GGXRD-R2/Baiken

From Dustloop Wiki

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.
Baiken
GGXRD-R2 Baiken Portrait.png
Defense
x1.12
Guts Rating
4
Weight
[105] Light
Stun Resistance
55
Prejump
3F
Backdash
16F (1~8F invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Fastest Attack
5P, 2K (5F)
Reversals
236236S (6+1F)

 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.pngGuardStartup1RecoveryTotal 34~122Advantage- 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 Okizeme From 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.

Unique Mechanics

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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 TK An 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.pngGuardHigh/AirStartup6Recovery14+ 6 after LandingAdvantage-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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 25 2 26 -9

Baiken's Dust attack. As she has access to TK An 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 overhead 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-shiki Sometimes 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.

6P

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 Low 17 6 22 -9 10~42F Above knees

Used for blockstrings, low profiling, and as a gimmicky movement tool with YRC.

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. At 10 frames to reach low profile state, it's not recommended to use without a read.

Since it advances Baiken a fair bit forward, it's also strong option for beating "Soft" low crush moves that are hard to beat with low pokes, like Johnny 5K and Baiken 6K.

  • Hurtbox extension along the blade only appears once it becomes active, so it will tend to trade. Attack lv4 makes it usually trade in Baiken's favor, however.
  • Forgiving special cancel window makes it one of the better normals to tatami YRC out of.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 condition the opponent to stand block TK An 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. YouzansenGGXRD Baiken Youzansen.pngGuardHigh/AirStartup6Recovery14+ 6 after LandingAdvantage-17, they are more prone to being hit by 2D as a blockstring mixup.

Like most sweeps with decent range, it is also decent for abare An attack during the opponent's pressure, intended to interrupt it., but where Baiken's 2D stands out compared to most defensive sweeps is its surprisingly high hitbox, which makes it better at beating low-crush options, and an overall strong option in matchups like vs. I-No where the character tends to be airborne slightly above the ground, beating "traditional" low pokes. Inversely, as Baiken also extends her hurtbox upward, she cannot use her 2D as a low profile option like many other characters.

  • Can be jump cancelled
  • Pretty good as a combo tool on lightweights because it's fast, quite active, and doesn't hit until they are low enough.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 High/Air 5 8 10

Baiken's main low-commitment air button used for air to air, airdash pressure, and okizeme setups.

Her fastest air normal with an absurd amount of active frames for its speed. Good throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. choice in the air and can also be used as a rising air to air, though it may whiff due to its low hitbox. On offense, it's useful for attacking from IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., as it can follow into combos via a ground pickup or rejump from j.P > j.K. When blocked, repeatedly gatling j.P into itself is a safe way to land and maintain pressure.

  • IAD j.P recovers in time to be able to do another normal on the way down or an airdash. Because of this, rising j.P is also often used for oki as a framekill.

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

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 High/Air 7 8 12

A launcher used in hit confirms and combos, and occasional anti-air.

j.K is Baiken's only jump cancellable normal, making it relatively important in air combos when j.S would not push opponents high enough, and having some minor use in grounded confirm routes.

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 anything on successful hit. Its tall upwards reach also allows it to be used as anti-air via close range jumps or even IADs.

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

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High/Air 8 7 19

One of Baiken's farthest reaching air normals, primarily used as an air to ground approach in neutral, an excellent anti-anti air, and great space control option.

The fact that it's faster than j.D, keeps air momentum, and has a good angle all 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 anti-air at the cost of lesser reward on hit - at closer ranges, it can straight up beat 6Ps, while it clashes at further ranges due to the disjoint.

Defensively, it can make for a good space control option; the downward angle makes it a great retreating air-to-air that is hard for many characters to challenge.

  • IAD 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.

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

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High/Air 15 Until L 0

A very active, high commitment/high reward jump-in option used for anti anti-air, beating air throw attempts, safejumps, and against high invuln backdashes.

Takes some finesse to use properly, but 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 powerful jump-in for good reward on hit. Hits very deep and doesn't need to be timed, so it will blow up mistimed 6Ps. Because of the high commitment nature of this move (Baiken is locked into it until landing), it is best to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. forward air-throws with one of Baiken's other air buttons (usually j.P).

From IAD, a blocked j.H puts Baiken in throw range; this gives it good synergy with 6K and 2K/2D. j.H into 6K will beat most throw mash, and j.H 2K will work if the blockstring is gapless.

  • 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.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 High/Air 12 3 26 + 6 after landing

Important combo tool, f-shiki Sometimes 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. pressure option, and knockdown/corner carry ender for air confirms. Halts Baiken's air momentum on use and then sends her flying backwards.

The staple of Baiken's corner dustloops due to the wallbounce property on hit. Does good damage and has long untech time that allows for followups. When used as a midscreen ender, it secures a good deal of corner carry and knocks down. These j.D knockdowns are highly position-sensitive and require you to plan your combos carefully to actually get a knockdown.

In pressure, j.D can be used as an f-shiki/fuzzy overhead from j.S and j.K, which requires 50 meter to combo from if used in this manner.

  • Can be YRC'd starting on frame 7 and the move will come out as a projectile instead of as a strike, while losing 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 the projectile are used in some j.D RRC combos.
  • Ending combos with post-wallbounce j.D knockdowns enables corner crossups.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw: 70000 1 +66

A decent throw that launches the opponent far away.

In the corner, Baiken can follow up her ground throw for roughly ~150 damage meterlessly. Otherwise requires an RRC to convert from. Since her 6H rarely catches jumps and is punishable if preemptively neutral jumped, it is important to option select forward throw with one of her other buttons in order to remain as safe as possible.

Throw is important for opening up opponents with Baiken as her other mixups often require meter. The option to tick throw is there, but she can also do use empty SuzuranGGXRD Baiken Suzuran.pngGuardStartupRecoveryTotal 28Advantage- for surprisingly effective grab setups.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 as Baiken 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 ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 40 All 15 17 Total 45 -4
j.236K 40 All 20 Until Ground Until landing + 12 Up to +19

Baiken's 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 and normal hit YRC Tatami allow Baiken to convert into huge damage or significant corner carry.


Ground Tatami

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 is 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.

On counterhit, leads to KuchinashiGGXRD Baiken Kuchinashi.pngGuardMidStartup12Recovery32+6 after landingAdvantage-34 juggles anywhere on screen, or links into S KabariGGXRD Baiken Kabari S.pngGuardMidStartup26Recovery14Advantage+2 up close.

  • Level 2 normals (c.S, f.S, 2S, 6P) combo into tatami on crouching characters. If the cancel is done as quickly as possible, blocked 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 if special cancelled at least 1f after the end of hitstop.
  • Level 4 normals (6H, 5H, 2H) frametrap into Tatami if special cancelled at least 4f after the end of hitstop.

Air Tatami

The air version is great for okizeme, chasing down opponents, controlling space in neutral, 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. When it hits, Air tatami is one of Baiken's best combo starters, especially on counterhit.

Unlike the grounded version, Air Tatami has a "flop" hitbox that remains active as a projectile until the tatami touches the ground.

  • 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 kireInstant forward airdash TK tatamis are +17 or +18.
  • Input 236956K for the fastest possible forward airdash Tatami (also known as a 'Kire Tatami')
  • Inputting 236956K+P will whiff j.P instead of j.K for extra safety should you mess up the input.

Azami

Guard + S+H (Air OK, Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 + 6 after landing Parry 1~100F
Air Azami (Guard) 1 3 Total Until Landing + 6 Parry 1~3F

Azami is 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 (known as Hitstop), and then 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 opponent's offense, force your opponent to make dangerous guesses, command an inordinate amount of respect in neutral and in pressure, and make incredible comebacks. Used carelessly, Azami can easily cost Baiken the match.

Azami can be held, extending the window to catch attacks. This window refreshes, allowing hold azami to parry lengthy multihit 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 RokkonsogiGGXRD Baiken Rokkonsogi.pngGuardMidStartup13~23RecoveryAzami: 24
Suzuran: 17
AdvantageAzami: -9
Suzuran: -2
.

  • A successful Azami catch can be cancelled into blocking
  • All Azami followups can be executed and come out during hitstop
  • Standing Azami catches Mids and Highs
  • Crouching Azami catches Mids and Lows
  • Air Azami catches Mids, Lows, and Highs
  • Azami cannot parry unblockables like Slayer's Undertow or Potemkin's Slide Head and is vulnerable to grabs
  • If Azami is input without holding back, it can be cancelled into block if the buttons are released during hitstop.
  • Azami followups that are input while holding a direction come out 1 frame slower than holding no directions.

Guard Cancel Azami (Red Azami)

Azami can also be guard canceled into from Blockstun. Guard cancelled Azami has a distinctive red sparking animation and is referred to as "Red Azami".

  • Red Azami cannot be held unless timed exactly to an incoming attack and behaves more like a parry than a stance.
  • The window for a successful guard cancelled Azami is 3-7 frames; red azami catches from frames 1-8 if held.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Azami
Azami (Guard)
Air Azami
Air Azami (Guard)

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 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 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 Followup is 1F(236236Hs) other followups are 2F

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 Followup is 1F(236236Hs) other followups are 2F

Suzuran

63214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 28 4~25F Guard High

A quickly advancing command dash with a mid/high guardpoint for most of its duration. Suzuran allows Baiken to use Azami followups without needing to parry incoming moves, making it a strong neutral approach tool, pressure reset, and potent for combos.

Suzuran can cancel into the ground Azami follow-ups by pressing their respective buttons during the run. The active guardpoints make this a great tool to get in against grounded opponents that are trying to control space in neutral against Baiken, conditioning them to use lows to beat it which can open other approach options that may otherwise be too risky. Thanks to the threat of Suzuran's various followups, Baiken can also get away with an "empty" Suzuran into throw.

While strong, it has a distinctive audio cue that opponents can react to unless it is cancelled early. Delaying the followup cancel lets Baiken armor through moves or use the audio cue to frametrap people mashing throw in anticipation of an empty Suzuran throw. To remain safe, Baiken can YRC during Suzuran's travel, including during hitstop of a guardpoint "catch", allowing it to act as a pseudo armor move.

  • Baiken cannot perform any follow-ups while holding a backwards direction.
  • Plinking the inputs for the follow-ups causes the follow-up to come out quickly
  • Guardpoints highs and mids from frames 4-25, but loses to lows. Suzuran can be YRCed to end it quickly.

Kuchinashi

P after successful ground Azami catch or during Suzuran

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 Mid 12 6 32+6 after landing -34 1-11f Upper Body
Azami version

Azami Kuchinashi is Baiken's fastest meterless guard cancel and gives a guaranteed punish on most moves in the game if done fast enough.

While it has upper body invincibility before the active frames, it 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 safejumps.

Kuchinashi is also 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 version

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 scores a knockdown, but if used against opponents too high in the air in long combos, it will allow them to tech. It can also be used as a high-commitment anti-air against characters trying to stall in the air above Baiken (e.g. Zato with flight) or opponents trying to jump away from a Suzuran approach.

  • On CH, gives hard knockdown and launches opponents long enough to begin air combos

Mawarikomi

K after successful Ground Azami catch or during Suzuran

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 30 Azami: 1~16F All
Azami version

The evasive, crossover option out of Azami, used for side switching, getting around projectiles, and pushing through multihit moves.

When used from Azami, it is strike invulnerable for over half its duration, but can be thrown at any point. Used correctly, it gives Baiken enough time to pass through and throw opponents. Also good for getting around projectiles like Venom's balls and getting out of the corner at the same time, as it allows Baiken to effectively negate the hitstop-based advantage projectiles offer. Other than projectiles, it's also a solid way for Baiken to get in and punish an opponent using slow, high recovery normals.

Azami Mawarikomi interacts interestingly with Azami's hitstop properties, in that if activated immediately on an Azami catch, 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.
  • Generally weak to the opponent's YRC and is best used intermittently as to not be too predictable.

Suzuran version

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 unlike the Azami version.

Sakura

S after successful ground Azami catch or during Suzuran

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 17 2 Azami: 31
Suzuran: 25
Azami: -14
Suzuran: -8
Azami: 1~18F Strike
Azami version

Azami Sakura is strike invulnerable from startup to active frames and is one of Baiken's best ways of commanding respect from opponents as a pseudo-reversal from a successful parry.

You use this to brute force through attacks, 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 FafnirGGXRD Sol Fafnir.pngGuardMidStartup18Recovery12Advantage+2, Blitz Attacks); otherwise you will have to rely on your opponent continuing to press buttons to score big counterhits.

  • Knocks down on grounded normal hit.
  • On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner.
  • Tends to whiff against airborne or low-profiling opponents in most cases.

Suzuran version

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. While it's safer than the Azami version, it's still minus 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.

Rokkonsogi

H after successful ground Azami catch or during Suzuran

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 13~23 4 Azami: 24
Suzuran: 17
Azami: -9
Suzuran: -2
Azami version

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, reach, and forward movement that also allows side switches. However it has no invulnerability, meaning it is best used against medium or heavy azami catches. On normal hit it knocks down, and on counter hit it launches the opponent, leading into highly damaging combos anywhere on the screen.

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

Suzuran version

Suzuran Rokkonsogi is used in blockstrings, to convert into knockdowns from range, and to chase down opponents.

While it is much safer on block than the Azami version, it's still slightly negative point blank and punishable on IB. Suzuran Rokkonsogi also launches on counter hit for huge damage, and it generally trades heavily in Baiken's favor, which makes it a solid move to throw out in neutral against opponents that like to preeemtively strike. On air hit, Rokkonsogi does not knock down, but gives Baiken enough time to jump and airthrow an air tech attempt.

  • Switches sides with opponent
  • Launches on CH
  • Traverses about 75% of the screen
  • Max range Rokkonsogi is slightly positive on block.

Yashagatana

D After Successful Ground Azami Catch or Suzuran

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 33 Total 48 +5

Baiken's only projectile option other than Tatami.

Yashagatana is a very unconventional fireball. It has incredibly slow startup and no evasive potential, but travels quickly and goes under the majority of other 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.

  • Staggers on counter hit
  • Can YRC both versions of Yashagatana on frame 25 and the projectile will still come out

Azami Version

The slow startup means it cannot be used like most characters' fireballs, and is primarily a counter-fireball tool for when azami catches projectiles, used to annoy people trying to zone and give you time to close some distance.


Suzuran Version

Suzuran Yashagatana 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. Use sparingly to surprise an opponent that is respecting other Suzuran options.

Tsubaki

P or K After Successful Air Azami Catch

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Azami > P 44 All 9 11 16
Air Azami > K 44 All 14 10 16

Baiken's most reliable air Azami followup. Great for beating out almost any air buttons.

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 strong move overall. Its incredibly quick startup for a move that comes out during hitstop means that if done quickly enough after an azami catch, 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 against low profiling anti-airs (notably most 6Ps). Even then, Tsubaki's active frames last for long enough that if you delay it a little, Tsubaki will sometimes outlast the upper body invul on 6Ps and beat them.

  • P version has Baiken do the spin slash in place
  • K version has Baiken move forward while doing the spin slash to give it more reach
  • On counter hit, launches high enough to continue into combos

Kikyou

S or H After Successful Air Azami Catch

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 knocks down. On counterhi, Kikyou will groundbounce and leads into good combos. Generally, due to how reliable Tsubaki is, Kikyou is only used when the hit is absolutely guaranteed (such as against long recovery attacks or those with long hitstop) or if Tsubaki would whiff completely (such as against grounded opponents far beneath Baiken)

  • S version stalls Baiken's air momentum on activation from where Baiken currently is, then falls directly down.
  • H version is identical to S version, but moves forward slightly before falling.
  • The stalling effect of Kikyo allows it to bait some gatlings into antiairs, such as Chipp c.S>6P.

Kabari

41236S or 41236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41236S 30 Mid 26 11 14 +2
41236H 30 Mid 21 11 14 +2

Kabari is a long ranged chain attack that pulls the opponent in towards Baiken both on block and hit, making it important for pressure resets and combo routes. Kabari can be cancelled into any of its three followups on whiff or hit.

  • Kabari is a strike, so it can clash with buttons but not projectiles.

S Kabari

Diagonal anti-air angle. Strong combo tool from anywhere on the screen.

While it is referred to as an anti-air, the lengthy startup can make it risky to use on reaction, however once it's active the chain travels very quickly to its destination, which can be strong against opponents stalling in the air above and in front of Baiken. It's reach and angle also makes it a solid option for tech trapping/resetting opponents that are being juggled, though this can be very punishing for Baiken should it whiff due to the long total animation time.

  • At least +8 on air FD block, and drains a good amount of meter.
  • Cannot do follow-ups while holding any backwards direction.

H Kabari

A strong rewarding on hit and advantaged on block pressure reset option that cranks the RISC gauge while resetting relative distance between Baiken and her opponent.

Useful for forcing a reaction out of the opponent thanks to its plus frames and the threat of various followups. While it has quicker startup than S Kabari, it still leaves long enough of a gap on block for an opponent to react to and stuff it with low profile moves, so it's important to not be too predictable with it. Even if the opponent doesn't counterattack, H Kabari is -2 on instant block, which can actually allow the opponent to take their turn back immediately due to being pulled back into close range.

  • Links into 5K and all faster normals on grounded normal hit.
  • Cannot do follow-ups while holding any backwards direction.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 70 Ground Throw: 90000 36 1 53 +86

Himawari is a very risky 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, Baiken gets 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 too afraid to do anything, or if they really have no idea how to mash out of stagger and you just want to make them feel bad.

Can occasionally grab people trying to hold blitz through Kabari > Tetsuzansen, but you really shouldn't rely on 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 j.D in the corner.

Tetsuzansen

Kabari > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Mid 22 3 16 -2 1-8 All
9-21 Throw

Tetsuzansen is the least risky follow-up from Kabari. Outside of combos, it's used as a frametrap or callout option for opponents disrespecting Kabari followups or Kabari's plus frames.

Tetsuzansen 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 using high recovery normals to try to punish a whiffed 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 correctly, 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.

While it's normally safe, it is -6 on Instant block, meaning some characters can reliably punish Baiken due to its predictable timing.

  • Launches upwards, leading to air combos and dustloops in the corner.
  • Tetsuzansen is +5 if air FD-ed.

Rokkonsogi

Kabari > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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, or fish for Azami counterhits, since the two have almost indistinguishable animations.

  • Unlike Suzuran/Azami Rokkonsogi, Kabari Rokkonsogi will not cross up if it connects.

Youzansen

j.623S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High/Air 6 12 14+ 6 after Landing -17

The foundation of Baiken's high/low mixups and one of the simplest ways for Baiken to close out a match.

On offense, Youzansen makes for a terrifyingly fast overhead when tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.d, 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. While it's generally recommended to only use Youzansen as a mixup option with meter to RC to convert on hit or remain safe on block, it is possible to combo meterlessly 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.

In neutral, it can be used as an unorthodox mobility tool because of the way it alters Baiken's aerial momentum; 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. 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 in Baiken's favor because of its very extended CH hitstun. These properties make it a strong tech option in the air. It's sheer reach also makes it good for catching characters that like to stall high in the air.

While it's very unsafe on ground block, it's much less punishable on air block unless IBed.

  • Input 62369S, 623693S or 632473S for TK Yozansen.
  • Her hurtbox becomes incredibly small during move startup and then expands as the move becomes active. This lets it dodge lows if TKed and makes it hard to stuff.
  • The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway.
  • On counterhit, has enough hitstun to execute a framekill and bypass RRC proration, which leads to ~250 damage combos in the corner.

Overdrives

Tsurane Sanzu-watashi

236236S or 236236D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 good horizontal reach 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. If can also be surprisingly difficult to punish for some characters due to the pushback on block.

  • Since Baiken's best mixups are usually tied to meter, opting to use this 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 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.

Metsudo Kushoudou

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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80, 70 All 6+1 3 35+21 after L -40 1~9F All

Powerful super only available from Azami or Suzuran. 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 expect the slower followups. Can be YRC'd during startup, leaving Baiken just above the ground, allowing for an instant overhead for 25% meter (needs 75% to perform to be done, but only spends 25%). Notably does more damage than Tsurane Sanzuwatashi (though less than the burst version)

  • Does unreduced stun damage, meaning it is very good at pushing stun, but leads into very one-dimensional oki.
  • 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.

Instant Kill

Garyo Tensei

During IK Mode: 236236H

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