GGACR/Baiken: Difference between revisions

From Dustloop Wiki
m (→‎Overview: This can go since it's a free standing con, I don't remember when this got added but the redundancy is bad)
No edit summary
(9 intermediate revisions by 3 users not shown)
Line 11: Line 11:
|lore= After losing both of her parents from a Gear raid at a young age, Baiken saw That Man amidst the chaos, and swore her life towards revenge. In events preceding AC, she finally met with him, but Baiken had found herself unable to lay a finger on him, and was met with a man whose demeanor and words suggested that revenge was a hollow path. Confused and directionless, she sets her sights on the P.W.A.B to find an answer the only way she knows how: through battle.
|lore= After losing both of her parents from a Gear raid at a young age, Baiken saw That Man amidst the chaos, and swore her life towards revenge. In events preceding AC, she finally met with him, but Baiken had found herself unable to lay a finger on him, and was met with a man whose demeanor and words suggested that revenge was a hollow path. Confused and directionless, she sets her sights on the P.W.A.B to find an answer the only way she knows how: through battle.
|voice_actor= Chizu Yonemoto
|voice_actor= Chizu Yonemoto
|summary= fights at midrange, using meterless attacks while blocking, and can seal opponent's movement options and buttons.
|summary= fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.
|pros=
|pros=
*  '''Tensionless Guard Cancels''': Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot.  
*  '''Tensionless Guard Cancels''': Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot.  
*  '''Exceptional Damage''': With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry.  
*  '''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 {{clr|2|2K}}, {{clr|3|S}} normals, {{clr|4|5H}}, {{clr|4|j.H}}, {{clr|5|j.D}}, and Tatami are very disjointed can be very difficult to contest.
*  '''Powerful Hitboxes''': Notably {{clr|2|2K}}, {{clr|3|S}} normals, {{clr|4|5H}}, {{clr|4|j.H}}, {{clr|5|j.D}}, and {{MMC|input=236K|label=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.  
*  '''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 {{clr|5|5D}}, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.
*  '''Strong Mixup Tools''': {{MMC|input=j.623S|label=Youzansen}} instant overhead, throw conversions, a safe {{clr|5|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 [[GGACR/Baiken#Baku|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.
*  '''Can Seal Options and Setup''': Thanks to {{MMC|input=Guard > 412D|label=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.
| cons =
| cons =
*  '''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.
*  '''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.
* '''Unforgiving Execution Barrier''': Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Paired with her very low health and stun resistance, making mistakes as Baiken can be especially unforgiving.  
* '''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.
|unique_mechanic1_name=Guard Cancel
|unique_mechanic1_name=Guard Cancel
|unique_mechanic1=Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel bockstun into attacks is pretty strong by itself, but <i>Blockstop</i> is a window in which ''only Baiken'' can move. This is far more powerful of an ability than it first appears.
|unique_mechanic1=Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel blockstun into attacks is pretty strong by itself, but <i>Blockstop</i> is a window in which ''only Baiken'' can move. This is far more powerful of an ability than it first appears.
}}
}}
{{FP Box|header=Guilty Bits Character Intro
{{FP Box|header=Guilty Bits Character Intro
Line 31: Line 30:


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 56: Line 56:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 2
|recovery = 6
}}
==== ====
==== ====
{{clr|1|5P}} is a good point-blank poke, and probably Baiken's best tick-throw poke.
{{clr|1|5P}} is a good point-blank poke, and probably Baiken's best tick-throw poke.
Line 61: Line 66:


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
Line 75: Line 79:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Baiken_5K-Hitbox.png
GGXXACPR_Baiken_5K-1-Hitbox.png
GGXXACPR_Baiken_5K-2-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 89: Line 94:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 5
|recovery = 6
}}
==== ====
==== ====
This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.
This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
Line 121: Line 130:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 2
|recovery = 11
}}
==== ====
==== ====
*Used often in combos as it chains to {{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.
*Used often in combos as it chains to {{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.
Line 127: Line 141:


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
Line 156: Line 169:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 8
}}
==== ====
==== ====
Incredible normal. Has strong range and a great hitbox.
Incredible normal. Has strong range and a great hitbox.
Line 164: Line 182:


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
Line 192: Line 209:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 1
|recovery = 24
}}
==== ====
==== ====
One of Baiken's higher damage moves due to its low GB- value.  
One of Baiken's higher damage moves due to its low GB- value.  
Line 198: Line 220:
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
*Beware using {{clr|4|5H}} from neutral, because the move only actively hits for one frame and has a large recovery.
*Beware using {{clr|4|5H}} from neutral, because the move only actively hits for one frame and has a large recovery.
</div>
{{CloseCard}}
</div>


===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
Line 226: Line 247:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 27
|active  = 2
|recovery = 26
}}
==== ====
==== ====
5D with enough range that it can be difficult to punish
5D with enough range that it can be difficult to punish
*Leads to full conversions, though needs an Impossible Dust for knockdown.
*Leads to full conversions, though needs an Impossible Dust for knockdown.
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
Line 258: Line 283:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|inactive2 = 2
|active3 = 4
|recovery = 9
}}
==== ====
==== ====
Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters.
Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters.
Line 266: Line 298:


'''Additional Frame Data:''' ''2nd hit untechable for 20F. Initial prorate 90% (both hits).''
'''Additional Frame Data:''' ''2nd hit untechable for 20F. Initial prorate 90% (both hits).''
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
Line 280: Line 311:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR Baiken 6K-1-Hitbox.png|Frames 12-17
GGXXACPR Baiken 5K-1-Hitbox.png|Frames 12-17
GGXXACPR Baiken 6K-2-Hitbox.png|Frames 18-20
GGXXACPR Baiken 5K-2-Hitbox.png|Frames 18-20
</gallery>
</gallery>
</tabber>
</tabber>
Line 295: Line 326:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 9
|recovery = 6
}}
==== ====
==== ====
*Almost always used to option select grab on the ground: {{clr|2|6K}}+HS, due to Baiken's extremely poor grab range.
*Almost always used to option select grab on the ground: {{clr|2|6K}}+HS, due to Baiken's extremely poor grab range.
Line 303: Line 339:


'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 43F).''
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 43F).''
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
Line 332: Line 367:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 8
|recovery = 28
}}
==== ====
==== ====
Baiken's highest damage normal, this move also has a very low GB-, making it great for combos.  
Baiken's highest damage normal, this move also has a very low GB-, making it great for combos.  
*Special AND jump cancelable on hit (unlike {{clr|4|5H}}).
*Special AND jump cancelable (unlike {{clr|4|5H}}).
*It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.
*It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.
*Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from {{clr|1|5P}}.
*Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from {{clr|1|5P}}.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
Line 367: Line 406:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 7
}}
==== ====
==== ====
Not very useful, doesn't count as a low.
Not very useful, doesn't count as a low.
Line 373: Line 417:


'''Additional Frame Data:''' ''Initial prorate 80%.''
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
Line 402: Line 445:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 5
|recovery = 6
}}
==== ====
==== ====
Baiken's fastest low attack.
Baiken's fastest low attack.
Line 408: Line 456:


'''Additional Frame Data:''' ''Initial prorate 80%.''
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
Line 436: Line 483:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 3
|recovery = 9
}}
==== ====
==== ====
*Very good hitbox.
*Very good hitbox.
Line 441: Line 493:


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
Line 472: Line 523:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 4
|inactive2 = 2
|active3 = 6
|inactive4 = 2
|active5 = 2
|recovery = 8
}}
==== ====
==== ====
Very good for establishing pressure due to its frame advantage.  
Very good for establishing pressure due to its frame advantage.  
Line 480: Line 540:


'''Additional Frame Data:''' ''Staggers opponent on hit (max 24F). 1st and 2nd hits pull in opponent on hit or block. Hitstop 6F. Pulls in opponent in air. Untechable for 26F''
'''Additional Frame Data:''' ''Staggers opponent on hit (max 24F). 1st and 2nd hits pull in opponent on hit or block. Hitstop 6F. Pulls in opponent in air. Untechable for 26F''
</div>
{{CloseCard}}
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
Line 510: Line 569:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 9
|recovery = 13
}}
==== ====
==== ====
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump canceled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump canceled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.


'''Additional Frame Data:''' ''Initial prorate 80%.''
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
{{CloseCard}}
</div>
<nowiki/>
<nowiki/>


Line 544: Line 607:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 8
|recovery = 10
}}
==== ====
==== ====
Extremely fast air poke.
Extremely fast air poke.
Line 549: Line 617:


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
Line 578: Line 645:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 8
|recovery = 12
}}
==== ====
==== ====
Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a {{clr|4|j.H}} > Tatami. Even launches on hit against a grounded opponent. Staple for combos.
Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a {{clr|4|j.H}} > Tatami. Even launches on hit against a grounded opponent. Staple for combos.
Line 584: Line 656:


'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 25F).''
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 25F).''
</div>
{{CloseCard}}
</div>


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
Line 613: Line 684:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 7
|recovery = 19
}}
==== ====
==== ====
Very generous hitbox, great for zoning in the air.  
Very generous hitbox, great for zoning in the air.  


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
{{CloseCard}}
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
Line 651: Line 726:
*Active for as many frames as it takes for Baiken to reach the ground
*Active for as many frames as it takes for Baiken to reach the ground
'''Additional Frame Data:''' ''Untechable for 20F.''
'''Additional Frame Data:''' ''Untechable for 20F.''
</div>
{{CloseCard}}
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
Line 679: Line 753:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 21
|specialRecovery = 6
}}
==== ====
==== ====
Commonly used for corner damage and loops with FRC.
Commonly used for corner damage and loops with FRC.
Line 686: Line 766:


'''Additional Frame Data:''' ''Initial prorate 90%. Blows back opponent on hit (untechable for 35F). FRC timing 9~11F.''
'''Additional Frame Data:''' ''Initial prorate 90%. Blows back opponent on hit (untechable for 35F). FRC timing 9~11F.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 712: Line 791:
*Second worst grab range in in the game (tied with Millia, second worst to Chipp).
*Second worst grab range in in the game (tied with Millia, second worst to Chipp).
'''Additional Frame Data:''' ''Untechable for 60F, ground slides for 46F. Forced prorate 50%.''
'''Additional Frame Data:''' ''Untechable for 60F, ground slides for 46F. Forced prorate 50%.''
</div>
{{CloseCard}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
Line 736: Line 814:


'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%.''
'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%.''
</div>
{{CloseCard}}
</div>


===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
Line 763: Line 840:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 7
|inactive2 = 2
|active3 = 3
|recovery = 6
}}
==== ====
==== ====
Yes, Baiken has a Dead Angle.  
Yes, Baiken has a Dead Angle.  
Line 768: Line 852:
*Not as good as Baku so you'll almost never use it, but it's there.
*Not as good as Baku so you'll almost never use it, but it's there.


'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%.''
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F). Max 1 hit. Jump cancelable from 2nd hit onwards. Initial prorate 50%.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 800: Line 883:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 17
|recovery = 16
}}
==== ====
==== ====
Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.
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.


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 32F, on CH for 100F). On ground hit launches only if it hits during 1~6F of Active Frames. 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.
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.
Line 809: Line 897:
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.  
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.  


'''Additional Frame Data:''' ''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). FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.''
'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 36F). On ground hit launches only if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.''
</div>
{{CloseCard}}
</div>


===<big>Youzansen</big>===
===<big>Youzansen</big>===
Line 838: Line 925:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 12
|recovery = 15
|specialRecovery = 11
}}
==== ====
==== ====
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 {{clr|5|2D}}, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.
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 {{clr|5|2D}}, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.
Line 846: Line 939:


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''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.''
</div>
{{CloseCard}}
</div>


===<big>Youshijin</big>===
===<big>Youshijin</big>===
Line 874: Line 966:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 25
}}
==== ====
==== ====
Formerly her P Guard Cancel, Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.
Formerly her P Guard Cancel, Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.


'''Additional Frame Data:''' ''Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable for 48F on ground hit, on air hit for 36F). Attack is fully extended on 15F.''
'''Additional Frame Data:''' ''Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable on ground hit for 48F, on air hit for 36F). Attack is fully extended on 15F.''
</div>
{{CloseCard}}
</div>


===<big>Zakuro</big>===
===<big>Zakuro</big>===
Line 906: Line 1,002:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 1
|recovery = 32
}}
==== ====
==== ====
Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of {{clr|1|6P}} > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.
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 {{clr|1|6P}} > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.
Line 912: Line 1,013:


'''Additional Frame Data:''' ''1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.''
'''Additional Frame Data:''' ''1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.''
</div>
{{CloseCard}}
</div>


===<big>Mawarikomi</big>===
===<big>Mawarikomi</big>===
Line 944: Line 1,044:


'''Additional Frame Data:''' ''Can pass through opponent during move. FRC timing 21~23F.''
'''Additional Frame Data:''' ''Can pass through opponent during move. FRC timing 21~23F.''
</div>
{{CloseCard}}
</div>
===<big>Sakura</big>===
===<big>Sakura</big>===
<span class="input-badge">'''While Guarding: {{clr|3|412S}}'''</span>
<span class="input-badge">'''While Guarding: {{clr|3|412S}}'''</span>
Line 971: Line 1,070:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 1
|recovery = 33
}}
==== ====
==== ====
One of Baiken's most rewarding GCs, despite lacking invincibility.  
One of Baiken's most rewarding GCs, despite lacking invincibility.  
Line 978: Line 1,082:
*A good option when the opportunity is recognized, just don't get it baited, though.
*A good option when the opportunity is recognized, just don't get it baited, though.


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). FRC timing 10~11F.''
</div>
{{CloseCard}}
</div>
===<big>Ouren</big>===
===<big>Ouren</big>===
<span class="input-badge">'''While Guarding: {{clr|4|412H}}'''</span>
<span class="input-badge">'''While Guarding: {{clr|4|412H}}'''</span>
Line 1,010: Line 1,113:
*Will cross up the opponent depending on the distance, netting an overall good reward.
*Will cross up the opponent depending on the distance, netting an overall good reward.
*Launches high and very untechable on CH, will net a huge reward.
*Launches high and very untechable on CH, will net a huge reward.
*Launches forward fast on FRC, can be used as a risky approach tool or escape tool.
*Launches forward fast on FRC, can be used as a risky approach or escape tool.
'''Additional Frame Data:''' '' Floats opponent high on CH (untechable for 70F). FRC timing 4~6F.''
'''Additional Frame Data:''' '' Floats opponent high on CH (untechable for 70F). Initial prorate 70%. FRC timing 4~6F.''
</div>
{{CloseCard}}
</div>


===<big>Suzuran</big>===
===<big>Suzuran</big>===
Line 1,043: Line 1,145:
Command dash with upper body autoguard for most of its duration, can be cancelled into GCs without having to block anything.
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.
*Lets Baiken access GC tools in neutral.
*Vulnerable to lows and throws, autoguard ends 5f before the move finishes.  
*Vulnerable to lows and throws, autoguard ends 5 frames before the move finishes.  
*Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.  
*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.
*Suzuran > Throw attempts can be easily jumped out of.


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''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.''
</div>
{{CloseCard}}
</div>


===<big>Kabari</big>===
===<big>Kabari</big>===
Line 1,076: Line 1,177:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 11
|recovery = 15
}}
==== ====
==== ====
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.  
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.  


'''Additional Frame Data:''' ''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).''
'''Additional Frame Data:''' ''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 32~38F when whiffed, or from 3~8F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F).''
</div>
{{CloseCard}}
</div>
===<big>Tetsuzansen</big>===
===<big>Tetsuzansen</big>===
<span class="input-badge">'''Kabari -> {{clr|3|S}}'''</span>
<span class="input-badge">'''Kabari -> {{clr|3|S}}'''</span>
Line 1,107: Line 1,212:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|inactive2 = 11
|active3 = 4
|recovery = 16
}}
==== ====
==== ====
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.
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.


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 32F). 1st hit has forced prorate 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 1,141: Line 1,252:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 2
|recovery = 20
}}
==== ====
==== ====
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.  
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.  


'''Additional Frame Data:''' ''Hitstun 27F. Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards.''
'''Additional Frame Data:''' ''Hitstun 27F. Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards.''
</div>
{{CloseCard}}
</div>


===<big>Baku: XXX</big>===
===<big>Baku: XXX</big>===
<span class="input-badge">'''Baku -> {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}'''</span>
<span class="input-badge">'''Baku -> {{clr|1|P}} or {{clr|2|K}} or {{clr|3|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,173: Line 1,288:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 40
}}
==== ====
==== ====
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.
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.


: {{clr|1|P Version - Sakura:}} Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. ''Forced prorate 50%.''
{{clr|1|P Version - Sakura:}} Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. ''Forced prorate 50%.''<br>
: {{clr|2|K Version - Tsuki:}} All hits are CH while opponent is flashing. Opponent flashes yellow. ''Forced prorate 30%.'' <b>*Note: A forced prorate of 75%</b> (exact value needs verification) is applied by the first hit of all combos while the opponent is flashing.
{{clr|2|K Version - Tsuki:}} All hits are CH while opponent is flashing. Opponent flashes yellow. ''Forced prorate 30%.'' A forced prorate of 75% is applied by the first hit of all combos while the opponent is flashing.<br>
: {{clr|3|S Version - Tsuru:}} Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit.  ''Forced prorate 30%.'' <b>*Note: A forced prorate of 50%</b> is applied by the first hit of a combo while the opponent is flashing.
{{clr|3|S Version - Tsuru:}} Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit.  ''Forced prorate 30%.'' A forced prorate of 50% is applied by the first hit of a combo while the opponent is flashing.


'''Additional Frame Data:''' ''Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F.''
'''Additional Frame Data:''' ''Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F.''
</div>
{{CloseCard}}
</div>


===<big>Baku Followups</big>===
===<big>Baku Followups</big>===
<span class="input-badge">'''Baku:XXX -> {{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}}'''</span>
<span class="input-badge">'''Baku:XXX -> {{clr|1|P}} or {{clr|2|K}} or {{clr|3|S}} or {{clr|4|H}} or {{clr|5|D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,242: Line 1,361:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 5
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 3
|inactive2 = 6
|active3 = 3
|inactive4 = 7
|active5 = 5
|recovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 1
|recovery = 14
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 16
|recovery = 16
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|inactive2 = 4
|active3 = 8
|recovery = 20
}}
==== ====
==== ====
The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button for the duration of the applied curse, i.e. using the P follow-up prevents the opponent from using the P button.
The 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.
Line 1,247: Line 1,397:
*The {{clr|5|D}} follow up is useful as it locks the opponent out of their Burst.
*The {{clr|5|D}} follow up is useful as it locks the opponent out of their Burst.
*The {{clr|4|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.
*The {{clr|4|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.
</div>
{{CloseCard}}
</div>


===<big>Triple Tatami Gaeshi</big>===
===<big>Triple Tatami Gaeshi</big>===
Line 1,279: Line 1,428:


'''Additional Frame Data:''' ''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.''
'''Additional Frame Data:''' ''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.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 1,309: Line 1,457:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|inactive2 = 9
|active3 = 5
|inactive4 = 11
|active5 = 2
|recovery = 22
}}
==== ====
==== ====
Strong reversal and damage tool. Easily confirmed into out of something like {{clr|4|5H}} or {{clr|5|2D}}. Very difficult to punish unless SB'd. A pretty good super overall.  
Strong reversal and damage tool. Easily confirmed into out of something like {{clr|4|5H}} or {{clr|5|2D}}. Very difficult to punish unless SB'd. A pretty good super overall.  


'''Additional Frame Data:''' ''Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.''
'''Additional Frame Data:''' ''Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 1,344: Line 1,500:
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 72
|recovery = 19
}}
==== ====
==== ====
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.  
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.  


'''Additional Frame Data:''' ''IK Mode preparation time 84F. Active frames are cut short and enters recovery on block. Recovery on whiff is 6F.''
'''Additional Frame Data:''' ''IK Mode preparation time 84F. Active frames are cut short and enters recovery on block. Recovery on whiff is 6F.''
</div>
{{CloseCard}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 1,358: Line 1,518:
==External References==
==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Baiken|32px}}</center>
<center>{{Character Label|GGACR|Baiken|42px}}</center>
{{#lst:GGACR/Baiken/Data|Links}}
{{#lst:GGACR/Baiken/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]].}}
{{#lst:GGACR/Navigation}}
{{#lst:GGACR/Navigation}}

Revision as of 19:38, 25 June 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.

If you love to play careful turtle-characters with strong offensive responses against the right reads, consider picking Baiken up for a try.

 Baiken  Baiken fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.

Pros
Cons
  • Tensionless Guard Cancels: Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot.
  • Exceptional Damage: With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry.
  • Powerful Hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and TatamiGGAC Baiken 236K.pngGuardAllStartup15Recovery9Advantage-6 are very disjointed can be very difficult to contest.
  • Tiny Hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
  • Strong Mixup Tools: YouzansenGGAC Baiken j623S.pngGuardHigh/AirStartup6Recovery15+11 after landingAdvantage-25 instant overhead, throw conversions, a safe 5D, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.
  • Can Seal Options and Setup: Thanks to BakuGGAC Baiken 412D.pngGuardMidStartup11Recovery20Advantage-3, 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
  • Limited Meterless Conversions: Many of Baiken's normals have limited gatlings and depend on close proximity, counterhits, or crouch confirms to convert into combos. Baiken will often want to spend meter on FRC to access her high damage, or depend on difficult techniques such as Kire Tatami.
  • Unforgiving Execution Barrier: Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Paired with her very low health and stun resistance, making mistakes as Baiken can be especially unforgiving.
Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel blockstun into attacks is pretty strong by itself, but Blockstop is a window in which only Baiken can move. This is far more powerful of an ability than it first appears.
GGACR Baiken Nameplate.png
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

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
8 Mid 5 2 6 +2 1
Total: 12

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

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

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

5K

c.S

f.S

5H

5D

6P

6K

6H

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
Total: 38

Very good for establishing pressure due to its frame advantage.

  • Can only be chained into from 6K.
  • Causes enough stagger on hit to convert if the opponent doesn't shake out quickly.
  • Recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
  • Can be used to force the opponent to cross over during untech time

Additional Frame Data: Staggers opponent on hit (max 24F). 1st and 2nd hits pull in opponent on hit or block. Hitstop 6F. Pulls in opponent in air. Untechable for 26F

2D

j.P

j.K

j.S

j.H

j.D

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
50 High/Air 9 3 21+6 after landing 4
Total: 38

Commonly used for corner damage and loops with FRC.

  • Scores ranged knockdowns on standing hit immediately out of f.S.
  • Works in conjunction with j.S for a fuzzy, especially since it can be heavily delayed.
  • Can be FDC'ed to flutter in the air, which is useful for baiting anti airs. (Messing up the input can cost you your burst, so be careful!)

Additional Frame Data: Initial prorate 90%. Blows back opponent on hit (untechable for 35F). FRC timing 9~11F.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

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
Total: 47

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.

Additional Frame Data: Wallbounces opponent on hit (untechable for 32F, on CH for 100F). On ground hit launches only if it hits during 1~6F of Active Frames. 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.

Additional Frame Data: Wallbounces opponent on hit (untechable for 36F). On ground hit launches only if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.

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
Total: 43

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

  • Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.
  • Has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.
  • Extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can convert.

Additional Frame Data: 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.

Youshijin

623P

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
24 Mid 12 6 25 -17 3
Total: 42

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

Additional Frame Data: Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable on ground hit for 48F, on air hit for 36F). Attack is fully extended on 15F.

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
Total: 41

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.

Additional Frame Data: 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
Total: 43

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.

Additional Frame Data: Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). FRC timing 10~11F.

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.

  • Will cross up the opponent depending on the distance, netting an overall good reward.
  • Launches high and very untechable on CH, will net a huge reward.
  • Launches forward fast on FRC, can be used as a risky approach or escape tool.

Additional Frame Data: Floats opponent high on CH (untechable for 70F). Initial prorate 70%. FRC timing 4~6F.

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 5 frames before the move finishes.
  • Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.
  • Suzuran > Throw attempts can be easily jumped out of.

Additional Frame Data: 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.

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
Total: 45

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.

Additional Frame Data: 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 32~38F when whiffed, or from 3~8F 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
Total: 45

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.

Additional Frame Data: Floats opponent on hit (untechable for 32F). 1st hit has forced prorate 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.


Force Breaks

Baku

While Guarding: 412D

Baku: XXX

Baku -> P or K or 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
Total: 57

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

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

Additional Frame Data: Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F.

Baku Followups

Baku:XXX -> P or K or S or H or 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
Total: 22
Total: 49
Total: 29
Total: 39
Total: 43

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.

Additional Frame Data: 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

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