALL OROCHINAGI BUDDIES !!!
- Keele Sanada for making efforts for playing Guilty Gear X ( keep on
  training and your Millia will be feared )
- Oghma for trying to play Ky . Good luck pal !!!
- You , reading this faq , for reading this long-ass credit and for
  forgive my weird english and errors spelling .


Ahh !!! F*ck it , I forget my mail : kalimsshar@free.fr or 
shiva.nataraja@free.fr