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{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Baiken|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/12-baiken/}}
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
![[File:GGACR_Baiken_Nameplate.png]]
|-
||
[[File:GGAC_Baiken_Portrait.png|300px|center]]
|-
||
{{#lst:{{PAGENAME}}/Data|SystemData}}
;Movement Options
:Double Jump, 1 Air Dash, Dash Type: Run
{{GGACRColors|Character=Baiken|Size=75}}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
:Baiken is an original Guilty Gear character known for strong defensive options and controlling space.  
{{GGACR/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=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.


She is a raging, livid samurai searching for That Man out of revenge. She is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during '''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, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.
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.


{{StrengthsAndWeaknesses
If you love to play careful turtle-characters with strong offensive responses against the right reads, consider picking Baiken up for a try.
| tablewidth= 70
}}
| intro = {{Character Label|GGACR|Baiken|24px}} fights at midrange, while meterlessly attacks while blocking, and can seal opponent's movement options and buttons.
{{GGACR/Infobox
| pros =
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#2K|2K]] (5F)
* Tensionless guard cancels.
|reversal = [[#Tsurane Sanzu Watashi|236236S]] (8F)
* Guard cancels can be performed during '''Blockstop'''.
}}
* Multiple excellent ways of breaking out of pressure.
{{ProsAndCons
* Great Anti-Air and Air-to-Ground.
|intro= fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.
* Instant overhead and Throw equate to a good mixup game.
|pros=
* Can seal opponent's options with Force Break.
*'''Free 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 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 {{MMC|input=236K|label=Tatami}} are very disjointed can be very difficult to contest.
*'''The Card of Death''': {{MMC|input=Guard > 412D|label=Baku}} and its followups can disable the opponent's buttons, take away their movement options, set up an unblockable, and grant full counter-hit combos.
*'''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.
*'''Tiny Hurtbox''': Baiken's short stature makes it difficult for many characters to land Instant Overheads, {{Keyword|F-Shiki}}s, or air to ground conversions against her.  
| cons =
| cons =
* Poor throw range.
*'''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.
* Bad attack speed.
*'''Unforgiving Execution Barrier''': Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Her corner juggle loops require precision and adjustment for specific situations and hurtboxes.  
* Very low health.
*'''Low Defense and Dizzy Modifiers''': Baiken has one of the lowest defense modifiers in the game, so she pays dearly for her mistakes. She is also easy to stun.
*  Poor stun resistance.
*  Below average midscreen damage without tension.
}}
}}
</div>
===Unique Mechanics===
====Guard Cancel====
{{card|width=4
|header=Guard Cancel
|content=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.
}}
===Starter Guide===
{{StarterBlurb}}
{{FrameChartKey}}


=== Unique Mechanics ===
==Normal Moves==
----
===<big>{{clr|1|5P}}</big>===
==== Guard Cancel ====
{{GGACR Move Card
:Baiken can cancel into special moves during blockstop/blockstun.
|input=5P
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|description=
!| <big>Guilty Bits Character Intro</big>
{{#invoke:FrameChart|drawFrameData
|-
|startup  = 5
|- style="text-align: center;"
|active  = 2
| style="border: 1px;"|
|recovery = 6
{{#evt:
}}
service=youtube
{{clr|1|5P}} is a good point-blank poke, and probably Baiken's best tick-throw poke.
|id=https://youtu.be/SXrgyAzjjJs
*It cancels into {{clr|2|2K}} and can jump cancelled – this allows you to mixup with a low ({{clr|2|2K}}) or high (Youzansen).
 
[[/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}}
}}
}}
|}
<br style="clear:both;"/>


== Normals ==
===<big>{{clr|2|5K}}</big>===
====== ======
{{GGACR Move Card
{{MoveData
|input=5K
|name={{clr|1|5P}}
|description=
|image=GGAC_Baiken_5P.png
{{#invoke:FrameChart|drawFrameData
|caption=Take a hilt
|startup  = 8
|data=
|active  = 5
{{AttackDataHeader-GGACR}}
|recovery = 6
{{!}}-
{{#lst:{{PAGENAME}}/Data|5P}}
{{!}}-
{{Description|7|text=
*{{clr|1|5P}} is a good point-blank poke, and probably Baiken's best tick-throw poke (due to the move's plus frames and low hitstop due to lv.1).<br />
*It cancels into {{clr|2|2K}}, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_5P-Hitbox.png
</gallery>
}}
}}
}}
====== ======
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.
{{MoveData
 
|name={{clr|2|5K}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
|image=GGAC_Baiken_5K.png
|caption=Combo starter, ocassional poke
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5K}}
{{!}}-
{{Description|7|text=
*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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_5K-Hitbox.png
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|3|c.S}}</big>===
|name={{clr|3|c.S}}
{{GGACR Move Card
|image=GGAC_Baiken_cS.png
|input=c.S
|caption=Better combo starter,</br>even leads to mixup
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 8
{{!}}-
|active  = 2
{{#lst:{{PAGENAME}}/Data|c.S}}
|recovery = 11
{{!}}-
{{Description|7|text=
*Used often in combos as it chains to f.{{clr|3|5S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.<br />
*This allows a {{clr|5|2D}}/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.<br />
*On many standing characters, you can combo c.{{clr|3|5S}} to a {{clr|5|j.D}} immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_cS-Hitbox.png
</gallery>
}}
}}
}}
====== ======
*Used often in combos as it chains to {{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.
{{MoveData
*This allows a {{clr|5|2D}}/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any {{clr|3|c.S}} that hits.
|name={{clr|3|f.S}}
*On many standing characters, you can combo {{clr|3|c.S}} to a {{clr|5|j.D}} immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
|image=GGAC_Baiken_fS.png
 
|caption=Spacing Tool
[[/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}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{!}}-
{{Description|7|text=
*Incredible normal. Has strong range and a great hitbox.<br>
*Strong poke due to the above, and as it can also be jump cancelled.<br>
*Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between 2S as well, for extended confirmation time.<br>
*Generally deferred to {{clr|5|2D}} for combo uses.<br />
*Similarly to c.{{clr|3|5S}}, f.{{clr|3|5S}} also combos to a low {{clr|5|j.D}} on many standing hit boxes, which is key for extended range knockdowns/confirms.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_fS-1-Hitbox.png|Frames 9-11
GGXXACPR_Baiken_fS-2-Hitbox.png|Frames 12-14
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|4|5H}}
|input=f.S
|image=GGAC_Baiken_5H.png
|description=
|caption=Damage Tool
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGACR}}
|active  = 6
{{!}}-
|recovery = 8
{{#lst:{{PAGENAME}}/Data|5H}}
}}
{{!}}-
Incredible normal. Has strong range and a great hitbox.
{{Description|7|text=
*Strong poke due to the above, and as it can also be jump cancelled.
*{{clr|4|5H}} is one of Baiken's high damage moves in AC due to its low GB- value. Though {{clr|4|5H}} is not as good as {{clr|4|6H}}, it is a faster alternative.<br />
*Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between {{clr|3|2S}} as well, for extended confirmation time.
*Combos into tatami mat on the ground and against a low airborne opponent.<br />
*Generally deferred to {{clr|5|2D}} for combo uses.
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with kabari (chain) from quite far.<br />
*Similarly to {{clr|3|c.S}}, {{clr|3|f.S}} also combos to a low {{clr|5|j.D}} on many standing hit boxes, which is key for extended range knockdowns/confirms.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGACR Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 1
|recovery = 24
}}
One of Baiken's higher damage moves due to its low GB- value.  
*Though {{clr|4|5H}} is not as good as {{clr|4|6H}}, it is a faster alternative.
*Combos into Tatami on the ground and against a low airborne opponent.
*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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_5H-Hitbox.png
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
|name={{clr|1|6P}}
{{GGACR Move Card
|image=GGAC_Baiken_6P.png
|input=5D
|caption=High hitstun, good hitbox,</br>upper invul, fantastic overall
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 27
{{!}}-
|active  = 2
{{#lst:{{PAGENAME}}/Data|6P}}
|recovery = 26
{{!}}-
}}
{{Description|7|text=
5D with enough range that it can be difficult to punish. Leads to full conversions, though needs an Impossible Dust for knockdown.
*Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters, but still head invulnerable from the first frame.<br />
}}
*Combos to youzansen or {{clr|2|6K}} or {{clr|1|623P}} on the ground.<br />
 
===<big>{{clr|1|6P}}</big>===
{{GGACR Move Card
|input=6P
|description=
{{#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.
*Combos to Youzansen/{{clr|2|6K}}/{{clr|1|623P}} on the ground.
*Can be used as an option select throw to catch backdashes.
*Can be used as an option select throw to catch backdashes.
*2nd hit untechable for 20F.
 
*Prorate 90% (both hits, initial prorate only)
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_6P-1-Hitbox.png|1st hit (Frames 8-13)
GGXXACPR_Baiken_6P-2-Hitbox.png|2nd hit (Frames 16-19)
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|2|6K}}
|input=6K
|image=GGAC_Baiken_5K.png
|description=
|caption=Bait their main option
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 12
{{AttackDataHeader-GGACR}}
|active  = 9
{{!}}-
|recovery = 6
{{#lst:{{PAGENAME}}/Data|6K}}
}}
{{!}}-
*Almost always used to option select grab on the ground: {{clr|2|6K}}+{{clr|4|H}}, due to Baiken's extremely poor grab range.
{{Description|7|text=
*Almost always used to option select grab on the ground: {{clr|2|6K}}+HS, due to Baiken's extremely poor grab range.
*Throw invincible 1~11F.
*Staggers opponent on ground CH (max 43F).
*Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
*Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
*Hitbox can be strong against low attacks when spaced well.
GGXXACPR_Baiken_5K-1-Hitbox.png|Frames 12-17
 
GGXXACPR_Baiken_5K-2-Hitbox.png|Frames 18-20
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}
</gallery>
}}
  }}
 
===<big>{{clr|4|6H}}</big>===
{{GGACR Move Card
|input=6H
|description=
{{#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.  
{{MoveData
*Special AND jump cancelable (unlike {{clr|4|5H}}).
|name={{clr|4|6H}}
|image=GGAC_Baiken_6H.png
|caption=Converts hits into pain
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6H}}
{{!}}-
{{Description|7|text=
*Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancelable on hit (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 want to fish for a counterhit after conditioning with high/low/throw from 5P.
*Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from {{clr|1|5P}}.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Baiken_6H-1-Hitbox.png|Frames 15-18
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
GGXXACPR_Baiken_6H-2-Hitbox.png|Frames 19-22
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGACR Move Card
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
|input=2P
|image=GGAC_Baiken_5D.png
|description=
|caption=Only the Japanese</br>can use Ki blasts
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 6
{{AttackDataHeader-GGACR}}
|active  = 3
{{!}}-
|recovery = 7
{{#lst:{{PAGENAME}}/Data|5D}}
}}
{{!}}-
Not very useful, doesn't count as a low.
{{Description|7|text=
*Suprisingly, sometimes works as an anti air.
5D with enough range that it can be difficult to punish
[[/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|5|5D}}
*Leads to full conversions, though needs an Impossible Dust for knockdown.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_5D-Hitbox.png
</gallery>
}}
}}
}}


====== ======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|1|2P}}
|input=2K
|image=GGAC_Baiken_2P.png
|description=
|caption=Um
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 5
{{!}}-
|recovery = 6
{{#lst:{{PAGENAME}}/Data|2P}}
{{!}}-
{{Description|7|text=
*Not very useful, doesn't count as a low.
*Initial prorate 80%.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_2P-Hitbox.png
</gallery>
}}
}}
}}
====== ======
Baiken's fastest low attack with disjointed hitbox. Low commital poke.
{{MoveData
 
|name={{clr|2|2K}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
|image=GGAC_Baiken_2K.png
}}
|caption=Samurai don't usually watch the feet
 
|data=
===<big>{{clr|3|2S}}</big>===
{{AttackDataHeader-GGACR}}
{{GGACR Move Card
{{!}}-
|input=2S
{{#lst:{{PAGENAME}}/Data|2K}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|7|text=
|startup  = 11
*Baiken's fastest low attack.
|active  = 3
*Initial prorate 80%.
|recovery = 9
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_2K-1-Hitbox.png|Frames 5-7
GGXXACPR_Baiken_2K-2-Hitbox.png|Frames 8-9
</gallery>
}}
}}
}}
====== ======
{{MoveData
|name={{clr|3|2S}}
|image=GGAC_Baiken_2S.png
|caption=A disjoint a day</br>keeps the doctor away
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|7|text=
*Very good hitbox.
*Very good hitbox.
*Only gatlings into {{clr|3|5S}} and can only combo into tatami on CH or on crouching opponents.
*Can only combo into Tatami on CH or on crouching opponents.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Baiken_2S-Hitbox.png
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}
</gallery>
}}
  }}
 
===<big>{{clr|4|2H}}</big>===
{{GGACR Move Card
|input=2H
|description=
{{#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.  
{{MoveData
*Can only be chained into from {{clr|2|6K}}.
|name={{clr|4|2H}}
*Causes enough stagger on hit to convert if the opponent doesn't shake out quickly.  
|image=GGAC_Baiken_2H.png
*Recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
|caption=Samurai Cyclone
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|7|text=
A normal which can only be chained into from {{clr|2|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
*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''
===<big>{{clr|5|2D}}</big>===
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{GGACR Move Card
GGXXACPR_Baiken_2H-1-Hitbox.png|Frames 15-??
|input=2D
GGXXACPR_Baiken_2H-2-Hitbox.png|Frames ??-??
|description=
GGXXACPR_Baiken_2H-3-Hitbox.png|Frames ??-??
{{#invoke:FrameChart|drawFrameData
GGXXACPR_Baiken_2H-4-Hitbox.png|Frames ??-30
|startup  = 8
</gallery>
|active  = 9
}}
|recovery = 13
}}
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Youzansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami Gaeshi.
}}
}}
====== ======
{{MoveData
|name={{clr|5|2D}}
|image=GGAC_Baiken_2D.png
|caption=<big>JUMP CANCELLABLE LOW</big>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
{{Description|7|text=
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.


''Initial prorate 80%.''
===<big>{{clr|1|j.P}}</big>===
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{GGACR Move Card
GGXXACPR_Baiken_2D-1-Hitbox.png|Frames 8-11
|input=j.P
GGXXACPR_Baiken_2D-2-Hitbox.png|Frame 12
|description=
GGXXACPR_Baiken_2D-3-Hitbox.png|Frames 13-16
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 5
}}
|active  = 8
|recovery = 10
}}
}}
====== ======
Extremely fast air poke with good horizontal reach and speed.
{{MoveData
|name={{clr|1|j.P}}
|image=GGAC_Baiken_jP.png
|caption=Good horizontal reach and speed
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.P}}
{{!}}-
{{Description|7|text=
*Extremely fast air poke.
*Very poor GB-, use sparingly in combos.
*Very poor GB-, use sparingly in combos.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Baiken_jP-1-Hitbox.png|Frames 5-8
[[/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}}
GGXXACPR_Baiken_jP-2-Hitbox.png|Frames 9-12
}}
</gallery>  
 
  }}
===<big>{{clr|2|j.K}}</big>===
{{GGACR Move Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 8
|recovery = 12
}}
}}
====== ======
{{MoveData
|name={{clr|2|j.K}}
|image=GGAC_Baiken_jK.png
|caption=Started the trend of</br>low level normals with</br>huge amounts of hitstun
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.K}}
{{!}}-
{{Description|7|text=
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.


''Floats opponent on hit (untechable for 25F).''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
GGXXACPR_Baiken_jK-1-Hitbox.png|Frames 7-10
 
GGXXACPR_Baiken_jK-2-Hitbox.png|Frames 11-14
===<big>{{clr|3|j.S}}</big>===
</gallery>
{{GGACR Move Card
}}
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 7
|recovery = 19
}}
}}
====== ======
Very generous hitbox, great for zoning in the air.
{{MoveData
 
|name={{clr|3|j.S}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|image=GGAC_Baiken_jS.png
|caption=Mace to the Face
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|7|text=
*Very generous hitbox, this move is great for zoning in the air.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_jS-1-Hitbox.png|Frames 8-11
GGXXACPR_Baiken_jS-2-Hitbox.png|Frames 12-14
</gallery>
}}
}}
}}
====== ======
 
{{MoveData
===<big>{{clr|4|j.H}}</big>===
|name={{clr|4|j.H}}
{{GGACR Move Card
|image=GGAC_Baiken_jH.png
|input=j.H
|caption=Prime Jump in
|description=
|data=
*Favorable GB-, using this move as much as possible in combos is key.
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|7|text=
*Highest damage air normal, and favorable GB-, using this move as much as possible in combos is key.
*Can also be good to use as a meaty.
*Can also be good to use as a meaty.
*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.
*Untechable for 20F on air hit.
}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Baiken_jH-1-Hitbox.png|Frames 15-16
===<big>{{clr|5|j.D}}</big>===
GGXXACPR_Baiken_jH-2-Hitbox.png|Frames 17-Landing
{{GGACR Move Card
</gallery>
|input=j.D
}}
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 21
|specialRecovery = 6
|frcStart = 9
|frcEnd  = 11
}}
}}
====== ======
{{MoveData
|name={{clr|5|j.D}}
|image=GGAC_Baiken_jD.png
|caption=Everybody's favorite:</br>the Dragon Cannon
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
{{Description|7|text=
Commonly used for corner damage and loops with FRC.
Commonly used for corner damage and loops with FRC.
*Blows back opponent on hit, untechable for 35F.
*Scores ranged knockdowns on standing hit immediately out of {{clr|3|f.S}}.
*Scores ranged knockdowns on standing hit immediately out of f.S.
*Works in conjunction with {{clr|3|j.S}} for a fuzzy, especially since it can be heavily delayed.
*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!)
*90% initial hit proration.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Baiken_jD-Hitbox.png
</gallery>
}}
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== ======
===<big>Ground Throw</big>===
{{MoveData
{{GGACR Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGAC_Baiken_throw.png
|description=
|caption=Poor range but converts in the corner
A throw which can lead to a combo with good damage and a knockdown near the corner.
|data=
 
{{AttackDataHeader-GGACR}}
*Tied with {{CLabel|GGACR|Millia}}'s ground throw for 2nd shortest range in the game.
{{!}}-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{!}}-
{{Description|7|text=
Poorly ranged throw that leads to corner damage and knockdown.
*Second worst grab range in in the game (tied with Millia, second worst to Chipp).
*Untechable for 60F, ground slides for 46F.
}}
}}
}}


====== ======
===<big>Air Throw</big>===
{{MoveData
{{GGACR Move Card
|name=Air Throw
|input=Air Throw
|image=GGAC_Baiken_airThrow.png
|description=
|caption=Sink the hook
An air throw which can yield a combo in the corner.
|data=
 
{{AttackDataHeader-GGACR}}
Baiken's air throw tosses the opponent in the direction opposite of the direction the player input the throw with.
{{!}}-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{!}}-
{{Description|7|text=
*Wallbounces opponent on hit (untechable for 60F)
}}
}}
}}
====== ======
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=GGAC_Baiken_6P.png
|caption=<big>JUMP CANCELLABLE</big>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|DAA}}
{{!}}-
{{Description|7|text=
Yes, Baiken has a Dead Angle.
*Despite the prorate, jump cancel-ability keeps it safe on block and converts into minute damage or knockdown.
*Not as good as Baku so you'll almost never use it, but it's there.


''Fully invincible 1~17F. Throw invincible 18~20F. Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%.''
===<big>Dead Angle Attack</big>===
  }}
{{GGACR Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 5
|active  = 7
|inactive2 = 2
|active3 = 3
|recovery = 6
}}
}}
<br style="clear:both;"/>
Baiken has one of the best Dead Angles in the game, but it doesn't matter for much because she has both meterless guard cancels and {{MMC|input=Guard > 412D|label=Baku}} to do DAA's job better. Its throw immunity gives it a certain niche, however.


== Specials ==
Baiken's DAA is jump cancelable, which allows her to convert it into a combo with knockdown. The frame data is also very comfortable on block, making it exceptionally hard to punish when guarded.
====== ======
}}
{{MoveData
 
|name=Tatami Gaeshi
==Special Moves==
|input={{clr|2|236K}} air OK
===<big>Tatami Gaeshi</big>===
|image=GGAC_Baiken_236K.png
{{InputBadge|{{clr|2|236K}} (Air OK)}}
|caption=Flooring the Damage
{{GGACR Move Card
|data=
|input=236K,j.236K
{{AttackDataHeader-GGACR|version=yes}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Ground}}
|startup  = 15
{{#lst:{{PAGENAME}}/Data|236K}}
|active  = 17
{{!}}-
|recovery = 16
{{Description|8|text=
|frcStart = 23
|frcEnd  = 26
}}
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.
 
----
''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.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236K}}
{{!}}-
{{Description|8|text=
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.  
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.''
}}
}}
}}
====== ======
{{MoveData
|name=Youshijin
|input={{clr|1|623P}}
|image=GGAC_Baiken_412P.png
|caption=Looks like a Dragon Punch when Baiken really doesn't need one.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|623P}}
{{!}}-
{{Description|7|text=
Formerly her P Guard Cancel, Youshujin'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.


''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.''
===<big>Youzansen</big>===
  }}
{{InputBadge|{{clr|3|j.623S}}}}
{{GGACR Move Card
|input=j.623S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active  = 12
|recovery = 15
|specialRecovery = 11
|frcStart = 3
|frcEnd  = 4
}}
}}
====== ======
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.
{{MoveData
|image=GGACR_Baiken_Zakuro.png
|name=Zakuro
|input=Guard + {{clr|1|412P}}
|caption=AA Pinwheel; will whiff if the opponent is already pretty low.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Guard 412P}}
{{!}}-
{{Description|7|text=
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.


It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's {{clr|4|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.
For easier inputs, {{clr|3|923S}} also works. You may find it easier to do the 923 motion from blockstun. Moves with larger amounts of blockstun, like {{clr|3|c.S}} or the aforementioned {{clr|5|2D}} are good normals to throw out before attempting this input.


''1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.''
*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.
}}
}}
====== ======
{{MoveData
|name=Mawarikomi
|input=Guard + {{clr|2|412K}}
|image=GGAC_Baiken_412K.png
|caption=The Samurai Shuffle
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Guard 412K }}
{{!}}-
{{Description|7|text=
Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.
''Strike invincible 1~24F. Can pass through opponent during move. FRC timing 21~23F. See notes *1''


===<big>Youshijin</big>===
{{InputBadge|{{clr|1|623P}}}}
{{GGACR Move Card
|input=623P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 25
}}
}}
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.
}}
}}
======<span style="visibility:hidden;font-size:0">Sakura</span>======
{{MoveData
|name=Sakura
|input=Guard + {{clr|3|412S}}
|image=GGAC_Baiken_412S.png
|caption=A blossom of petals from a raging woman
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Guard 412S }}
{{!}}-
{{Description|7|text=
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.''
===<big>Suzuran</big>===
}}
{{InputBadge|{{clr|2|63214K}}}}
}}
{{GGACR Move Card
 
|input=63214K
====== ======
|description=
{{MoveData
|name=Ouren
|input=Guard + {{clr|4|412H}}
|image=GGAC_Baiken_412H.png
|caption=HIRYU NO TSUKI
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Guard 412H }}
{{!}}-
{{Description|7|text=
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.
}}
}}
====== ======
{{MoveData
|name=Suzuran
|input={{clr|2|63214K}}
|image=GGAC_Baiken_63214K.png
|caption=Channeling her inner Anji
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|63214K }}
{{!}}-
{{Description|7|text=
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.
}}


''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.''
===<big>Kabari</big>===
}}
{{InputBadge|{{clr|4|41236H}}}}
{{GGACR Move Card
|input=41236H
|description=
{{#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.  
}}
}}


====== ======
===<big>Tetsuzansen</big>===
{{MoveData
{{InputBadge|{{clr|4|41236H}} > {{clr|3|S}}}}
|name=Youzansen
{{GGACR Move Card
|input={{clr|3|j.623S}}
|input=41236H > S
|image=GGAC_Baiken_j623S.png
|description=
|caption=MIXUP CITY, POPULATION: YOU
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 12
{{AttackDataHeader-GGACR}}
|active  = 3
{{!}}-
|inactive2 = 11
{{#lst:{{PAGENAME}}/Data|j.623S }}
|active3 = 4
{{!}}-
|recovery = 16
{{Description|7|text=
|frcStart = 12
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.
|frcEnd  = 13
}}
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.
}}


Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. 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.
==Guard Cancels==
===<big>Zakuro</big>===
{{InputBadge|While Guarding: {{clr|1|412P}}}}
{{GGACR Move Card
|input=Guard > 412P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 1
|recovery = 32
|frcStart = 12
|frcEnd = 13
}}
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.


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.
It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's {{clr|4|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.
}}
 
===<big>Mawarikomi</big>===
{{InputBadge|While Guarding: {{clr|2|412K}}}}
{{GGACR Move Card
|input=Guard > 412K
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 34
|frcStart = 21
|frcEnd = 23
}}
Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. you'll need to exercsise judgment since it doesn't actually have a hitbox.
}}


''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.''
===<big>Sakura</big>===
}}
{{InputBadge|While Guarding: {{clr|3|412S}}}}
{{GGACR Move Card
|input=Guard > 412S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 1
|recovery = 33
|frcStart = 10
|frcEnd  = 11
}}
One of Baiken's most rewarding GCs.
*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.
}}
}}
====== ======
{{MoveData
|name=Kabari
|input={{clr|4|41236H}}
|image=GGAC_Baiken_41236H.png
|caption=Read a book from NRS
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|41236H }}
{{!}}-
{{Description|7|text=
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).''
===<big>Ouren</big>===
}}
{{InputBadge|While Guarding: {{clr|4|412H}}}}
{{GGACR Move Card
|input=Guard > 412H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 2
|recovery = 14
|specialRecovery = 10
|frcStart = 4
|frcEnd  = 6
}}
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.
}}
}}
====== ======
{{MoveData
|name=Tetsuzansen
|input=Kabari -> S
|image=GGAC_Baiken_tetsuzansen.png
|image2=GGACR_Baiken_tetsuzansen-2.png
|caption2=The one true Anti-Air
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|41236H S }}
{{!}}-
{{Description|7|text=
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==
===<big>Baku</big>===
{{InputBadge|While Guarding: {{clr|5|412D}}}}
{{GGACR Move Card
|input=Guard > 412D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 2
|recovery = 20
}}
}}
<br style="clear:both;"/>
Your absolute best tool for getting out of pressure. Strike 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.


== Force Breaks ==
An important interaction to note regarding Baku is that due to originally being an Overdrive, Baku is capable of breaking through Potemkin's Hammerfall armor. Note however that when Counterhitting Potemkin out of Hammerfall, you're only as plus as you would be from a normal Baku hit, so you cannot use slower normals like 5H to combo off it.
======<span style="visibility:hidden;font-size:0">Baku</span>======
}}
{{MoveData
|name=Baku  
|input=Guard + {{clr|5|412D}}
|image=GGAC_Baiken_412D.png
|caption=Sticks and Stones
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Guard 412D }}
{{!}}-
{{Description|7|text=
Your absolute best tool for getting out of pressure. Save 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.  


''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''
===<big>Baku: XXX</big>===
  }}
{{InputBadge|Baku > {{clr|1|P}} or {{clr|2|K}} or {{clr|3|S}}}}
{{GGACR Move Card
|input=412D > P/K/S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 15
|active  = 3
|recovery = 40
}}
}}
====== ======
Followup move to Baku which applies a flashing colored effect to the opponent based on which button you press.
{{MoveData
|name=Baku: XXX
|input=Baku -> P/K/S
|image=GGAC_Baiken_bakuTsuki.png
|caption=Even the playing field: you're missing an arm after all
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|412D P }}
{{!}}-
{{Description|7|text=
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%.''
'''{{clr|1|P}} - Sakura'''<br>
: K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. ''Forced Prorate on this move is 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.
Removes their ability to dash, backdash, and jump while they are '''{{clr|2|flashing blue}}'''. ''Forced prorate 50%.''
: S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. ''Forced Prorate on this move 30%.'' <b>*Note: A forced prorate of 50%</b> 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.''
'''{{clr|2|K}} - Tsuki'''<br>
}}
All hits are forced Counter Hits while they are '''{{clr|5|flashing yellow}}'''. ''Forced prorate 30%.'' Forced prorate of 75% on the first hit of any combo while opponent is flashing.
 
'''{{clr|3|S}} - Tsuru'''<br>
Removes their ability to block the next hit while they are '''{{clr|#34ebe1|flashing cyan}}'''. Effect disappears if Baiken is hit.  ''Forced prorate 30%.'' Forced prorate of 50% on the next hit while opponent is flashing.
}}
}}


====== ======
===<big>Baku Followups</big>===
{{MoveData
{{InputBadge|Baku:XXX > X}}
|name=Follow Up
{{GGACR Move Card
|input=Baku:XXX -> P/K/S/H/D
|input=412D > X > P,412D > X > K,412D > X > S,412D > X > H,412D > X > D
|image=GGAC_Baiken_followupP.png
|description=
|caption=P
{{#invoke:FrameChart|drawFrameData
|image2=GGAC_Baiken_followupK.png
|startup  = 15
|caption2=K
|active  = 3
|image3=GGAC_Baiken_followupS.png
|recovery = 5
|caption3=S
}}
|image4=GGAC_Baiken_followupH.png
{{#invoke:FrameChart|drawFrameData
|caption4=H
|startup  = 18
|image5=GGAC_Baiken_followupD.png
|active  = 3
|caption5=D
|inactive2 = 6
|data=
|active3 = 3
{{AttackDataHeader-GGACR|version=yes}}
|inactive4 = 7
{{!}}-
|active5 = 5
{{AttackVersion|name=P}}
|recovery = 8
{{#lst:{{PAGENAME}}/Data|412D X P}}
}}
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=K}}
|startup  = 15
{{#lst:{{PAGENAME}}/Data|412D X K}}
|active  = 1
{{!}}-
|recovery = 14
{{AttackVersion|name=S}}
}}
{{#lst:{{PAGENAME}}/Data|412D X S}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 8
{{AttackVersion|name=H}}
|active  = 16
{{#lst:{{PAGENAME}}/Data|412D X H}}
|recovery = 16
{{!}}-
}}
{{AttackVersion|name=D}}
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|412D X D}}
|startup  = 9
{{!}}-
|active  = 3
{{Description|8|text=
|inactive2 = 4
The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button, i.e. using the P follow-up prevents the opponent from using the P button. The D follow up is especially useful, as it locks the opponent out of their Burst by removing the ability to use the Dust button for as long as the previous follow-up's debuff is applied. The H button 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.
|active3 = 8
}}
|recovery = 20
}}
The second follow-up to Baku, which doesn't cost extra Tension. 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 {{clr|3|S}} follow up will cross up.
*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.
}}
}}


====== ======
===<big>Triple Tatami Gaeshi</big>===
{{MoveData
{{InputBadge|{{clr|5|236D}}}}
|name=Triple Tatami Gaeshi
{{GGACR Move Card
|input={{clr|5|236D}}
|input=236D
|image=GGACR_Baiken_236D.png
|description=
|caption=Raise the floor
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 14
{{AttackDataHeader-GGACR}}
|active  = 16
{{!}}-
|recovery = 18
{{#lst:{{PAGENAME}}/Data|236D }}
|frcStart = 20
{{!}}-
|frcEnd = 22
{{Description|7|text=
}}
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.
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==
}}
===<big>Tsurane Sanzu Watashi</big>===
{{InputBadge|{{clr|3|236236S}}}}
{{GGACR Move Card
|input=236236S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|inactive2 = 9
|active3 = 5
|inactive4 = 11
|active5 = 2
|recovery = 22
}}
}}
<br style="clear:both;"/>
== Overdrives ==
{{MoveData
|name=Tsurane Sanzu Watashi
|input={{clr|3|236236S}}
|image=GGAC_Baiken_236236S.png
|caption=The Last Blade
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236236S }}
{{!}}-
{{Description|7|text=
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.  
}}


''Strike invincible 1~9F. Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.''
==Instant Kill==
}}
===<big>Garyou Tensei</big>===
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGACR Move Card
|input=236236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 72
|recovery = 6
}}
}}
<br style="clear:both;"/>
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.
 
== Instant Kill ==
{{MoveData
|name=Garyou Tensei
|input=in IK mode: {{clr|4|236236H}}
|image=GGAC_Baiken_IK1.png
|caption=*Cliche*
|image2=GGAC_Baiken_IK2.png
|caption2=where does the scenery even come from
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|IK }}
{{!}}-
{{Description|7|text=
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.  
}}
}}
}}
<br style="clear:both;"/>


== Notable Players ==
==Colors==
{| class="wikitable"
{{GGACRColors|Size=150|Character=Baiken}}
!width="95"|Name (English/Japanese) !! width="85"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Kei || style="text-align:center;"| [[File:Baiken_ex_k.png|enter|90px]]
| Japan || - || https://twitter.com/baiken_kei || Active|| Consistently posts combos on twitter || [https://youtu.be/QNNlvzcaMmk?t=3695 Link]
|-
| Nok|| style="text-align:center;"| [[File:Baiken_normal_s.png|enter|90px]]
| Japan || - || - || Active|| - || [https://www.youtube.com/watch?v=41K4DV1UIIU Link]
|-
| ClassicFightingGamer || style="text-align:center;"| [[File:Baiken_reload_h.png|enter|90px]]
| USA - SoCal || Game Realms || https://twitter.com/CFightingGamer || Active|| ACPR Tournament Organizer for majors. || [https://www.youtube.com/watch?v=yGVgUEJUa7I Link]
|-
| Woocash || style="text-align:center;"| [[File:Baiken_normal_p.png|enter|90px]]
| USA - Chicago || Ignite Gaming Lounge || https://twitter.com/LukeShooty || Active|| Mains Anji || [https://youtu.be/YwihQ0HWwIs?t=1764 Link]
|-
| ShinATProof || style="text-align:center;"| [[File:Baiken_normal_p.png|enter|90px]]
| Japan || - || https://twitter.com/WeeabooNinja || Active|| - || [https://youtu.be/Hvqjr3sKNu4?t=12818 Link]
|-
| HellMonkey || style="text-align:center;"| [[File:Baiken_normal_s.png|enter|90px]]
| USA - SoCal || - || - || Retired to Xrd|| Can FRC Youzansen || [https://youtu.be/yGVgUEJUa7I?t=4641 Link]
|-
| Maruken || style="text-align:center;"| [[File:Baiken_ex_h.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd|| Insane execution and strategic play || [https://youtu.be/vM0CisdK4_Y Link]
|-
| Kuni || style="text-align:center;"| [[File:Baiken_slash_p.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd|| - || [https://youtu.be/7QEjCXZCOCY Link]
|}


==[[Dustloop_Wiki:Roadmap/GGACR#Baiken|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Baiken}}
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview/SEO|summary=The sakura samurai fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]].}}
{{Navbar-GGACR}}
{{GGACR/Navigation}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Guilty Gear|Baiken]]
[[Category:Baiken]]

Revision as of 01:16, 4 February 2024

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.
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
5P (5F)
2K (5F)
Reversals
236236S (8F)

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

Pros
Cons
  • Free 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 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.
  • The Card of Death: BakuGGAC Baiken 412D.pngGuardMidStartup11Recovery20Advantage-3 and its followups can disable the opponent's buttons, take away their movement options, set up an unblockable, and grant full counter-hit combos.
  • 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.
  • Tiny Hurtbox: Baiken's short stature makes it difficult for many characters to land Instant Overheads, F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s, or air to ground conversions against her.
  • 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. Her corner juggle loops require precision and adjustment for specific situations and hurtboxes.
  • Low Defense and Dizzy Modifiers: Baiken has one of the lowest defense modifiers in the game, so she pays dearly for her mistakes. She is also easy to stun.

Unique Mechanics

Guard Cancel

Guard Cancel
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.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
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

Normal Moves

5P

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 8 5 6 +1
Total: 18

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.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 8 2 11 +1
Total: 20
  • Used often in combos as it chains to f.S, 2D, 5H, and can be jump cancelled.
  • This allows a 2D/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.S that hits.
  • On many standing characters, you can combo c.S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 6 8 0
Total: 22

Incredible normal. Has strong range and a great hitbox.

  • Strong poke due to the above, and as it can also be jump cancelled.
  • Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between 2S as well, for extended confirmation time.
  • Generally deferred to 2D for combo uses.
  • Similarly to c.S, f.S also combos to a low j.D on many standing hit boxes, which is key for extended range knockdowns/confirms.

Gatling Options: 2S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 9 1 24 -6
Total: 33

One of Baiken's higher damage moves due to its low GB- value.

  • Though 5H is not as good as 6H, it is a faster alternative.
  • Combos into Tatami on the ground and against a low airborne opponent.
  • From a 5H counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
  • Beware using 5H from neutral, because the move only actively hits for one frame and has a large recovery.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 27 2 26 -9
Total: 54

5D with enough range that it can be difficult to punish. Leads to full conversions, though needs an Impossible Dust for knockdown.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 20 5

6P

Damage Guard Startup Active Recovery On-Block Invuln
15, 25 Mid 8 6(2)4 9 -3 1~13F Above Knees
Total: 28

Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters.

  • Combos to Youzansen/6K/623P on the ground.
  • Can be used as an option select throw to catch backdashes.

Gatling Options: 6K, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3×2 8, 5 1, 2
  • 2nd hit on block is a level 1 attack

6K

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 12 9 6 +2 1~11F Throw
Total: 26
  • Almost always used to option select grab on the ground: 6K+H, due to Baiken's extremely poor grab range.
  • Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
  • Hitbox can be strong against low attacks when spaced well.

Gatling Options: 5H, 2H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4
  • Staggers on ground CH (max 35F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
56 Mid 15 8 28 -17
Total: 50

Baiken's highest damage normal, this move also has a very low GB-, making it great for combos.

  • Special AND jump cancelable (unlike 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.
  • Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from 5P.

Gatling Options: 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 7 0
Total: 15

Not very useful, doesn't count as a low.

  • Suprisingly, sometimes works as an anti air.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 5 6 -1
Total: 15

Baiken's fastest low attack with disjointed hitbox. Low commital poke.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 11 3 9 +2
Total: 22
  • Very good hitbox.
  • Can only combo into Tatami on CH or on crouching opponents.

Gatling Options: f.S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
18×3 Mid 15 4(2)6(2)2 8 +4
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
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 7×3 3
  • 1st and 2nd hits vacuum on hit or block, 3rd hit vacuums on air hit
  • Staggers for a max of 24F

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 9 13 -8
Total: 29

Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Youzansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami Gaeshi.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 8 10
Total: 22

Extremely fast air poke with good horizontal reach and speed.

  • Very poor GB-, use sparingly in combos.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 7 8 12
Total: 26

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 j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 8 7 19
Total: 33

Very generous hitbox, great for zoning in the air.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 15 Until landing 0
  • Favorable GB-, using this move as much as possible in combos is key.
  • Can also be good to use as a meaty.
  • Active for as many frames as it takes for Baiken to reach the ground.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.D

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 9 3 21+6 after landing
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!)
FRC Window Proration Guard Bar+ Guard Bar- Level
9~11F 90% 11 8 4
  • Blows back opponent on hit

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 40 pixels

A throw which can lead to a combo with good damage and a knockdown near the corner.

  • Tied with  Millia's ground throw for 2nd shortest range in the game.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6×2

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

An air throw which can yield a combo in the corner.

Baiken's air throw tosses the opponent in the direction opposite of the direction the player input the throw with.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 6 7(2)3 6 -4 1~17F All
18~20F Throw
Total: 22

Baiken has one of the best Dead Angles in the game, but it doesn't matter for much because she has both meterless guard cancels and BakuGGAC Baiken 412D.pngGuardMidStartup11Recovery20Advantage-3 to do DAA's job better. Its throw immunity gives it a certain niche, however.

Baiken's DAA is jump cancelable, which allows her to convert it into a combo with knockdown. The frame data is also very comfortable on block, making it exceptionally hard to punish when guarded.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Max 1 hit

Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 40 [20] All 15 24 9 -6
j.236K 40 [20] All 18 Until landing+16
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.


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.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K 23~26F 90% 0 7 3
j.236K 18~19F 90% 0 7 3

236K:

  • Values in [] are for late hit (After 6th active frame)
  • On CH untechable for 100F
  • Tatami disappears immediately if Baiken is hit

j.236K:

  • Values in [] are for late hit (After 6th active frame)
  • Tatami disappears immediately when Baiken is hit

Youzansen

j.623S

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 6 12 15+11 after landing -25 1~3F Strike
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.

For easier inputs, 923S also works. You may find it easier to do the 923 motion from blockstun. Moves with larger amounts of blockstun, like c.S or the aforementioned 2D are good normals to throw out before attempting this input.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
3~4F 8 7 3
  • Baiken is in CH state during move
  • Baiken is in crouching state during landing recovery
  • Fastest possible TK Youzansen has startup 9F

Youshijin

623P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 12 6 25 -17
Total: 42

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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 10 12 3
  • Untech time is 48F for 1st hitbox, 36F for 2nd and 3rd hitboxes

Suzuran

63214K

Damage Guard Startup Active Recovery On-Block Invuln
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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can cancel into Zakuro, Mawarikomi, Sakura, Ouren, Baku 10~29F or after guarding an attack

Kabari

41236H

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 20 11 15 +2
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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 14 3 4
  • Pulls opponent in on hit or block
  • Enters recovery on hit or block (Total 14F)
  • Hitting opponent during first two or last one active frame will cause recovery to be 15F
  • Can cancel into Tetsuzansen from 34~39F when whiffed, or 4~9F after hit or block
  • Staggers for a max of 33F

Tetsuzansen

41236H > S

Damage Guard Startup Active Recovery On-Block Invuln
36, 15 Mid 12 3(11)4 16 -17 1~5F All
6~11F Throw
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.

FRC Window Proration Guard Bar+ Guard Bar- Level
12~13F Forced 90%, Forced 80% 14×2 6, 10 4
  • Listed Frame Adv is when 2nd hit misses

Guard Cancels

Zakuro

While Guarding: 412P

Damage Guard Startup Active Recovery On-Block Invuln
0, 22×5, 16 All 9 1 32
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.

FRC Window Proration Guard Bar+ Guard Bar- Level
12~13F on hit Initial 75%, Forced 75% 3 8, 6×6 1
  • Baiken is in CH state 1~11F

Mawarikomi

While Guarding: 412K

Damage Guard Startup Active Recovery On-Block Invuln
Total 34 1~24F Strike
Total: 34

Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. you'll need to exercsise judgment since it doesn't actually have a hitbox.

FRC Window Proration Guard Bar+ Guard Bar- Level
21~23F
  • Can pass through opponent during move

Sakura

While Guarding: 412S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 10 1 34 -16 1~8F Above Knees
Total: 43

One of Baiken's most rewarding GCs.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
10~11F 20 15 5
  • Staggers for a max of 50F

Ouren

While Guarding: 412H

Damage Guard Startup Active Recovery On-Block Invuln
34 All 19~ 2 14+16 after landing -15 1~3F High Profile
14~26F Strike
Total: 44

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
4~6F 70% 14 6 4
  • Floats higher on CH (untechable for 70F)
  • Startup changes depending on distance from opponent
  • No attack if done too far (Total Recovery 52F)
  • Baiken is airborne 4F onwarrds
  • Auto Jump Install (if not done from Suzuran)

Force Breaks

Baku

While Guarding: 412D

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 11 2 20 -3 1~12F Strike
Total: 32

Your absolute best tool for getting out of pressure. Strike 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.

An important interaction to note regarding Baku is that due to originally being an Overdrive, Baku is capable of breaking through Potemkin's Hammerfall armor. Note however that when Counterhitting Potemkin out of Hammerfall, you're only as plus as you would be from a normal Baku hit, so you cannot use slower normals like 5H to combo off it.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Opponent's Burst is disabled on hit
  • Baiken is in CH state during move
  • Can cancel into followup attacks from 12F onwards

Baku: XXX

Baku > P or K or S

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 6+9 3 40 -24 1~42F Strike
Total: 57

Followup move to Baku which applies a flashing colored effect to the opponent based on which button you press.

P - Sakura
Removes their ability to dash, backdash, and jump while they are flashing blue. Forced prorate 50%.

K - Tsuki
All hits are forced Counter Hits while they are flashing yellow. Forced prorate 30%. Forced prorate of 75% on the first hit of any combo while opponent is flashing.

S - Tsuru
Removes their ability to block the next hit while they are flashing cyan. Effect disappears if Baiken is hit. Forced prorate 30%. Forced prorate of 50% on the next hit while opponent is flashing.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A P: Forced 50%
K/S: Forced 30%
20 6 5
  • Baiken is in CH state during move
  • Opponent's Burst is disabled on hit
  • Can cancel into followup attacks 25~36F on hit
  • P: Lasts 840F. Disables opponents jumping and dashing
  • K: Lasts 560F. First hit has Forced Proration 75% and all hits are CH
  • S: Lasts 360F, disappears if opponent gets hit. All of Baiken's moves become unblockable and have Forced Proration 50%

Baku Followups

Baku:XXX > X

Version Damage Guard Startup Active Recovery On-Block Invuln
412D > X > P 15 Mid 15 3 5 +9
412D > X > K 10×2 High/Air, Mid 18 3(6)3(7)5 8 +4
412D > X > S 20 Mid 15 1 14 +4
412D > X > H 24 High/Air 8 16 16 -13
412D > X > D 5×7 Mid 9 3(4)8 20 -7
Total: 22
Total: 49
Total: 29
Total: 39
Total: 43

The second follow-up to Baku, which doesn't cost extra Tension. 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
412D > X > P N/A 14 6 4
412D > X > K N/A 11, 14 6×2 4
412D > X > S N/A 20 6 5
412D > X > H N/A 15 6 5
412D > X > D N/A 10×7 7×7 3

412D > X > P:

  • Opponent's P button is disabled while they are flashing

412D > X > K:

  • Baiken is airborne 7~35F
  • Auto Jump Install
  • Max 2 hits
  • Opponent's K button is disabled while they are flashing

412D > X > S:

  • Dizzy modifier x0
  • Opponent's S button is disabled while they are flashing

412D > X > H:

  • Baiken is airborne from 8F onwards
  • Auto Jump Install
  • Opponent's H button is disabled while they are flashing

412D > X > D:

  • Opponent's D button is disabled while they are flashing

Triple Tatami Gaeshi

236D

Damage Guard Startup Active Recovery On-Block Invuln
30×3 All 14 16 Total 47 -3
Total: 47

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.

FRC Window Proration Guard Bar+ Guard Bar- Level
20~22F 90% 0 10×3 1
  • Untechable on CH for 100F
  • Baiken is in CH state 1~22F
  • 2nd Tatami appears on 19F, 3rd on 24F
  • Each Tatami is active for 6F
  • Frame Adv. is when the 3rd Tatami is blocked
  • Tatamis disappear if Baiken is hit

Overdrives

Tsurane Sanzu Watashi

236236S

Damage Guard Startup Active Recovery On-Block Invuln
60×3 Mid 7+1 6(9)5(11)2 22 -5 1~9F Strike
Total: 62

Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×3 6×3 5
  • Dizzy modifier per hit: 1st = x0, 2nd = x0.5, 3rd = x1.0

Instant Kill

Garyou Tensei

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+10 72 6 -10 1~12F Strike
Total: 94

Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 1
  • IK Mode activation: 84F
  • Active frames are cut short and enters recovery on block, animation: 19F

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.


Navigation

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