GGXRD-R2/Baiken

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Overview

Overview

Baiken returns to Xrd reworked into a high-risk high-reward power character with a solid mix of high-damage offense and good defensive space-control, but just like in her earlier appearances her key strength is her versatile defense and her ability to counterattack while blocking. Capable of wildly swinging the course of a match with a successful guard cancel that leads into reliable okizeme and dangerous mixup, Baiken is a credible threat with huge potential for massive comebacks. If left unchecked, Baiken can keep pressure on the opponent through her variety of offensive RPS tools, crank RISC and quickly snowball out of control.

In most matchups she does not dictate the overt flow of the match and her gameplan revolves around understanding the opponent's offense and punishing them for it, which makes her a more difficult character to get started with. Her stun resistance is bad and her parry leaves her in counterhit state, which means mistakes can be devastating, and there are plenty of opportunities to make mistakes.
Playstyle
Baiken has dual strengths as a defensive turtle and explosive mixup character. Her diverse toolkit allows her to overwhelm the opponent on offense and steal their momentum on defense.
Pros Cons
  • Parries: Baiken already makes good use of universal defensive mechanics, but her special AzamiGGXRD Baiken Azami.pngGuard:
    -
    Startup:
    1
    Recovery:
    Total 34~122
    Advantage:
    -
    parry makes pressuring Baiken a huge pain and approaching her in neutral a profound risk. Azami is very flexible and has a number of followups, making it an oppressive option in Baiken's arsenal.
  • Explosive Damage: Baiken has excellent damage potential thanks to strong normals and her Strike/Throw game. Her combos give her good corner carry and meter gain as well.
  • Powerful OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.: Baiken has access to projectile okizeme which has good coverage against the opponent's options on defense, and can be made ambiguous.
  • Strong Meter Uses: Baiken has access to many strong metered options including but not limited to Tatami Gaeshi (Tatami) YRC, Youzansen RRC, and Tsurane Sanzu-watashi (Sanzu).
  • Good Counterpokes: Baiken's 6K, f.S, Tatami, and 2D are solid counterpokes with long active frames and/or good hitboxes.
  • Easy to Burst: Baiken's combos often rely on Kuchinashi, Tetsuzansen, or airdashes which are easy, reactive burst points.
  • Gets Blown Up: Baiken's low defensive stats and lengthy normals make her susceptible to being counterhit for massive damage. Play cautiously, or else.
  • Lockdown Requires Meter: Baiken cannot meterlessly keep opponents blocking without making risky callouts against jumps and backdashes. She needs to utilize YRC to make her okizeme options safer.
  • Low-Reward Pokes: Baiken's pokes tend to be slow and require one or more of these things in order to receive signficant reward: tension, counterhit, or corner control.

Azami is a special form of guard cancel move which negates all damage Baiken would take from an attack and can cancel into one of a number of followups. These followups not very safe on block, but they can come out in hitstopThe period of time during a landed attack in which both attacker and defender are frozen to emphasize the impact of the hit., which allows Baiken to be able to punish almost any attack.

  • Kuchinashi - An anti-air leaping slash which launches on hit and is upper body invulnerable on startup.
  • Mawarikomi - A sidestep which can be used to switch sides, or evade attacks.
  • Sakura - A stationary stab which knocks the enemy away, and is invulnerable out of Azami.
  • Rokkonsogi - A fast rushing slash with good horizontal reach.
  • Yashagatana - A fireball which travels low to the ground.
  • Tsubaki - A guard cancel which is unique to air Azami. A spinning, upwards-hitting counter attack which launches the enemy away on hit.
  • Kikyou - A guard cancel which is unique to air Azami. A downwards smash which spikes the enemy down towards the ground on hit.

Suzuran is a command dash which has a guard point and can be canceled into one of a number of follow ups, even in hitstop. Suzuran allows Baiken to access safer versions of her ground azami followups in neutral, which gives her access to strong combos and more options in the neutral game.

Learning Baiken

If you are learning Baiken for the first time, please refer to the Baiken Handbook. In this document, you will find the Baiken for Beginners section, as well as deeper insights into her mechanics.

There is also a video guide that aims to give newcomers a solid amount of combos and techniques to focus on.

In addition, the Baiken Discord Server is publicly open. Please feel free to join, browse the additional information within, and ask questions. On top of that you can post your match footage and other Baiken players will analyze it for feedback.

Normal Moves

5P

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

Baiken's fastest normal, and hits both standing and crouching characters alike.

Great for tick throws due to its frame advantage, can be jump cancelled for TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.623SGGXRD Baiken Youzansen.pngGuard:
High/Air
Startup:
6
Recovery:
14+ 6 after Landing
Advantage:
-17
or gatlinged into 2K. Baiken has a very difficult to deal with high/low/throw/frametrap mixup available from 5P which only gets weaker later on.

  • Can be cancelled into itself, 2P, 2K, 5K or 6P on whiff

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

Level Proration RISC+ RISC-
0 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 5 8 -1

Baiken's primary low-commitment poke in neutral as well as strong combo filler for juggles.

5K has good active frames and recovery, and moves Baiken forward slightly which helps in combos and on block. Will sometimes cause low pokes (e.g Sin 2S) to whiff because of how it raises her front leg off the ground. Is also +1 on FD block, which allows you to get away with some pressure resets if you confirm the situation correctly.

  • Has a long cancel window

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

Level Proration RISC+ RISC-
1 6 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 9 2 16 -4

Mostly used as combo fodder and for blockstring pressure.

Close slash has the main advantage of better gatling options than f.S, particularly into 2D. Pretty slow for a c.S and doesn't hit very high, but has good reach. As the hitbox extends all the way to the floor, so it will sometimes catch low profiling moves like Stroke the Big TreeGGXRD Ino StrokeTheBigTree.pngGuard:
Low
Startup:
28
Recovery:
14
Advantage:
+3
.

  • Always combos into Rokkonsogi.

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

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 6 15 -7

Used for poking and controlling space on the ground.

Its main advantage over your average f.S is manageable hurtbox extension (that only appears after the first 3 active frames) and great active frames. While it's good for controlling space on the ground, its lack of safety on block on its own paired with its fairly low reward at max range without a counterhit, meter or crouching confirm make it somewhat situational.

  • Jump cancelleable on hit or block.
  • Combos into Tatami Gaeshi on crouching hit, and 2H on counterhit. Like all lv2 moves, it combos into S Kabari on aerial counterhit.

Gatling Options: 2S, 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 11 2 22 -5

Used as a punish option, pressure tool and combo filler.

Large attack that hits slightly above Baiken. Has less active frames but it is only 3f worse than f.S on whiff. Faster and easier to use alternative to 6H in combos, albeit less damage. The large amount of pushback on block make it a decent choice to end pressure sequences with. In combos, 5H > Kuchinashi is Baiken's main combo ender after corner dustloops.

While it can gatling into 6K, the 6K will only connect on point blank normal block and is only really useful to salvage a blocked backthrow mash.

  • Moderately long cancel window

Gatling Options: 6K, 5D

Level Proration RISC+ RISC-
4 20 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 25 2 26 -9

Baiken's Dust attack. As she has access to TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Youzansen, it's not often used as an overhead mixup option without a hard read.

In pressure, it's not very useful to catch opponents backdashing or jumping due to its short active frames. Where Baiken's dust has unique properties is in how it acts with YRC: When Baiken YRCs her 5D, it loses its pverhead properties and instead becomes a level 4 projectile that gives her massive frame advantage on block. This frame advantage from YRC lets her set up F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s when it is blocked standing via airdash normals.

Level Proration RISC+ RISC-
4 Initial: 80% 20 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 7 15 -8 1-4 Upper Body
5-8 Above knee
9-11 Low profile

Baiken's go-to grounded anti air and strong counterpoke. Advances Baiken slightly on use.

Active for longer than your average 6P and combos into S Kabari on aerial counterhit.

  • The throw OS option with the best vertical range, but lasts a few more frames than c.S and 6K.

Gatling Options: 2S, 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7

6K

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 12 9 6 +2 1-11 Throw

6K is Baiken's best pressure normal thanks to wealth of great properties; advancing, plus on block, frametraps, rewarding on counterhit, throw invuln, and a good hitbox to boot.

In pressure, as all practical gatlings into 6K leave very small gaps (3f) it is fairly hard to challenge once it gets going, which makes it an excellent frametrap option against many throw OS attempts. Its frame advantage is amplified if it connects from further away and Baiken advances a bit before the hit is blocked (generally leaves Baiken around +7). Thanks to its own throw invuln, 6K itself is a good throw OS option6K+H for Baiken to use against expected throw attempts and can even work this way against Potemkin Buster.

It's also a strong meaty when opponents are throw-happy and you don't have time to set up air tatami. Blows up a lot of backdashes if done almost meaty, though is much less rewarding on normal hit than counterhit.

  • Staggers on ground counterhit (Frame advantage is +8 to +22)
  • Has a very generous special cancel window.
  • Pushes the opponent farther than it advances Baiken, so you can't constantly throw this out on a blocking opponent.
Level Proration RISC+ RISC-
3 14 6

6H

Damage Guard Startup Active Recovery On-Block Invuln
52 Mid 14 8 28 -17

Baiken's highest-damaging normal. is mostly combo fodder, but can be used as a tool to fish for counterhits that lead into big damage.

On counterhit, it causes a groundbounce that allows it to combo into S Kabari or juggles with a delayed cancel into Kuchinashi. You can buffer a half circle forward on 6H and hitconfirm into tatami or Kabari as appropriate. In pressure, the gatling into 2D can be used to catch people trying to to jump out of other cancel options.

The hitbox smaller than the animation suggests and it has very long recovery, which makes it a poor neutral tool, but it can still act as a haymaker against backdashes or people recklessly running into you.

Gatling Options: 2D

Level Proration RISC+ RISC-
4 20 6

2P

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

A quick crouching poke. Not very useful, especially compared to 5P and the fact that it's slower than 2K. Mostly used as microdash 2P, because it is easier than microdash 5P.

In pressure, you can make use of the whiff cancel into 2K to catch a lot of reversal backdash attempts. 2P also Lowers her hurtbox slightly more than any of her other fast buttons, which has its uses in fringe cases where you need to crouch under some things.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

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

Baiken's fastest low. An all-around great move with long active frames, good reach, good gatling options, and long cancel windows.

In pressure, 2K will be Baiken's go-to low for most situations where it is able to reach the opponent thanks to its speed and huge amount of pressure options. On hit, it's largely interchangeable with 5K as a combo starter, but it sees relatively little use as combo filler itself unless the advancing properties are needed.

  • Moves Baiken forward slightly

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

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 11 3 13 -2

Safe ender for blockstrings and a decent low-risk low-reward poke, but has a tendency to get counterpoked. It's dangerous to throw this out in situations where the screen gets filled with actives (e.g. Zato's Drill, Elphelt's low grenade toss), and its generally unreliable when it comes to beating moves unless completely spaced.

  • Extends Baiken's hurtbox along the chain before it becomes active.

Gatling Options: 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
48 Low 17 6 22 -9 10~42F Above knees

The new 2H is a long-range high-damage button that hits low and moves Baiken forward. It has a fairly strong low-profile hurtbox that goes under most fireballs, dead angles, aerial normals, and some pokes. Like the Ukyo Tachibana move it is a reference to, it is atrocious on whiff.

  • Long reach makes it a decent choice for blockstrings at range.
  • Long active frames and a forgiving special cancel window. One of the better normals to tatami YRC out of.
  • Can be used (with YRC if need be) as a gimmicky mobility tool that stays low to the ground.
  • Will beat soft low-crush moves like Johnny 5K/Baiken 6K but loses to proper low-invuln moves.
  • Has a hurtbox extension along the blade that only appears once it goes active, so it will tend to trade. Attack lv4 makes it usually ok on trades.
Level Proration RISC+ RISC-
4 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 9 16 -11

Useful combo starter followed with Tatami, and the low half of Baiken's high/low mixup out of 5P/5K/5S. Once you make your opponent afraid of youzansen, you will find they get hit by 2D a lot more.

Like most sweeps with decent range, it is also good for mashing with, but where Baiken's 2D stands out from most good abare sweeps is its surprisingly high hitbox, which makes it better against low-crush options than most sweeps, and an overall strong option in matchups like vs. I-no. The hitbox and hurtbox are both still quite tall, so don't expect to low-profile anything.

  • Can be jump cancelled
  • Can be used in specific situations as an anti-air tool (for example, against I-no's hoverdash).
  • Pretty good as a combo tool on lightweights because it's fast, quite active and doesn't hit them until they are low enough.
Level Proration RISC+ RISC-
2 Initial: 80% 10 7

j.P

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

Your main low-commitment air button.

  • IAD jP recovers in time to be able to do another normal on the way down or an airdash. Because of this, rising jP is also often used for oki as a framekill.
  • The fastest air normal for Baiken and has very good active frames. Good throw OS choice in the air. Great anti-air too.
  • Useful for attacking from an instant air dash, followed with jPK > ground pickup/rejump or just do jP till you land, but be careful with the short range of the P.

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

Level Proration RISC+ RISC-
0 12 8

j.K

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

A launcher and occasional anti-air.

  • Baiken's only jump cancellable air normal
  • Used in air combos when jS will not push opponents high enough, or when 5K>jS no longer combos.
  • Can be used in many situations as a combo starter, since it launches on grounded hit for a lot of hitstun and combos into practically everything if it launches.
  • Highest upwards reach on her air normals. The hitbox covers the entirety of her raised leg including the thigh, which allows it to hit standing opponents from an airdash initiated from very near.


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

Level Proration RISC+ RISC-
2 10 7

j.S

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

One of her furthest reaching air normals. The fact that it's faster than j.d, keeps momentum, and has a good angle, make it a good tool to swoop in with from neutral (provided you've spaced it well). With some spacing, j.S becomes quite difficult to antiair at the cost of lesser reward on hit.

  • Large, abusive disjointed hitbox makes this a good jump in option. Will beat 6Ps if done deep enough, or clash if spaced far enough.
  • Airdash j.S will whiff on all crouching characters and leave you vulnerable to an airthrow. Pay attention to if your opponent crouches in neutral and mix it up with a delayed j.S.
  • Good zoning tool. The downward angle makes it a great retreating air-to-air. The disjointed hitbox and quick startup make it very hard to challenge while advancing.

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

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 15 Until L 0

As one of the few level 4 air normals in the game, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Takes some finesse to use properly, but it gives some very good reward on hit and good frame advantage on block. Hits very deep and doesn't need to be timed, so it will blow up mistimed 6Ps. It is also active forever which can be very useful when you are trying to beat airthrows or high-invuln backdashes.

Because of the high commitment nature of this move, it is best to option select forward air-throws with one of Baiken's other air buttons (usually j.P).

  • Very good frame advantage from safejumps.
  • Puts her in throw range if blocked from an IAD. This gives it good synergy with 6K and 2K (or 2D). jH 6K will beat most throw mash, and jH 2K will work if the blockstring is gapless since 2K hits low.
  • Useful for beating high-invuln backdashes like Potemkin.
  • Baiken dedicates herself to this pose until she hits the enemy or the ground.
  • Special cancelleable throughout active frames. Buffering 6236 after j.H makes it easier to confirm into tatami or yozansen.
  • Completing the special cancel into air tatami on a grounded opponent is possible unless the move connects while Baiken is moving downwards.
Level Proration RISC+ RISC-
4 20 6

j.D

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 12 3 26 + 6 after landing
  • The staple of Baiken's corner dustloops. Does good damage and has long untech time that allows for followups.
  • Knockdown and corner carry when used mid-screen. j.D knockdowns are highly position-sensitive and require you to plan your combos carefully to actually get knockdown.
  • Can be used as an f-shiki/fuzzy overhead from j.S and j.K. Requires 50 meter to combo from if used in this manner.
  • Can be YRC'd starting on frame 7 and the move will still come out as a projectile instead of as a strike, and loses its overhead properties. Retains its momentum stalling properties if YRC'd, so j.D YRC can also be used to navigate around strong lows. The hitstop properties of projectile j.D are used in some j.D RRC combos.
  • Wallbounces. Ending combos with post-wallbounce j.D knockdowns enables corner crossups.
Level Proration RISC+ RISC-
3 14 7
  • Can YRC on 7F and attack will still come out

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 60 Ground Throw: 70000 1 +66
  • A decent throw that launches the opponent far away.
  • Can be followed up for approx 150 damage in the corner, otherwise requires an RC to followup after. 50% forced proration.
  • Since her 6H rarely catches jumps and is punishable if preemptively neutral jumped, it is fairly important to option select forward throw with one of her other buttons.
  • Grabs are important to opening up opponents with Baiken as her other mixups often require meter. The option to tick throw is there, but she can also do her armored run for a suprisingly effective grab setup.
Level Proration RISC+ RISC-
0 Forced: 50% NA 6, 0
  • On successful throw, 14F window until the opponent lands (13f and faster followups will combo).
  • Stun: 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1
  • Fairly standard air throw; launches downward.
  • Sideswitches, which has interesting implications for the risk/reward involved in going for airthrows. It makes airthrow higher reward when cornered as it throws your opponent into the corner, and lower risk as well since Baiken can option select it with one of her strong aerial buttons like j.P.
  • Cannot be followed up after without RC.
Level Proration RISC+ RISC-
0 Forced: 65% NA 6, 0

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 7 15 -8 1~17 All
  • Identical in appearance to 6P
  • Useful dead angle due to being fairly large and pushing Baiken forward slightly
Level Proration RISC+ RISC-
2 Initial: 50%

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz
  • Standard blitz attack.
  • Not often used due to Azami basically being a free, usually superior version of blitz. The rejection effect is still useful in certain matchups and situations.
  • The main advantage of Blitz over azami is that it is possible to option select it with a properly timed fuzzy blitz, but it is not possible to time a 'fuzzy azami'.
Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 40 All 15 17 Total 45 -4
j.236K 40 All 20 Until Ground Until landing + 12 +19

Your most versatile special. Tatamis push damage in combos, control space in neutral, counterpoke, frametrap, start combos and end blockstrings. With 25 meter Baiken can YRC on frame 6 and the move will still come out. YRC tatami gaeshi is Baiken's safest pressure extender, one of her best combo starters, and is useful in neutral to close distance relatively quickly or retreat safely. Confirmed correctly, counterhit tatami gaeshi and normal hit YRC Tatami allow Baiken to convert into huge damage or significant corner carry.

  • On counterhit, leads to Kuchinashi juggles anywhere on screen, or links into S Kabari up close. YRC tatami as a starter leads to 200-250 damage combos anywhere on all characters.
  • Very active, and good for controlling the space right in front of Baiken. Will often clip characters' hurtbox extensions, but using it carelessly will cause attentive opponents to dash in and take their turn on you. The flop hitbox from earlier games is now purely vertical and does not extend to when the tatami actually falls down. The most it will do is shield you from a projectile occasionally.
  • Level 2 normals (c.S, f.S, 2S, 6P) combo into tatami on crouching characters. If the cancel is done as quickly as possible, c.S/f.S/2S/6P > Tatami also naturally catches jump startup and has a 2f YRC window that makes for a good pressure reset.
  • Level 3 normals (6K) frametrap into tatami(YRC) if special cancelled at least 1f after the end of hitstop.
  • Level 4 normals (6H, 5H, 2H) frametrap into tatami(YRC) if special cancelled at least 4f after the end of hitstop.

The air version is great for okizeme, chasing down opponents, or catching opponents chasing you down. Retreating air tatamis allow you to evade and create space while also baiting opponents into bad situations. Advancing airdash tatamis are generally high risk ways of forcing an approach on an opponent, or resetting pressure on unsuspecting opponents, and can also be used to set up dangerous fuzzy overhead/low/delayed low mixups in the corner.

  • One of Baiken's best combo starters.
  • Has a flop hitbox that lasts until the tatami touches the ground and does 20 damage.
  • Air tatami frame advantage depends on height, whether the first (launching) hit connects, and how late the mat touches the opponent. The lowest airdash tatamis can have frame advantage up to +19, but most kires are +17 or +18.
  • Input 236956K for the fastest possible forward airdash tatami (also known as a kire tatami)
  • Input 236956K+P to whiff j.P instead of j.K if you mess up the input.
Version Level Proration RISC+ RISC-
236K 2 2 7
j.236K 2 2 7

236K:

  • Untechable for 44f on hit (Baiken is +14 on earliest hit)

j.236K:

  • Frame Advantage listed is for lowest IAD Tatami

Azami

Guard + S+H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
Azami 1 12~100 Total 34~122 Parry 1~100F
Azami (Guard) 1 3 Total 46 Parry 1-3~8F
Air Azami 1 11~100 Total 35~124 + 10 after landing Parry 1~100F
Air Azami (Guard) 1 3 Total Until Landing + 6 Parry 1~3F
  • Can be held, extending the window to catch attacks.
  • After the initial press of S+H, only one of S+H needs to be held to preserve the Azami hold: e.g. S+H > (hold S) mash H will give an immediate Rokkonsogi.
  • Can be guard canceled into from Blockstun. Guard cancelled Azami cannot be held unless timed exactly to an incoming attack and behaves more like a parry than a stance. Guard cancelled Azami has a distinctive red sparking animation.
  • The window for a successful guard cancelled parry is 3-7 frames; red azami catches from frames 1-8 if held.
  • A successful Azami catch can be cancelled into block
  • All Azami followups can be executed and come out during hitstop
  • Standing Azami catches: Mids, Highs
  • Crouching Azami catches: Mids, Lows
  • Air Azami catches: Mids, Lows, Highs
  • Azami cannot parry unblockables like Slayer's Undertow or Potemkin's Slide Head
  • If Azami is input without holding back, it can be cancelled into block if the buttons are released during hitstop.


Azami is the new chassis for Baiken's trademark guard cancel mechanic. It is a parry that can be activated in neutral or during blockstun, and on a successful catch allows Baiken to act during the period of time where characters are frozen as moves make contact to emphasize the hit effects, and execute a number of followups. This makes her able to punish moves that are normally safe since Baiken can act during hitstop, the remaining active frames of the caught move, and also its recovery.

Used correctly, Azami can allow you to completely destabilize your opponents' offense, force your opponent to make dangerous guesses, command an inordinate amount of respect in neutral and in pressure, and make incredible comebacks. Used incorrectly, Azami can easily lose matches.

Version Level Proration RISC+ RISC-
Ground Azami
Guard > Ground Azami
Air Azami
Guard > Air Azami

Ground Azami:

  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest possible Azami &gt
  • Followup is 1F

Guard > Ground Azami:

  • Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest possible Azami &gt
  • Followup is 1F

Air Azami:

  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami &gt
  • Followup is 1F(236236Hs) other followups are 3F

Guard > Air Azami:

  • Can cancel guard into Azami during hitstop and blockstun
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami &gt
  • Followup is 1F(236236Hs) other followups are 3F

Suzuran

63214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 28 4~25F Guard High

A command dash with a mid/high guardpoint for most of its duration, Suzuran allows Baiken to use Azami followups in neutral and combos. Suzuran can cancel into the ground Azami follow-ups by pressing their respective buttons during the run. Plinking the inputs for the follow-ups causes the follow-up to come out quickly. Cannot do follow-ups while holding back. You can also YRC during suzuran, even when in hitstop, which sometimes lets you do stupid things like Raven but it is generally just better to just go into a followup instead of wasting meter on an inferior punish.

  • Has a distinctive audio cue that opponents can react to unless cancelled early. Delaying the cancel lets Baiken armor through moves or use the audio cue to frametrap people mashing throw in anticipation of suzuran throw.
  • Guardpoints highs and mids from frames 4-25, but loses to lows. Suzuran can be YRCed to end it quickly.
  • Can be used to reset pressure, or to rush up and throw.
Level Proration RISC+ RISC-
  • Can cancel into followps 2F onwards. E.g. fastest Suzuran Kuchinashi is 13f effective startup.
  • Guards high and mid attacks

Kuchinashi

P after successful ground Azami catch or during Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 12 6 32+6 after landing -34

Azami Kuchinashi is Baiken's fastest meterless guard cancel and gives a guaranteed punish on most moves in the game if done fast enough. However it has no invulnerability, is prone to getting low-profiled, and knocks Baiken down if it trades. Best used against airborne opponents, since Kuchinashi's knockdown trajectory leaves Baiken at a slight advantage even if it trades against an airborne opponent.Because of the way hitstop option selects work, Azami Kuchinashi is also your go-to followup for when you want to Azami your opponent's safejump.

  • Initial proration: 70%
  • Has upper body invulnerability that ends as soon as the move becomes active
  • The only Azami followup that is not grounded throughout. Use this as a hard callout if your opponent has taken to throwing your azami followups.
  • On CH, gives hard knockdown and launches opponents long enough to begin air combos

Suzuran Kuchinashi is Baiken's best combo ender, and because of the relative position it leaves you to your opponent, gives somewhat better okizeme than Rokkonsogi. It Links into 5P, 2K or 5K (and slower normals if it connects later into active frames) and if used as a combo extender, gives fairly reliable corner carry in midscreen combos. Kuchinashi usually gives knockdown, but if used against opponents too high in the air in long combos, will allow them to tech.

  • Initial proration: 70%
  • Has upper body invulnerability that ends as soon as the move becomes active
  • On CH, gives hard knockdown and launches opponents long enough to begin air combos
  • Can be used as a high-commitment antiair against characters trying to stall in the air above you (e.g. Zato).
Level Proration RISC+ RISC-
2 Initial: 70% 3 7
  • Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)

Mawarikomi

K after successful Ground Azami catch or during Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
Total 30 Azami: 1~16F All

The evasive option out of Azami. When used in this capacity, it is strike invulnerable for over half its duration, but can be thrown at any point in its duration. Azami Mawarikomi cannot be YRCed, but if used correctly gives Baiken enough time to sidestep and throw opponents. Also good for getting around projectiles like Venom's balls and getting out of the corner, as it allows Baiken to effectively negate the hitstop-based advantage projectiles offer. Generally weak to YRC and is best used intermittently now that it is not her only invulnerable guard cancel option. Use to dodge big normals with bad recovery.

Azami Mawarikomi interacts interestingly with Azami's hitstop properties, in that if activated immediately on a strike the invulnerability frames of Mawarikomi will effectively be wasted in hitstop, when Baiken was not in danger of being hit anyway. This means a fast Mawarikomi should be used with the aggressive intention to step in and throw, and delayed Mawarikomi with the intention of making a big recovery normal whiff.

  • Azami version is strike invulnerable from frames 1-16, and cannot be YRCed.

Suzuran Mawarikomi has no invulnerability but will sometimes evade slow normals. Primarily used to switch sides on okizeme, especially after Rokkonsogi knockdowns, but this sacrifices okizeme quality. Since it is possible to superjump over opponents after rokkonsogi and get a safejump mixup, Suzuran mawarikomi in this capacity is only good for when you have meter to spare for tatami yrc on okizeme, or when the spacing is too awkward for a superjump mixup.

  • Can be YRCed.
Level Proration RISC+ RISC-
  • Can go through opponent

Sakura

S after successful ground Azami catch or during Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 17 2 Azami: 31
Suzuran: 25
Azami: -14
Suzuran: -8
Azami: 1~18F Strike

Azami Sakura is strike invulnerable from startup to active frames and is one of Baiken's best ways of commanding respect from opponents. You use this to brute force through hitboxes, projectile-covered approches, and plenty of other unfavourable situations. With 50 Meter it can be RRC'ed on block to swing tempo, and on counter hit, it leads into monstrous damage and corner carry. Sakura's downsides are that it is relatively slow, and will only give guaranteed counterhits on moves with exaggerated hitstop (e.g Sol's Fafnir, Blitz Attacks); otherwise you will have to rely on your opponent continuing to press buttons to score your big counterhits.


  • On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner.
  • Knocks down on grounded normal hit.
  • The Hitbox is very long, but deceptively thin for both versions, whiffing airborne or low-profiling opponents in most cases.

Suzuran Sakura has no invulnerability and the same slow startup as Azami Sakura, making its usefulness limited to being a hard callout against opponents mashing in blockstrings. A good option to go for opponents who only react to suzuran with backthrow mash. It is negative on block and quite punishable on instant block. Use sparingly.

  • On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner.
  • Is slightly disadvantageous on normal hit and does not knock down.
Level Proration RISC+ RISC-
4 20 6

Rokkonsogi

H after successful ground Azami catch or during Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 13~23 4 Azami: 24
Suzuran: 17
Azami: -9
Suzuran: -2

Azami Rokkonsogi is an overall very reliable option out of azami, and is the hardest for opponents to navigate around due to its generally fast speed, and good hitbox coverage. However it has no invulnerability, meaning it is best used on heavy or medium strength hits. On normal hit it knocks down and on counter hit it launches the opponent and leads into highly damaging combos midscreen or in the corner.

  • Switches sides with opponent
  • Launches on CH
  • Traverses about 75% of the screen
  • Can only be RRCed

Suzuran Rokkonsogi is fairly safe on block, but is usually slightly negative. It is used in blockstrings, to convert into knockdowns from range, and to chase down opponents. Suzuran Rokkonsogi also launches on counter hit for huge damage, and it trades abusively which makes it a pretty good move for flailing with. On air hit, Rokkonsogi does not knock down, but gives Baiken enough time to jump and airthrow an air tech.

  • Switches sides with opponent
  • Launches on CH
  • Traverses about 75% of the screen
  • Punishable by jabs on instant block, especially if used close to the opponent. Max range Rokkonsogi is slightly positive on block.
Level Proration RISC+ RISC-
4 Azami: Initial 85% 20 6


Yashagatana

D After Successful Ground Azami Catch or Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
25 All 33 Total 48 +5

Yashagatana is a very unconventional fireball. It has incredibly slow startup and no evasive potential, but travels quickly and goes under the majority of the projectiles in the game. However it travels much faster than Baiken can run or airdash and is a level 0 attack, meaning that if used at long range its frame advantage cannot be exploited. This means it cannot be used like most other fireballs, and is primarily a counter-fireball used to annoy people trying to zone and give you time to close some distance.

Suzuran Yashagatana also has an added use as a gimmicky pressure reset due to its frame advantage at close range and insignificant pushback. It has the advantage over Kabari of not being weak to blitz, but is much more easily mashed or jumped out of.

  • Staggers on counter hit
  • Can YRC both versions of Yashagatana on frame 25 and the projectile will still come out
Level Proration RISC+ RISC-
0 2 8
  • Can YRC on 25F and attack will still come out

Tsubaki

P or K After Successful Air Azami Catch

Version Damage Guard Startup Active Recovery On-Block Invuln
Air Azami > P 44 All 9 11 16
Air Azami > K 44 All 14 10 16

Tsubaki is one of the big reasons why air azami is often better than ground azami. P-Tsubaki is your most reliable air-Azami followup, and a pretty absurdly strong move overall. its incredibly quick startup for a move that comes out during hitstop means that if done quickly it will crush even level 0 moves right out of hitstop. K tsubaki has more horizontal reach and better reward on midscreen hit at the cost of slower startup.

However neither version has much in the way of downward hitbox, so you will have to rely on Kikyou in some situations, such as if you Azami low profiling anti-airs. Even then, Tsubaki's active frames last for such an absurdly long time that if you delay it a little, Tsubaki actives will sometimes outlast the upper body invul on 6Ps and beat them. A really silly move overall. Use it.

  • P version has her do the spin slash in place
  • K Version has her move forward while doing the spin slash to give it more reach
  • On counter hit launches high enough to continue into combos
Version Level Proration RISC+ RISC-
Air Azami > P 2 Initial: 80% 10 7
Air Azami > K 2 Initial: 80% 10 7

Air Azami > P: Air Azami > K:

Kikyou

S or H After Successful Air Azami Catch

Version Damage Guard Startup Active Recovery On-Block Invuln
Air Azami > S 40 All 19 Until Landing Until L+26 -15
Air Azami > H 40 All 22 Until Landing Until L+26 -15

Kikyou is slow, easily beaten by multihit moves and gatlings, immensely unsafe on block and is best used sparingly. On normal hit it it gives knockdown. On counterhit Kikyou will groundbounce and leads into good combos.

  • The stalling effect of Kikyo allows it to bait some gatlings into antiairs, such as Chipp c.S>6P.
  • S version is a stall-then-fall from where Baiken currently is.
  • H version is identical to S version, but moves forward slightly before falling.
Version Level Proration RISC+ RISC-
Air Azami > S 2 Initial: 80% 10 7
Air Azami > H 2 Initial: 80% 10 7

Air Azami > S:

  • Frame Adv listed is vs standing Sol

Air Azami > H:

  • Frame Adv listed is vs standing Sol

Kabari

41236S or 41236H

Version Damage Guard Startup Active Recovery On-Block Invuln
41236S 30 Mid 26 11 14 +2
41236H 30 Mid 21 11 14 +2
  • The new Anti-Air version. Leads into good damage on hit anywhere on screen.
  • At least +8 on air FD block, and drains a good amount of meter.
  • Good for techtrapping, but not something you want to whiff. It's a strike, so it can clash with buttons but not projectiles.
  • Takes time to come out, but comes out extremely quickly when active. Slower to start up than H Kabari.
  • Cannot do follow-ups while holding back.

  • The old ground level chain.
  • Plus on block, resets relative distance, and cranks the risc gauge well, making it a good pressure reset. Kabari is -2 on instant block and can be low profiled by quite a few moves, so don't be predictable with it.
  • Links into 5K and all faster normals on grounded normal hit.
  • Takes time to come out, but comes out extremely quickly when active.
  • Cannot do follow-ups while holding back.
Version Level Proration RISC+ RISC-
41236S 3 14 6
41236H 3 14 6

41236S:

  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent

41236H:

  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent

Himawari

Kabari > P

Damage Guard Startup Active Recovery On-Block Invuln
0, 70 Ground Throw: 90000 36 1 53 +86

Himawari is a hard-hitting command grab that really is just a more elaborate way to express your disrespect for people. It takes forever to start up, and there is at least a 21 frame gap on block between Kabari and the grab, so you put yourself at a lot of risk just by trying it. In exchange, you get just around 30 more damage and a bit more meter gain than a regular corner throw combo. Try it if you think your opponent is downbacking and afraid, or if they really have no idea how to mash out of stagger and you just want to make them feel bad. Will occasionally grab people trying to blitz through Kabari > Tetsuzansen, but you really shouldn't rely on anything about this move.

  • Be sure to hold back while in Kabari recovery to avoid getting this when you want Kabari > 5P.
  • Combos into S Kabari everywhere, and IAD jD in the corner.
  • High psychological damage.
Level Proration RISC+ RISC-
Initial:70% NA 6, 8
  • On successful throw, 35F until opponent lands
  • Stun value 52

Tetsuzansen

Kabari > S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 22 3 16 -2 1-8 All
9-21 Throw

Tetsuzansen is the least risky follow-up from Kabari. The smallest gap from Kabari into Tetsuzansen is 8f, meaning you can get jabbed out of startup and put in a bad situation, but when spaced, Kabari>Tetsuzansen is a dangerous frametrap on many characters due to the disproportionate reward on trades. On hit, Tetsuzansen builds a good amount of meter, making it good in combos when you can use it. If it clips opponents jumping away late after a blocked Kabari, Tetsuzansen can lead into big combos that build a lot of meter.

Much of the old utility of Tetsuzansen as an emergency move is gone due to its almost doubled startup, but it still has some invulnerability and is throw invulnerable until active frames start, meaning it can be used to call out people mashing throws after being pulled into close range by Kabari, or throwing high recovery normals to try to punish a whiffed Kabari.

  • Full invul frames 1-8, Throw invul frames 1-22
  • -6 on Instant block, meaning some characters can reliably instant block its predictable timing and punish.
  • Launches upwards, leading to air combos and dustloops in the corner.
  • Huge hitbox, and can be used to catch airborne opponents. Tetsuzansen is +5 if air FD-ed.
Level Proration RISC+ RISC-
3 14 6

Rokkonsogi

Kabari > H

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 14 3 21 -7

Kabari Rokkonsogi is good for confirming far grounded Kabari hits into knockdown, as a risky low-reward callout against opponents trying to back jump out of Kabari pressure, and for tagging opponents rushing to whiff punish a missed S kabari. Punishable on block, but leads to fairly good combos with RRC. The gap between Kabari>Rokkonsogi can get very small even on IB, so you can use it to beat people trying to IB Kabari and mash.

It is possible to simply link a Suzuran Rokkonsogi after Kabari instead to mask the frame disadvantage and fish for Azami counterhits, since the two have almost indistinguishable animations.

  • Unlike Suzuran/Azami Rokkonsogi, Kabari Rokkonsogi will not cross up if it connects.
  • Very minus on block, unlike Suzuran Rokkonsogi.
Level Proration RISC+ RISC-
3 14 6

Youzansen

j.623S

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 6 12 14+ 6 after Landing -17

The foundation of Baiken's high/low mixup and one of the simplest ways for Baiken to close out a match. Youzansen makes for a terrifyingly fast overhead when tiger kneed, with the fastest possible TK youzansen being a 9F overhead that can come out of any jump cancellable normal as well as after positive-on-block moves, or even as a hard callout against low-mashing opponents. With 50 meter, Youzansen leads into huge damage when used in the corner and good damage and corner carry when used midscreen. Can be used as an unorthodox mobility toll because of the way it alters Baiken's aerial momentum or as a tech option because of its huge hitbox. All around an incredible move. You aren't playing Baiken until you start abusing it.

It's also an enormous move that comes out in 6f, covers all areas around her over the next 12 frames, shrinks her hurtbox during startup and trades abusively because of its very extended CH hitstun. Punishable on air IB but generally not on normal block in air-to-air confrontations. Good for catching characters that like to stall high in the air (e.g. Ramlethal).

  • Input 62369S, 623693S or 632473S for TK Yozansen.
  • It is possible to combo into 5P, 2K or 5K(lightweights only) from a counterhit Youzansen on most of the cast, which can lead to good damage in the corner.
  • Her hurtbox becomes incredibly small during move startup and then expands as the move becomes active. This lets it dodge lows if Tiger kneed and makes it hard to stuff.
  • Useful as an air-to-air for covering awkward angles. The hitbox takes some time (around 2-3f) to move upwards, so the move is effectively a bit slower if you use it to hit above you.
  • The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway.
  • The startup of Youzansen stalls Baiken's aerial momentum, so it can be used to stall in the air and can be YRCed to leave her suspended low in the air.
  • On counterhit, has enough hitstun to execute a framekill and bypass RRC proration, which leads to 250 damage combos in the corner.
Level Proration RISC+ RISC-
2 10 7

Overdrives

Tsurane Sanzu-watashi

236236S or 236236D

Damage Guard Startup Active Recovery On-Block Invuln
45×2,55
[56×2,68]
Mid 6+1 6(18)6(26)3 23 -7 1~7F All

Baiken's reversal super. Has a very good horizontal hitbox for how fast it is, but can be jumped over. Horrendous on whiff, but can be YRCed. Good for salvaging knockdowns from awkwardly-spaced combos, forcing your way through frametraps and unsafe oki, pushing damage in combos with the burst version, and even for whiff punishing. Tsurane doesn't do any one thing exceptionally well but it is exceptionally high-utility and competently fills a lot more roles than most characters' supers.

  • Minimum damage 10% (40% for burst version)
  • Fully invulnerable on startup, and quite fast. However, since Baiken's best mixups are usually tied to meter, opting to use it has implications for the potency of your offense later on in a match.
  • Low minimum damage makes it not very good for pushing damage, but Sanzu always gives knockdown.
  • Punishable between hits if blocked. If the second hit is instant blocked, the third hit can be backdashed for a potentially nasty punish.
Level Proration RISC+ RISC-
4 20 6
  • First hit has 18f total blockstun, second hit has 31f total blockstun
  • Stun values: 0×2, 45

Metsudo Kushoudou

236236H after a successful Ground or Air Azami catch or during Suzuran

Damage Guard Startup Active Recovery On-Block Invuln
80, 70 All 6+1 3 35+21 after L -40 1~9F All

Powerful super only available from Azami or Suzaran. Kushodou is the fastest Azami followup by a wide margin, which allows it to punish where the other followups would be too slow. Very good at stealing rounds and commanding respect from opponents who expected the slower followups.

  • Does more damage than regular Tsurane, and usually does slightly less damage than Burst Tsurane.
  • Does unreduced stun damage, meaning it is very good at pushing stun, but leads into very one-dimensional oki.
  • Minimum damage 20% .
  • Can be yrc'd during startup, leaving Baiken just above the ground, leading to an instant overhead for 25% meter (needs 75% to be done, but only spends 25%).
  • Will not go into the cinematic if the opponent is too far away, meaning only the first hit will be dealt
  • First 236 can be buffered before beginning Suzuran. Inputs like 23632146K+H will give an immediate Kushodou. The fastest Suzuran > Kushodou has Baiken stay in Suzuran for one frame before the move begins.
  • 2363214S+H > 6H to get fast Azami > Kushodou from guard cancel Azami or as a reversal.
Level Proration RISC+ RISC-
4 20 6

Instant Kill

Garyo Tensei

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+27
[5+22]
16 38 -37 9~51F All
[5~42F All]
  • Animation is the same as Suzuran.
  • Fairly easy to combo into unlike previous games, otherwise a more or less normal IK.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 68F [5F+5F]

Navigation

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