Breakers Revenge/Bai-Hu: Difference between revisions

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=Introduction=
{{Infobox Character BreakersR
Bai-Hu has recently completed the Psycho Drive with the help of his Illuminati and seeks to destroy all of humanity.  He has a green belt in Tae Kwon Do and his devastating attacks have leveled cities.  His power level is on par with that of a Super Saiyan.  He started the Breakers Revenge tournament in order to find powerful subjects for use in his illicit experiments!
|name=Bai-hu
|filename=
|defense=136
|stun=3296
}}


=Moves List=
==Move List==
===Normals===
<big>'''Standing'''</big>
------
{{MoveData
|image=BreakersR_Baihu_5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=-
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Normal Moves==
* Throw - f or b + HP while close
* Air throw - f or b + HP/HK close while both players are airborne
* Dash - Bai-Hu's dash has invincibility and can pass through opponents
* f + LP - orb, more range than normal LP
* f + LK - overhead kick
* f + HP
* f + HK
* LK + HP - lunging kick
* LP + HK - Head Press


==Special Moves==
{{MoveData
* Goushaken LP + LK / HP + HK - throws a fireball at the ground at an angle, richochets upward unless it hits the opponent
|image=BreakersR_Baihu_5B.png
* Kouke Bakurai Shou LP + HP - full screen dashing attack
|caption=
* Genshiken LK + HK - vertical pillar projectile attack
|name=
|input=5B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Super Moves==
Shin Bakurai Shou LP + LK + HP  - full screen dashing attack with extra followup
Nisetsu Ranbu LK + HP + HK - combo super


=The Basics=
{{MoveData
|image=BreakersR_Baihu_5C.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Bai-Hu whips his hair forward, massive priority. On hit or block, spawns 3 homing orbs that will juggle the opponent. Leaves you with a big combo or advantage. Try to land this move whenever you can.
}}
}}


=Advanced Strategy=


=Match-ups=
{{MoveData
|image=BreakersR_Baihu_5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=High kick, great priority. Sends opponent flying.
}}
}}


==Vs. Alsion 3:==
<big>'''Crouching'''</big>
------
{{MoveData
|image=BreakersR_Baihu_2A.png
|caption=
|name=
|input=2A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Bai-Hu (Self):==


==Vs. Condor:==
{{MoveData
|image=BreakersR_Baihu_2B.png
|caption=
|name=
|input=2B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Dao-Long:==


==Vs. Mahrel:==
{{MoveData
|image=BreakersR_Baihu_2C.png
|caption=
|name=
|input=2C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Second hit is not cancellable.
}}
}}


==Vs. Pielle:==


==Vs. Rila:==
{{MoveData
|image=BreakersR_Baihu_2D.png
|caption=Slide
|name=
|input=2D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=m
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Saizo:==


==Vs. Sho:==
<big>'''Neutral Jumping'''</big>
------
{{MoveData
|image=BreakersR_Baihu_njA.png
|caption=
|name=
|input=nj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


==Vs. Tia:==
 
{{MoveData
|image=BreakersR_Baihu_njB.png
|caption=
|name=
|input=nj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_njC.png
|caption=
|name=
|input=nj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_njD.png
|caption=
|name=
|input=nj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
<big>'''Diagonal Jumping'''</big>
------
{{MoveData
|image=BreakersR_Baihu_djA.png
|caption=
|name=
|input=dj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_djB.png
|caption=
|name=
|input=dj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_djC.png
|caption=
|name=
|input=dj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_djD.png
|caption=
|name=
|input=dj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Command Normals===
{{MoveData
|image=BreakersR_Baihu_5BC.png
|caption=
|name=Lunge Kick
|input=5BC
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_5AD.png
|caption=
|name=Head Press
|input=5AD
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_6A.png
|caption=
|name=Orb
|input=6A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_6B.png
|caption=
|name=Slash Kick
|input=6B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Ovrhd}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Only the second hit is an overhead.
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_6C.png
|caption=
|name=Demon Palms
|input=6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_6D.png
|caption=
|name=Launching Kick
|input=6D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Juggles the opponent. Easiest way to set up his fireball loop.
}}
}}
 
 
===Throws===
{{MoveData
|image=BreakersR_Baihu_Throw.png
|caption=
|name=Iai Nage
|input=4/6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_Airthrow.png
|caption=
|name=Dust Throw
|input=Jump, Any direction+C/D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Airthrow}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
===Specials===
{{MoveData
|image=BreakersR_Baihu_fireball.png
|caption=
|name=Goushaken
|input=AB/CD
|data=
{{AttackData-BreakersR
|version=AB
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Proj}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Throws a projectile downward toward the ground half screen, richochets upward unless it hits the opponent. Knocks back but leaves the opponent in a state where they can be juggled still.
}}
{{AttackData-BreakersR
|version=CD
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Proj}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Throws the projectile full screen.
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_5AC.png
|caption=
|name=Kouke Bakurai Shou
|input=5AC
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Startupinv}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_5BD.png
|caption=
|name=Genshiken
|input=5BD
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Startupinv}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Supers===
{{MoveData
|image=BreakersR_Baihu_5ABC.png
|caption=
|name=Shin Bakurai Shou
|input=ABC
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Startupinv}}{{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=On hit or block will spawn the orbs from 5C making the super plus on block.
}}
}}
 
 
{{MoveData
|image=BreakersR_Baihu_5BCD.png
|caption=
|name=Nisetsu Ranbu
|input=ABC
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
==Combos==
*'''Meterless Combos'''
**5B, 5B, 5A, 5BC xx 5AC
**6D, 6D, 5C, 5AB xN - The fireball corner loop
**6B, 5A, 5BC xx 5AC - Overhead conversion
 
*'''Combos with meter'''
**Anti-air 5D, ABC
**5B, 5B, 5A, 5BC xx 5BCD
 
==Advanced Strategy==
===Throw OS===
[6/4]+C~A - 5AC has invulnerable startup, making this extremely strong coupled with the fact that Bai-Hu has monster throw range.
 
===Fireball loop===
Easiest setup for the fireball loop is: 6D, 6D, 5C, AB xN near the corner.
 
===Fuzzy Jump===
If both hits of instant j.C hit, you can juggle with 2B. Follow this up with CD, ABC if midscreen or ABx2, ABC in the corner. The timing is very tricky.
 
===Ukemi===
Bai-Hu's ukemi is the same as his standard wakeup timing, so it will not help in setplay. Reversal dash or specials (especially wakeup throw OS) will be more helpful for deterring attacks.
 
==Matchups==
===Matchup Table===
{| class="wikitable"
|+ Advantage
|-
| Great || Maherl, Condor, Alsion III, Pielle, Rila
|-
| Good || Sho, Tia, Dao-Long
|-
| Even || Saizo
|-
| Weak ||
|-
| Bad ||
|}
 
===Character Specific Tips===
--------
'''Alsion III'''<br>
 
--------
'''Condor'''<br>
 
--------
'''Dao-Long'''<br>
 
--------
'''Maherl'''<br>
 
--------
'''Pielle'''<br>
 
--------
'''Rila'''<br>
 
--------
'''Saizo'''<br>
 
--------
'''Sho'''<br>
 
--------
'''Tia'''<br>


{{Navbox-BreakersR}}
{{Navbox-BreakersR}}
[[Category:Breakers Revenge]]
[[Category:Breakers Revenge]]

Latest revision as of 20:34, 11 January 2023

Introduction

Bai-Hu is the boss of the game. He started the Breakers Revenge tournament in order to find the most powerful fighters.

Overview

Bai-Hu is the boss character. His special and super inputs are all button combinations. He has very high defense and stun, as well as an invincible dash.

To play as Bai-Hu: Press up with both player 1 and player 2 controls at the character select screen.

BaiHu
Strengths Weaknesses
  • He's the boss character.
  • 5C is an absurd move that launches projectiles and juggles on hit or block
  • Huge amounts of defense and stun
  • Invincible dash
  • Practical stun loop setup
  • Banned competitively
  • Ukemi roll has the same timing as his standard wakeup.
Bai-hu
Defense 136
Stun 3296

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Bai-Hu whips his hair forward, massive priority. On hit or block, spawns 3 homing orbs that will juggle the opponent. Leaves you with a big combo or advantage. Try to land this move whenever you can.


Damage Guard Stun Properties
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

High kick, great priority. Sends opponent flying.

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Second hit is not cancellable.


Damage Guard Stun Properties
- Low.png m Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Command Normals

Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Ovrhd.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Only the second hit is an overhead.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Launching Kick
6D
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Juggles the opponent. Easiest way to set up his fireball loop.


Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Dust Throw
Jump, Any direction+C/D
Damage Guard Stun Properties
- Unblockable.png - Airthrow.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Specials

AB Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Throws a projectile downward toward the ground half screen, richochets upward unless it hits the opponent. Knocks back but leaves the opponent in a state where they can be juggled still.

CD Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Throws the projectile full screen.


Kouke Bakurai Shou
5AC
Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Supers

Shin Bakurai Shou
ABC
Damage Guard Stun Properties
- Mid.png - Startupinv.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

On hit or block will spawn the orbs from 5C making the super plus on block.


Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Combos

  • Meterless Combos
    • 5B, 5B, 5A, 5BC xx 5AC
    • 6D, 6D, 5C, 5AB xN - The fireball corner loop
    • 6B, 5A, 5BC xx 5AC - Overhead conversion
  • Combos with meter
    • Anti-air 5D, ABC
    • 5B, 5B, 5A, 5BC xx 5BCD

Advanced Strategy

Throw OS

[6/4]+C~A - 5AC has invulnerable startup, making this extremely strong coupled with the fact that Bai-Hu has monster throw range.

Fireball loop

Easiest setup for the fireball loop is: 6D, 6D, 5C, AB xN near the corner.

Fuzzy Jump

If both hits of instant j.C hit, you can juggle with 2B. Follow this up with CD, ABC if midscreen or ABx2, ABC in the corner. The timing is very tricky.

Ukemi

Bai-Hu's ukemi is the same as his standard wakeup timing, so it will not help in setplay. Reversal dash or specials (especially wakeup throw OS) will be more helpful for deterring attacks.

Matchups

Matchup Table

Advantage
Great Maherl, Condor, Alsion III, Pielle, Rila
Good Sho, Tia, Dao-Long
Even Saizo
Weak
Bad

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


Rila


Saizo


Sho


Tia

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu