GGACR/Baiken

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Overview

Overview

Baiken is set apart from the cast due to her guard cancels, which allow her to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing them to play a completely different game against her.

These guard cancels can be performed during hitstop/blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations.

Additionally Baiken comes with an excellent set of normals, some very strong conversions and damage, and has a toolkit for nearly every situation. On the flip side, her conversions are quite awkward and some of her best buttons also have very limited cancel routes. Baiken also takes much higher damage than average and can get dizzied pretty quickly, so Baiken players need to play sharp or risk losing fairly quickly. However, that shouldn't matter if she is played sharply, as her tools provide her plenty of opportunities to shut down anything the other player wants to do.

If you love to play careful turtle-characters with strong offensive responses against the right reads, consider picking Baiken up for a try.
Playstyle
Baiken fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.
Pros Cons
  • Tensionless Guard Cancels: Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot.
  • Exceptional Damage: With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry.
  • Powerful Hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and TatamiGGAC Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    9
    Advantage:
    -6
    are very disjointed can be very difficult to contest.
  • Tiny Hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
  • Strong Mixup Tools: YouzansenGGAC Baiken j623S.pngGuard:
    High/Air
    Startup:
    6
    Recovery:
    15+11 after landing
    Advantage:
    -25
    instant overhead, throw conversions, a safe 5D, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.
  • Can Seal Options and Setup: Thanks to BakuGGAC Baiken 412D.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    20
    Advantage:
    -3
    , 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
  • Limited Meterless Conversions: Many of Baiken's normals have limited gatlings and depend on close proximity, counterhits, or crouch confirms to convert into combos. Baiken will often want to spend meter on FRC to access her high damage, or depend on difficult techniques such as Kire Tatami.
  • Unforgiving Execution Barrier: Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Her corner juggle loops require precision and adjustment for specific situations and hurtboxes.
  • Low Defense and Dizzy Modifiers: Baiken has one of the lowest defense modifiers in the game, so she pays dearly for her mistakes. She is also easy to stun.

Guard Cancel

Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel blockstun into attacks is pretty strong by itself, but Blockstop is a window in which only Baiken can move. This is far more powerful of an ability than it first appears.

GGACR Baiken Nameplate.png
GGAC Baiken Portrait.png
Damage Received:1.18x
Guts Rating:5/5
Weight:Super Lightweight (x1.1)
Stun Resistance:55
Prejump:3F
Backdash:16F (1~>9F invuln)
Wakeup:53F (Face Up)/ 50F (Face Down)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2K (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236236S (8F)
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 2 6 +2

5P is a good point-blank poke, and probably Baiken's best tick-throw poke.

  • It cancels into 2K and can jump cancelled – this allows you to mixup with a low (2K) or high (Youzansen).

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 6H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 8 5 6 +1

This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.

Gatling Options: 6P, c.S, f.S, 2S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 6 7 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 8 2 11 +1
  • Used often in combos as it chains to f.S, 2D, 5H, and can be jump cancelled.
  • This allows a 2D/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.S that hits.
  • On many standing characters, you can combo c.S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.

Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 14

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 6 8 0

Incredible normal. Has strong range and a great hitbox.

  • Strong poke due to the above, and as it can also be jump cancelled.
  • Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between 2S as well, for extended confirmation time.
  • Generally deferred to 2D for combo uses.
  • Similarly to c.S, f.S also combos to a low j.D on many standing hit boxes, which is key for extended range knockdowns/confirms.

Gatling Options: 2S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 9 1 24 -6

One of Baiken's higher damage moves due to its low GB- value.

  • Though 5H is not as good as 6H, it is a faster alternative.
  • Combos into Tatami on the ground and against a low airborne opponent.
  • From a 5H counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
  • Beware using 5H from neutral, because the move only actively hits for one frame and has a large recovery.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 19 18

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 27 2 26 -9

5D with enough range that it can be difficult to punish. Leads to full conversions, though needs an Impossible Dust for knockdown.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 15 20 5 Launch 48 18

6P

Damage Guard Startup Active Recovery On-Block Invuln
15, 25 Mid 8 6(2)4 9 -3 1~13F Above Knees

Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters.

  • Combos to Youzansen/6K/623P on the ground.
  • Can be used as an option select throw to catch backdashes.

Gatling Options: 6K, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 90% 3×2 8, 5 1, 2 10, 12 10, 20
  • 2nd hit on block is a level 1 attack

6K

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 12 9 6 +2 1~11F Throw
  • Almost always used to option select grab on the ground: 6K+H, due to Baiken's extremely poor grab range.
  • Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
  • Hitbox can be strong against low attacks when spaced well.

Gatling Options: 5H, 2H

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 6 4 17 16
  • Staggers on ground CH (max 43F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
56 Mid 15 8 28 -17

Baiken's highest damage normal, this move also has a very low GB-, making it great for combos.

  • Special AND jump cancelable (unlike 5H).
  • It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.
  • Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from 5P.

Gatling Options: 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 19 18

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 7 0

Not very useful, doesn't count as a low.

  • Suprisingly, sometimes works as an anti air.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 5 6 -1

Baiken's fastest low attack with disjointed hitbox. Low commital poke. Gatling Options: 6P, 6K, c.S, f.S, 2S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 11 3 9 +2
  • Very good hitbox.
  • Can only combo into Tatami on CH or on crouching opponents.

Gatling Options: f.S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
18×3 Mid 15 4(2)6(2)2 8 +4

Very good for establishing pressure due to its frame advantage.

  • Can only be chained into from 6K.
  • Causes enough stagger on hit to convert if the opponent doesn't shake out quickly.
  • Recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
  • Can be used to force the opponent to cross over during untech time
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10×3 7×3 3 Stagger 24 26
  • 1st and 2nd hits pull in opponent on hit or block

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 9 13 -8

Amazing normal which reaches far both horizontally and vertically, hits low, can be jump canceled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 8 7 3 Down 14

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 8 10

Extremely fast air poke with good horizontal reach and speed.

  • Very poor GB-, use sparingly in combos.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 7 8 12

Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 Launch 25

j.S

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 8 7 19

Very generous hitbox, great for zoning in the air.

Gatling Options: j.P, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 15 Until landing 0
  • Favorable GB-, using this move as much as possible in combos is key.
  • Can also be good to use as a meaty.
  • Active for as many frames as it takes for Baiken to reach the ground.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 15 6 5 19 20

j.D

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 9 3 21+6 after landing

Commonly used for corner damage and loops with FRC.

  • Scores ranged knockdowns on standing hit immediately out of f.S.
  • Works in conjunction with j.S for a fuzzy, especially since it can be heavily delayed.
  • Can be FDC'ed to flutter in the air, which is useful for baiting anti airs. (Messing up the input can cost you your burst, so be careful!)
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
9~11F 90% 11 8 4 Launch 35
  • Blows back opponent on hit

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 40 pixels

Poorly ranged throw that leads to corner damage and knockdown.

  • Second worst grab range in in the game (tied with Millia, second worst to Chipp).
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 6×2 Launch 60 + Slide 46

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Only leads to combo in the corner. Puts the opponent opposite the direction you threw them.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 6 60 + WBounce
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 6 7(2)3 6 -4 1~17F All
18~20F Throw

Yes, Baiken has a Dead Angle.

  • Despite the prorate, jump cancel-ability keeps it safe on block and converts into minute damage or knockdown.
  • Not as good as Baku so you'll almost never use it, but it's there.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 50% 10 7 3 Launch 28
  • Max 1 hit

Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 40 [20] All 15 24 9 -6
j.236K 40 [20] All 18 Until landing+16

Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.


The air version has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in.

In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.

Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236K 23~26F 90% 0 7 3 Launch [14] 32 + WBounce
j.236K 18~19F 90% 0 7 3 Launch [14] 36 + WBounce

236K:

  • Values in [] are for late hit (After 6th active frame)
  • On CH untechable for 100F
  • Tatami disappears immediately if Baiken is hit

j.236K:

  • Values in [] are for late hit (After 6th active frame)
  • Tatami disappears immediately when Baiken is hit

Youzansen

j.623S

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 6 12 15+11 after landing -25 1~3F Throw

Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.

  • Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.
  • Has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.
  • Extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can convert.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3~4F 8 7 3 Launch 28
  • Baiken is in CH state during move
  • Baiken is in crouching state during landing recovery
  • Fastest possible TK Youzansen has startup 9F

Youshijin

623P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 12 6 25 -17

Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 70% 10 12 3 Launch 48 36

Zakuro

While Guarding: 412P

Damage Guard Startup Active Recovery On-Block Invuln
0, 22×5, 16 All 9 1 32

Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.

It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's j.H. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
12~13F on hit Initial 75%, Forced 75% 3 8, 6×6 1 Down
  • Baiken is in CH state 1~11F

Mawarikomi

While Guarding: 412K

Damage Guard Startup Active Recovery On-Block Invuln
Total 34 1~24F Strike

Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
21~23F
  • Can pass through opponent during move

Sakura

While Guarding: 412S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 10 1 33 -16

One of Baiken's most rewarding GCs, despite lacking invincibility.

  • Hits straight in front of her. Best between slow, beefy hits.
  • Relatively fast, staggers on hit.
  • Leads to damage with the FRC, extended stagger on CH.
  • A good option when the opportunity is recognized, just don't get it baited, though.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10~11F 20 15 5 Stagger 50 40 + WStick 20

Ouren

While Guarding: 412H

Damage Guard Startup Active Recovery On-Block Invuln
34 All 19~ 2 14+10 after landing -15 14~26F Strike

A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window.

  • Will cross up the opponent depending on the distance, netting an overall good reward.
  • Launches high and very untechable on CH, will net a huge reward.
  • Launches forward fast on FRC, can be used as a risky approach or escape tool.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
4~6F 70% 14 6 4 Launch 35
  • Floats higher on CH (untechable for 70F)
  • Listed start-up is for pointblank distance
  • Startup changes depending on distance from opponent
  • No attack if done too far (Total Recovery 52F)
  • Auto Jump Install (if not done from Suzuran)

Suzuran

63214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 30 4~25F Guard High

Command dash with upper body autoguard for most of its duration, can be cancelled into GCs without having to block anything.

  • Lets Baiken access GC tools in neutral.
  • Vulnerable to lows and throws, autoguard ends 5 frames before the move finishes.
  • Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.
  • Suzuran > Throw attempts can be easily jumped out of.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A
  • Can cancel into Mawarikomi, Sakura, Ouren, Zakuro, Baku 10~29F or after guarding an attack

Kabari

41236H

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 20 11 15 +2

Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 14 3 4 Stagger 33 36 + Slide 27
  • The chain stops when it hits
  • Recovery begins 3F after the move hits
  • Pulls opponent in on hit or block
  • Can cancel into Tetsuzansen from 34~39F when whiffed, or from 4~9F after hit or block
  • Pulls in on air hit

Tetsuzansen

41236H > S

Damage Guard Startup Active Recovery On-Block Invuln
36, 15 Mid 12 3(11)4 16 -17 1~5F All
6~11F Throw

Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
12~13F Forced 90%, Forced 80% 14×2 6, 10 4 Launch 32
  • Listed Frame Adv is when 2nd hit misses

Force Breaks

Baku

While Guarding: 412D

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 11 2 20 -3 2~12F Strike

Your absolute best tool for getting out of pressure. Except for the first frame, it's invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 27 18
  • Opponent's Burst is disabled on hit
  • Baiken is in CH state during move
  • Can cancel into followup attacks from 11F onwards

Baku: XXX

Baku > P or K or S

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 6+9 3 40 -24 1~42F Strike

Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time.

P Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. Forced prorate 50%.
K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. Forced prorate 30%. A forced prorate of 75% is applied by the first hit of all combos while the opponent is flashing.
S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. Forced prorate 30%. A forced prorate of 50% is applied by the first hit of a combo while the opponent is flashing.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 20 6 5 Stagger 85 60
  • Opponent's Burst is disabled on hit
  • Can cancel into followup attacks 25~36F on hit
  • Disables opponents jumping and dashing while they are flashing

Baku Followups

Baku:XXX > X

Version Damage Guard Startup Active Recovery On-Block Invuln
412D > X > P 15 15 3 5 +9
412D > X > K 10×2 18 3(6)3(7)5 8
412D > X > S 20 15 1 14 +4
412D > X > H 24 8 16 16
412D > X > D 5×7 9 3(4)8 20

The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button for the duration of the applied curse, i.e. using the P follow-up prevents the opponent from using the P button.

  • The S follow up will cross up.
  • The D follow up is useful as it locks the opponent out of their Burst.
  • The H follow up can also be used to prevent the opponent from using standard throws and from teching throws, which is quite effective when applied with the "no jump/dash/backdash" debuff. The opponent will then be prevented from using reversal backdash and reversal throw, and will also be unable to jump out of throw setups or tech throws, massively crippling their defense.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
412D > X > P N/A 14 6 4 17 80
412D > X > K N/A 11, 14 6×2 4 17, Launch 40
412D > X > S N/A 20 6 5 19 40
412D > X > H N/A 15 6 5 Launch 40
412D > X > D N/A 10×7 7×7 3 Launch 60

412D > X > P:

  • Listed Frame Adv is for standing hit
  • Opponent's P button is disabled while they are flashing

412D > X > K:

  • Baiken is airborne 7~35F
  • Auto Jump Install
  • Max 2 hits
  • Opponent's K button is disabled while they are flashing

412D > X > S:

  • Dizzy modifier x0
  • Listed Frame Adv is for standing hit
  • Opponent's S button is disabled while they are flashing

412D > X > H:

  • Baiken is airborne from 8F onwards
  • Auto Jump Install
  • Opponent's H button is disabled while they are flashing

412D > X > D:

  • Opponent's D button is disabled while they are flashing

Triple Tatami Gaeshi

236D

Damage Guard Startup Active Recovery On-Block Invuln
30×3 All 14 16 Total 47 -3

Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20~22F 90% 0 10×3 1 Launch 32 + WBounce
  • Untechable on CH for 100F
  • Baiken is in CH state 1~22F
  • 2nd Tatami appears on 19F, 3rd on 24F
  • Each Tatami is active for 6F
  • Frame Adv. is when the 3rd Tatami is blocked
  • Tatamis disappear if Baiken is hit

Overdrives

Tsurane Sanzu Watashi

236236S

Damage Guard Startup Active Recovery On-Block Invuln
60×3 Mid 7+1 6(9)5(11)2 22 -5 1~9F Strike

Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20×3 6×3 5 19 40
  • Dizzy modifier per hit: 1st = x0, 2nd = x0.5, 3rd = x1.0

Instant Kill

Garyou Tensei

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+10 72 6 -10 1~12F Strike

Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 1
  • IK Mode activation: 84F
  • Active frames are cut short and enters recovery on block, animation: 19F

Colors

GGACR Baiken normal p.png
GGACR Baiken normal k.png
GGACR Baiken normal s.png
GGACR Baiken normal h.png
GGACR Baiken normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Baiken ex p.png
GGACR Baiken ex k.png
GGACR Baiken ex s.png
GGACR Baiken ex h.png
GGACR Baiken ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Baiken slash p.png
GGACR Baiken slash k.png
GGACR Baiken slash s.png
GGACR Baiken slash h.png
AC Baiken normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Baiken reload p.png
GGACR Baiken reload k.png
GGACR Baiken reload s.png
GGACR Baiken reload h.png
AC Baiken normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Baiken slash d.png
GGACR Baiken reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Navigation

Baiken
Ambox notice.png To edit frame data, edit values in GGACR/Baiken/Data.