PROS
Short, fast, and damaging. His j.CD, j.d+A, s.C has great priority. All his command moves are useful and has annoying projectile traps. Air.+C has great push back on block (use bx2 -->qcb+C or ~ub+C shortcut). Great qcbx2+K DM and qcbx2+AC SDM. Damaging combos (did I say that already, coz it should mentioned again) and EASY to use overall (most of these mentioned by DG in the tier thread).
CONS
Being small, his normals don't reach far naturally.
BAO SPECIFIC LINGO
NORMALS
COMMAND NORMALS
Throws
Genei Tougi: close, b or f + HP
Critical Throw: close, b or f + HK
Command Moves
Kakugi: f + LP
Senheki Shuu: f + LK
Senshou Shuu: + LK
Rikotsu Shuu: + HK
Soushou: in air, d + LP
Hikida: in air, d + LK
SPECIAL MOVES
Psycho Ball Front: + LP
Psycho Ball Raise: + LP
Psycho Ball Reflect: + LK
Psycho Ball Bound: + LK
Psycho Ball Air Front: in air, + LP
Psycho Ball Air Bound: in air, + LK
Psycho Ball Crash Front: + HP
Psycho Ball Crash Raise: + HP
Psycho Ball Crash Reflect: + HK
Psycho Ball Crash Bound: + HK
Psycho Ball Crash Air Front: in air, + HP
Psycho Ball Crash Air Bound: in air, + HK
DESPERATION MOVES
Psycho Ball Attack Max: qcbx2 + P
Psycho Ball Crush: qcbx2 + K
SUPER DESPERATION MOVES
Psycho Ball Attack Max: qcbx2 + LP + HP
Psycho Ball Attack IIDX: f, + LK + HK
HIDDEN SUPER DESPERATION MOVES
Psycho Ball Gravity: qcfx2 + LP + HP
COMBOS
-j.D, s.C, f+A, +C, SC into qcbx2+K DM (2 stocks if you're not MAXed, 1 stock if you MAXed beforehand)
-s.C, +D, +D --25% damage, awwww yeah!
The following combos can include j.D or j.C. If you're in the corner you can do +B, cross them up, and do:
-(near corner) (1 stock=70%) MAXed: s.C, f+A, (qcb+C, +D)x2, SC into qcbx2+K DM
-(near corner) (2 stock=70%) ironically, s.C, f+A, MAX dash s.C, f+A, (qcb+C, +D)x2, SC into qcbx2+K DM
-(near corner) (2 stock=80%) MAXed: s.C, f+A, (qcb+C, +D)x2, SC into qcbx2+AC SDM
-(near corner) (2 stock=80%) s.C, f+A, MAX dash s.C, f+A, (qcb+C, +D)x2, SC into qcbx2+AC SDM
The reason why I included the Q.Max versions even though i takes off the same damage but 1 more stock, is that the Free Cancelling takes off a lot of MAX meter making the combo barely possible--hence it's unlikely that you'll MAX up, and setup yourself in a position where you can get the combo off without the depleting too much meter.
-Double SDM fun: (4 stock=100%) MAXed: s.C, f+A, +C, +D, +C, f~hcf+BD SDM, MAX, (qcb+C, +D)x2, SC into qcbx2+AC SDM
-(5 stock=100%) s.C, f+A, MAX dash s.C, f+A, +C, +D, +C, f~hcf+BD SDM, MAX, (qcb+C, +D)x2, SC into qcbx2+AC SDM
Note: The 100% combo might not the only one out there, diveman from the tier thread made me aware of the combo's existence, but I never asked what it was and just played around with it myself and came up with this. I have a feeling there are others out there on youtube.
BAO GENERAL GAMEPLAY
Fireball, fireball, fireball, air.+C, air.+C, find opening for s.C, f+A, +C, SC into qcbx2+K DM, abuse j.CD, j.d+B, j.d+A, +B...rinse wash and repeat.
2k2 UM - Bao
- Kane317
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Re: 2k2 UM - Bao
100% combo, it only shows 98/99% but u can add an extra jumping attack or down forward+B at the start for the full 100%.
Should really refilm it but input lag via hdtv+ps3 is rubbish.