GGACR/Baiken/Frame Data

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< GGACR‎ | Baiken
 Baiken


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.18 5 1.0 1/5F 1.1 55 21F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
2.8 2.7 8.0 0.35 105

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 8.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 23.0 1.1 43F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 25.0 1.1 47F 5.0 5.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 17F 16.5 6F 12F 12.5 30

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 40 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 5 2 6 +2 8 3 8 9 10 10 11 N/A
5K Mid 2 SJR 2.64 8 5 6 +1 14 6 7 11 12 12 12 N/A
c.S Mid 3 SJR 2.64 8 2 11 +1 28 10 7 13 14 14 13 N/A
f.S Mid 3 SJR 2.64 9 6 8 0 30 10 7 13 14 14 13 N/A
5H Mid 5 SR 3.84 9 1 24 -6 40 20 6 18 19 18 15 N/A
5D High 5 R 3.84 27 2 26 -9 20 15 20 18 Launch 48 18 15 N/A
6P Mid 1, 2 SR, SJR 1.44×2 8 6(2)4 9 -3 15, 25 3×2 8, 5 90% 1~13F Above Knees 9 10, 12 10, 20 11, 12 N/A
6K Mid 4 SR 3.84 12 9 6 +2 24 14 6 1~11F Throw 16 17 16 14 N/A
6H Mid 5 SJR 3.84 15 8 28 -17 56 20 6 18 19 18 15 N/A
2P Mid 1 CSR 1.44 6 3 7 0 8 3 8 80% 9 10 10 11 N/A
2K Low 1 SR 1.44 5 5 6 -1 12 3 8 80% 9 10 10 11 N/A
2S Mid 3 SR 2.64 11 3 9 +2 32 10 7 13 14 14 13 N/A
2H Mid 3 R 2.64×3 15 4(2)6(2)2 8 +4 18×3 10×3 7×3 13 Stagger 24 26 6 N/A
2D Low 3 SJR 2.64 8 9 13 -8 30 8 7 80% 13 Down 14 13 N/A
j.P High/Air 1 SR 1.44 5 8 10 10 3 8 9 10 10 11 N/A
j.K High/Air 3 SJR 2.64 7 8 12 18 8 7 13 Launch 25 13 N/A
j.S High/Air 3 SR 2.64 8 7 19 32 8 7 13 14 14 13 N/A
j.H High/Air 5 SR 3.84 15 Until landing 0 40 15 6 18 19 20 15 N/A
j.D High/Air 4 RF 3.84 9 3 21+6 after landing 50 11 8 90% 16 Launch 35 14 9~11F

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 40 pixels 6.88 60 6×2 Forced 50% Launch 60 + Slide 46
Air Throw 88 pixels 4.00 60 6 Forced 50% 60 + WBounce
Dead Angle Attack All 3 JR 0.52 6 7(2)3 6 -4 25 10 7 50% 1~17F All
18~20F Throw
13 Launch 28 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236K Tatami Gaeshi All 3 F 2.50/1.20 15 24 9 -6 40 [20] 0 7 90% 13 Launch [14] 32 + WBounce 13 23~26F
j.236K Air Tatami Gaeshi All 3 F 2.50/1.20 18 Until landing+16 40 [20] 0 7 90% 13 Launch [14] 36 + WBounce 6 [13] 18~19F
j.623S Youzansen High/Air 3 RF 1.00/4.80 6 12 15+11 after landing -25 44 8 7 1~3F Strike 13 Launch 28 13 3~4F
623P Youshijin Mid 3 R 1.50/3.60 12 6 25 -17 24 10 12 70% 13 Launch 48 36 6 N/A
63214K Suzuran 2.00/- Total 30 4~25F High Guardpoint N/A
41236H Kabari Mid 4 R 2.00/4.80 20 11 15 +2 12 14 3 80% 16 Stagger 33 36 + Slide 27 14 N/A
41236H > S Tetsuzansen Mid 4 RF 2.00/9.60×2 12 3(11)4 16 -17 36, 15 14×2 6, 10 Forced 90%, Forced 80% 1~5F All
6~11F Throw
16 Launch 32 14 12~13F
Guard > 412P Zakuro All 1 RF 2.50/0, 2.50×6 9 1 32 0, 22×5, 16 3 8, 6×6 Initial 75%, Forced 75% Down 11 12~13F on hit
Guard > 412K Mawarikomi F 3.75/- Total 34 1~24F Strike 21~23F
Guard > 412S Sakura Mid 5 RF 2.25/5.40 10 1 33 -16 30 20 15 1~8F Above Knees 18 Stagger 50 40 + WStick 20 15 10~11F
Guard > 412H Ouren All 4 RF 2.25/7.20 19~ 2 14+16 after landing -15 34 14 6 70% 1~3F High Profile
14~26F Strike
16 Launch 35 14 4~6F

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Guard > 412D Baku Mid 5 R 11 2 20 -3 30 20 6 1~12F Strike 18 27 18 15 N/A
412D > P/K/S Baku: Sakura/Tsuki/Tsuru Mid 5 R 6+9 3 40 -24 18 20 6 P: Forced 50%
K/S: Forced 30%
1~42F Strike 18 Stagger 85 60 15 N/A
412D > X > P P Followup Mid 4 R 15 3 5 +9 15 14 6 16 17 80 14 N/A
412D > X > K K Followup High/Air, Mid 4 R 18 3(6)3(7)5 8 +4 10×2 11, 14 6×2 16 17, Launch 40 14 N/A
412D > X > S S Followup Mid 5 R 15 1 14 +4 20 20 6 18 19 40 15 N/A
412D > X > H H Followup High/Air 5 R 8 16 16 -13 24 15 6 18 Launch 40 15 N/A
412D > X > D D Followup Mid 3 R 9 3(4)8 20 -7 5×7 10×7 7×7 13 Launch 60 13 N/A
236D Triple Tatami Gaeshi All 1 F -/0.24×3 14 16 Total 47 -3 30×3 0 10×3 90% 9 Launch 32 + WBounce 0×2, 11 20~22F

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236S Tsurane Sanzu Watashi Mid 5 R 7+1 6(9)5(11)2 22 -5 60×3 20×3 6×3 1~9F Strike 18 19 40 15

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Garyou Tensei All 1 7+10 72 6 -10 Fatal 3 1~12F Strike 9 11

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Baiken 5P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 6H 5D Jump, Special, Super
2PGGAC Baiken 2P.pngGuardMidStartup6Recovery7Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S - 5D Special, Super
6PGGAC Baiken 6P.pngGuardMidStartup8Recovery9Advantage-3 - 6K - - 5D Jump (2nd hit), Special, Super
5KGGAC Baiken 5K.pngGuardMidStartup8Recovery6Advantage+1 6P - c.S, f.S, 2S - 5D Jump, Special, Super
2KGGAC Baiken 2K.pngGuardLowStartup5Recovery6Advantage-1 6P 6K c.S, f.S, 2S - 5D Special, Super
6KGGAC Baiken 5K.pngGuardMidStartup12Recovery6Advantage+2 - - - 5H, 2H - Special, Super
c.SGGAC Baiken cS.pngGuardMidStartup8Recovery11Advantage+1 6P - f.S, 2S 5H 5D, 2D Jump, Special, Super
f.SGGAC Baiken fS.pngGuardMidStartup9Recovery8Advantage0 - - 2S - 5D Jump, Special, Super
2SGGAC Baiken 2S.pngGuardMidStartup11Recovery9Advantage+2 - - f.S - 5D Special, Super
5HGGAC Baiken 5H.pngGuardMidStartup9Recovery24Advantage-6 - - - - - Special, Super
2HGGAC Baiken 2H.pngGuardMidStartup15Recovery8Advantage+4 - - - - - -
6HGGAC Baiken 6H.pngGuardMidStartup15Recovery28Advantage-17 - - - - 2D Jump, Special, Super
5DGGAC Baiken 5D.pngGuardHighStartup27Recovery26Advantage-9 - - - - - Homing Jump
2DGGAC Baiken 2D.pngGuardLowStartup8Recovery13Advantage-8 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Baiken jP.pngGuardHigh/AirStartup5Recovery10Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC Baiken jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGAC Baiken jS.pngGuardHigh/AirStartup8Recovery19Advantage- j.P - - j.H j.D Special
j.HGGAC Baiken jH.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special
j.DGGAC Baiken jD.pngGuardHigh/AirStartup9Recovery21+6 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Baiken/Data.
Systems Pages