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Baiken
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 8 1.44 3 8 1 HLF cCJR 5 2 6 +2 -
K 14 2.64 6 7x2 2 HLF CJR 8 5 6 +1 -
c.S 28 2.64 10 7 3 HLF CJR 9 2 11 +1 -
f.S 30 2.64 10 7 3 HLF CJR 9 6 8 0 -
H 48 3.84 20 6 5 HLF CR 10 1 24 -6 -
6P 15,25 1.44x2 3x2 8,7 1,2 HLF CR, CJR 8 6(2)4 9 -3 1-13 high invincible/second hit on block is a level 1 attack
6K 24 3.84 14 6 4 HLF CR 12 9 6 +2 1-11 throw invincible/on CH stagger max 43 frames
6H 56 3.84 20 15 5 HLF CJR 15 8 28 -17 Upper Body Invincible on frames 15-34.
Dust 20 3.84 15 20 5 HF R 25 2 26 -9 -
DA 25 2.64 10 7 3 All JR 6 7(2)3 6 -4 1-17 invincible/18-20 throw invincible/floats (28)/ Jump cancellable from 14th frame/prorate 50%
2P 8 1.44 3 8 1 HLF CR 6 3 7 0 Prorate 80%
2K 12 1.44 3 8 1 LF CR 5 5 6 -1 Prorate 80%
2S 32 2.64 10 7 3 HLF CR 11 3 9 +2 -
2H 18x3 2.64x3 10x3 7x3 3 HLF R 15 4(2)6(2)2 8 +4 1-2 hits pull in effect/1-3 hits stagger effect (max 24)/ Hit stop 6
2D 30 2.64 8 7 3 LF CJR 8 9 13 -8 Prorate 70%
j.P 10 1.44 3 8 1 HA CR 7 4 9 - -
j.K 18 2.64 10 7 3 HA CJR 7 8 12 - floats (28)
j.S 32 2.64 10 7 3 HA CR 8 7 19 - (fully extended frame 11)
j.H 40 3.84 20 6 5 HA CR 15 Ground 0 - -
j.D 50 3.84 14 8 4 HA RF 9 3 21 - blowback 45/landing recovery 6/FRC timing 9-11
Throw 60 6.88 - 6x2 - 40dot - - - - - Slide/untechable (60/slide 46)/prorate 50%
Air Throw 60 4.00 - 6 - 88dot - - - - - Wall bounce (60)/prorate 50%
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tatami Gaeshi 236K 40(late 20) 2.50/1.20 0 7 3 All F 15 17 16 -6
1-6 floats and vacuum effect (30)/7-17 floats and vacuum on air hit/CH untechable/FRC timing 23-26/tatami disappears immediately when Baiken is hit
Tatami Gaeshi (Air) j.236K 40(late 20) 2.50/1.20 0 7 3 All F 18 - 16 after land -
1-6 wall bounce effect (27)/air hit wall bounce effect (27)/FRC timing 18-19/tatami disappears immediately when Baiken is hit
Youshijin Guard + 412P 24 1.50/3.60 3 6 3 HLF R 12 6 22 -18
1-5 invincible/6-14 knee-up invincible/on guard level 1/Hit stop 6/air hit float effect (46)/CH untechable/prorate 70%/attack is fully extended frame 15/*1
Mawarikomi Guard + 412K - 3.75/- - - - - F - - Entire 24 -
1-16 strike invincible/passes through opponent until move ends/FRC Timing 13-15/*1
Sakura Guard + 412S 30 2.25/5.40 20 6 5 HLF F 17 2 33 -16
1-19 strike invincible/stagger effect (max 50)/prorate 85%/FRC timing 17-18/*1
Ouren Guard + 412H 34 2.25/7.20 14 6 4 HA R 19~ 2 14+land 10 -9
Standing hit untechable/CH hit float+untechable (70)/(untechable 35?)/Listed start-up is for pointblank distance/startup changes depending on distance from opponent
Suzuran 63214K - 2.00 - - - - - - - whole 30 -
4-25 high guard/when guarding can do guard cancel moves
Youzansen j.623S 44 1.00/4.80 10 7 3 HA RF 6 12 15 -25
1-3 raise/hit rise effect (28)/CH state/crouch state during recovery/FRC timing 3-4/fastest TK youzansen has start-up of 9
Kabari 41236H 12 2.00/4.80 14 6 4 HLF R 21 11 14 +2
On ground hit, staggers (max:33). On downed hit, untechable: 24. On hit or block, vaccum effect. On frames 35-40 when whiffed, or frames 4-9 after hit or block, can cancel into followup (Tetsuzansen). Fully extended on frame 29.
Tetsuzansen - S 36,15 2.00/9.60x2 14x2 6,10 4 HLF RF 12 3(11)4 16 -17
1-5 fully invincible, 6-11 invincible to throws. Floats on hit, untechable: 32. Forced proration, 1st hit: 90%, 2nd hit: 80%. FRC: 12-13 F. Listed frame advantage is when 2nd hit fails to connect.
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Baku Guard + 412D 30 -25% 20 6 5 HLF R 11 2 16 +1
2-12 invincible to strikes. (Unsure of next line, I'd need to see the move to anglicize it properly) On standing hit, bends them back. On hit, Psych burst cannot be used (no blue bursting it, acts like a super hit). CH state till end of recovery. 12~ Follow up attacks possible. *1
Baku: Sakura - P 18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
On hit, cannot be blue bursted. Forced proration: 50%. Allows Followup attack input from 25-36. On hit, disables opponents jumping and dashing for a limited time. *2
Baku: Tsuki - K 18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
On hit, cannot be blue bursted. Forced proration: 51%. Allows Followup attack input from 25-36. On hit, all hits act as counterhits for a limited time. *2
Baku: Tsuru - S 18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
On hit, cannot be blue bursted. Forced proration: 51%. Allows Followup attack input from 25-36. On hit, all of Baiken's moves become unblockable. Unblockable effect disappears after a certain period of time passes, or if Baiken lands a hit. *2
P Follow Up - P 15 - - 6 4 - R 15 3 5 +10
On air hit, knocks down. Listed frame advantage is for a standing hit. For the duration of the effect, Opponent cannot use P button.
K Follow Up - K 10x2 - - 6 4 - R 18 3(6)3(7)5 8 -
Airborne: 7-35. 2nd hit knocks down. Max 2 hits. For the duration of the effect, Opponent cannot use K button.
S Follow Up - S 20 - - 6 5 - R 15 1 14 +5
On air hit, Plummets and downs opponent. Does no dizzy. Listed frame advantage is for a standing hit. For the duration of the effect, Opponent cannot use S button.
H Follow Up - H 24 - - 6 5 - R 8 16 16 -
Airborne: 8~. Floats on hit, untechable: 40. For the duration of the effect, Opponent cannot use H button.
D Follow Up - D 5x7 - - 7x7 3 - R 9 3(4)8 20 -
On hit, knocks down. For the duration of the effect, Opponent cannot use D button.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tsurane Sanzu Watashi 236236H 60x3 -50% 20x3 6x3 5 HLF R 7+flash1 6(9)5(11)2 22 -5
1-9F, invincible to strikes. On down hit, untechable: 40F. 1st hit does no dizzy, 2nd hit: dizzy multiplier x0.3, 3rd hit: x1.0
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Garyou Tensei 236236H Fatal - 3 - - All - 7+flash10 While she's running 19 -15
(active 84 frames?)/1-12 invincible strikes
*1 Motion for guard cancels can be input during the "hit stop" after blocking an attack. *2: 1-42 invincible to strikes. On ground hit, staggers (max: 85F). On air hit, knocks down.

*3: (which doesn't appear to be on the page?) 1st hit: staggers (max: 85F), on air hit, knocks down. 1st hit prorates 30%. Only if the 1st hit connects, does the 2nd attack occur.

Gatling Table

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2K, 6Kc.5S, f.5S, 2S6H5Dyesyes
2P5P, 2P, 6P6Kc.5S, f.5S, 2S-5D-yes
6P----5Dyesyes
5K--c.5S, f.5S, 2S-5Dyesyes
2K6P6Kc.5S, f.5S, 2S2H5D-yes
6K---5H, 2H--yes
c.5S6P-f.5S, 2S-5D, 2Dyesyes
f.5S--2S--yesyes
2S--f.5S-5D-yes
5H------yes
2H-------
6H----2Dyesyes
5D-----homing jump on hit-
2D-----yesyes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.P-j.S-j.Dyesyes
j.Sj.P--j.Hj.D-yes
j.H----j.D-yes
j.D-------
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Translator Author Revision Status
Hellmonkey Hellmonkey v0.5 03/14/07 Incomplete
Dustloop.com
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