GGACR/Baiken: Difference between revisions

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


''Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1''
''Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1''

Revision as of 17:17, 26 January 2022

Overview
Overview

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

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

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

 Baiken  Baiken fights at midrange, using meterless attacks while blocking, and can seal opponent's movement options and buttons.

Pros
Cons
  • Tensionless guard cancels: Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive.
  • Exceptional damage: With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry.
  • Powerful hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and Tatami are very disjointed can be very difficult to contest.
  • Tiny hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
  • Strong mixup tools: Youzansen instant overhead, throw conversions, a safe 5D, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.
  • Can Seal Options and Setup: Thanks to Baku, 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
  • Meaningful Execution Barrier: Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, plenty of FRCs, and an intimate knowledge of her awkward gatling routes. In addition, her guard cancels can be awkward to pull off in the heat of battle.
  • Limited Meterless Conversions: Many of Baiken's normals have limited gatlings and depend on close proximity, counterhits, or crouch confirms to convert into combos. Baiken will often want to spend meter on FRC to access her high damage, or depend on difficult techniques such as Kire Tatami.
  • Doesn't take hits well: Very low health and stun resistance, despite the best guts in the game, means Baiken can die very quickly.
  • Poor throw range: Baiken has the second worst throw range in the game.
Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel bockstun into attacks is pretty strong by itself, but Blockstop is a window in which only Baiken can move. This is far more powerful of an ability than it first appears.
GGACR Baiken Nameplate.png
GGACR Baiken Portrait.png
Damage Received Mod
×1.18
Guts Rating
5/5
Gravity Mod
×1.1
Stun Resistance
55
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Guilty Bits Character Intro

Normals

5P

5K

c.S

f.S

5H

6P

6K

6H

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18×3 Mid 15 4(2)6(2)2 8 +4 3

A normal which can only be chained into from 6K, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.

  • Can be used to force the opponent to cross over during untech time

1st and 2nd hits pull in opponent on hit or block. 1st-3rd hits stagger opponent on hit (max 24F). Hitstop 6F. Pulls in opponent in air. Untechable for 26F


Gatling Options: None

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Tatami Gaeshi

236K (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236K 40 [20] All 15 24 9 -6 3
j.236K 40 [20] All 18 Until landing+16 3

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

Wallbounces opponent on ground hit (36F untechable time) if it hits during 1~6F of Active Frames. Floats opponent on air hit (untechable for 32F). Floats opponent on CH (untechable for 100F). FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.


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

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

Wallbounces opponent on hit (36F untechable time) if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. Floats opponent on any CH (untechable for 100F) (not on Frame Data). FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.

Youshijin

623P

Zakuro

While Guarding: 412P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 22×5, 16 All 9 1 32 1

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

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

1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.

Mawarikomi

While Guarding: 412K

Sakura

While Guarding: 412S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 10 1 34 -16 1~8F Above Knees 5

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

  • Hits straight in front of her. Best between slow, beefy hits.
  • Relatively fast, staggers on hit.
  • Leads to damage with the FRC, extended stagger on CH.
  • A good option when the opportunity is recognized, just don't get it baited, though.

Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). Initial prorate 85%. FRC timing 10~11F. See notes *1.

Ouren

While Guarding: 412H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
34 All 19~ 2 14+16 after landing -15 1~3F High Profile
14~26F Strike
4

A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. On counter hit, it will net a huge reward since it'll launch them straight up with a large amount of untechable time. It will also cross up the opponent depending on the distance, netting an overall good reward. Like the others, it's unsafe if blocked.

Suzuran

63214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 30 4~25F High Guardpoint

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

  • Lets Baiken access GC tools in neutral.
  • Vulnerable to lows and throws, autoguard ends 5f before the move finishes.
  • Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.
  • Suzuran > Throw attempts can be easily jumped out of.

Autoguards High attacks 4~25F. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku after guarding an attack. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku 9~24F.

Youzansen

j.623S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
44 High/Air 6 12 15+11 after landing -25 1~3F Strike 3

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

Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.

It also has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.

It is, however, extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can covert. Terrifying.

Throw invincible 1~3F. Floats opponent on hit (untechable for 28F). Baiken is in CH state during move. Baiken is in crouching state during landing recovery. FRC timing 3~4F. Fastest possible TK Youzansen has startup 9F.

Kabari

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 Mid 20 11 15 +2 4

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

Initial prorate 80%. Staggers opponent on ground hit (max 33F). The chain stops when it hits; Recovery begins 3F after the move hits. Pulls opponent in on hit or block. Can cancel into Tetsuzansen from 34~40F when whiffed, or from 4~9F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F).

Tetsuzansen

Kabari -> S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
36, 15 Mid 12 3(11)4 16 -17 1~5F All
6~11F Throw
4

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

Fully invincible 1~5F. Throw invincible 6~11F. Floats opponent on hit (untechable for 32F). 1st hit has forced proration 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.}} }}


Force Breaks

Baku

While Guarding: 412D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 11 2 20 -3 1~12F Strike 5

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

Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1

Baku: XXX

Baku -> P/K/S

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

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

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

Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F. See notes *2.

Baku Followups

Baku:XXX -> P/K/S/H/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
P 15 Mid 15 3 5 +9 4
K 10×2 High/Air, Mid 18 3(6)3(7)5 8 +4 4
S 20 Mid 15 1 14 +4 5
H 24 High/Air 8 16 16 -13 5
D 5×7 Mid 9 3(4)8 20 -7 3

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

  • The S follow up will cross up.
  • The D follow up is useful as it locks the opponent out of their Burst.
  • The H follow up can also be used to prevent the opponent from using standard throws and from teching throws, which is quite effective when applied with the "no jump/dash/backdash" debuff. The opponent will then be prevented from using reversal backdash and reversal throw, and will also be unable to jump out of throw setups or tech throws, massively crippling their defense.

Triple Tatami Gaeshi

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30×3 All 14 16 Total 47 -3 1

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

Initial prorate 90%. Wallbounces opponent on hit (untechable for 32F, on CH for 100F). Baiken is in CH state 1~22F. 1st and 2nd hit have hitstop 0F. FRC timing 20~22F. Frame Adv. is when the 3rd Tatami is blocked. 1st Tatami has 6 active frames. Tatamis disappears if Baiken is hit.


Overdrives

Tsurane Sanzu Watashi

236236S


Instant Kill

Garyou Tensei

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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