GGML/Baiken: Difference between revisions

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{{GGML_Move_Card
{{GGML_Move_Card
|input=5K
|input=5K
|description=Baiken's fastest low. Baiken does have an overhead so it could potentially be used for mixups, but otherwise it's a small button on a character filled with great pokes.
|description=Baiken's good low. She does have an overhead but it's difficult to use or threaten in pressure, this & its self gatling can help deter people from upbacking the moment you make them block. Other low normals launch, and thus don't infinite. In neutral, it's otherwise a small button on a character filled with great pokes.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=6P
|input=6P
|description=Two hitting punch. Can anti-air but it's not great at it. Maybe has other uses? Second hit whiffs on many crouching characters.
|description=Two hitting punch, not one of the good Missing Link {{clr|P|6P}}s. Hitbox doesn't serve any utility in neutral and anything you'd want to use it for in pressure or combos, {{clr|S|c.S}} does better. Second hit whiffs on many crouching characters, to top it off.
 
Second hit sprite's cool. At least Baiken's happy about this button.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2P
|input=2P
|description= One of Baiken's faster low buttons. Also fully disjointed for some reason even though it's just her hand.
|description= Slower than {{clr|P|5P}} if you want something safe and disjointed to mash but keeps your hurtbox in a slightly safer place. Even though the animation's just her hand, her entire arm is a disjoint and nothing past her face is hittable.
}}
}}



Revision as of 07:47, 24 September 2023

Overview

Baiken is one of the 3 unlockable boss characters in Missing Link, and holds the esteemed position of being the secret boss of the game. However, unlike an Akuma or Nightmare Geese, she's a very typical character, or at least typical in the context of Missing Link.

Baiken is more of a shoehorned, dry version of her later incarnations - her main notable areas are that she has a set of solid buttons which, while not blisteringlyGGML Sol Badguy fS.pngGuardMidStartup6Recovery24Advantage-7 fastGGML Baldhead 2S.pngGuardAllStartup5Recovery20Advantage-15, are typically fully disjointed, big, and can flexibly convert into an infinite. She also has the best version of air tatami she's ever had with no recovery and no limit to how many can be on screen, allowing her to make literal walls of tatamis. She's also able to occasionally timer scam & air stall with Youzansen indefinitely, though this is more of a gimmicky comedy option than a solid strategy against most characters.

While her neutral is solid, the holes in her kit where options are present in later games becomes apparent quickly. She lacks any effective means to mixup opponents, only having a very slow overhead which makes her minus (but unpunishable, due to jank) on hit, none of her moves besides super are air unblockable (and that option particular is minus on hit and simply unblockable in general), making it hard for her to mount a comeback. On top of that, characters with superior movement and neutral control, particularly the top 4, can give her a lot of issues. Still, Baiken can sit on a life lead well and control obnoxious amounts of space at her best.
Baiken
GGML Baiken Portrait.png
Defense
110%Raw Value: 11
Jump Startup
4f
Backdash
22f
Meter Gain Mod
110%Raw Value: 11
Charge Time
50f
Forward Walk Speed
100%Raw Value: 768
Backward Walk Speed
96%Raw Value: 563
Dizzy Resistance
100%Raw Value: 30
Fastest Attack
c.SGGML Baiken cS 1.pngGuardAllStartup4Recovery15Advantage-9 (4F)
Reversals
None

Baiken controls neutral with air tatamis and disjointed pokes along with a situational timer scam strategy.

Pros
Cons
  • Youzansen Stall: Baiken can stall off of the top of the screen using Youzansen, making it difficult for opponents to hit her if she has a life lead.
  • Disjointed Normals: Almost all of Baiken's normals are disjoints, making her harder to counter poke.
  • Air Tatami: Air Tatami is just as good at controlling space as it always is, only there's no limit to how many she can put on screen. This allows her to wall out opponents with ease.
  • Unblockable Super: While it has flaws, her super is completely unblockable, meaning if she's in a round ending position a block string into it has few counters.
  • Weak Anti-Air: While attacks like 2H are solid anti-airs, none are air unblockable, making it hard for her to deal with chicken blocking and air footsies. She also lacks the otherwise-universal air unblockable option of Dash Attack to even situationally threaten an airborne opponent.
  • Bad Comeback Potential: Baiken lacks tools to mix up the opponent, and with the aforementioned weak anti-air, its very hard for her to mount a comeback. Even her instant kill is terrible.
  • Backdash Vuln: Unlike other characters—whose backdashes are fully invulnerable—Baiken's backdash is not invulnerable.

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 All 6 4 9 -5 +2 none
Disjointed punch button. Not that fast and isn't a great poke either.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 7 3 14 -9 -2 none
Baiken's good low. She does have an overhead but it's difficult to use or threaten in pressure, this & its self gatling can help deter people from upbacking the moment you make them block. Other low normals launch, and thus don't infinite. In neutral, it's otherwise a small button on a character filled with great pokes.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13x2 All 4 8(4)4 15 -9 +2 none
Two-hitting sword strike. Your fastest normal, solid at being infinite filler & an abare tool but aside from that it's just a close slash.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 13 12 17 -19 -8 none
Long disjointed poke. Quite slow to the standard of Missing Link's insane footsie normals, but it'll convert into 5H into an infinite from most ranges just fine like the the rest of 'em.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All 16 8 18 -12 +1 none
Another big disjointed sword normal. Covers more space than f.S and it's active as she swings it over her head so it can anti-air, but it's very slow, so its usage in neutral can be high-commitment. Great for infinite conversions due to its high hitstun and long range.

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x2 All 8 4(8)13 0 -5 +2 none

Two hitting punch, not one of the good Missing Link 6Ps. Hitbox doesn't serve any utility in neutral and anything you'd want to use it for in pressure or combos, c.S does better. Second hit whiffs on many crouching characters, to top it off.

Second hit sprite's cool. At least Baiken's happy about this button.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 8 8 9 -10 -3 none
Slower than 5P if you want something safe and disjointed to mash but keeps your hurtbox in a slightly safer place. Even though the animation's just her hand, her entire arm is a disjoint and nothing past her face is hittable.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 10 4 21 -17 -11 none
Sweep that hits once despite appearances, has a passable hitbox for anti-airing but 2H should be pressed instead. Shouldn't be used too often because of the teching system and it's lack of disjoint.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 8 9 -9 +3 none
Very long but slow normal. Doesn't have as much vertical range as her other normals but it has a lot of horizontal range, even more than her f.S. For some reason the first few active frames aren't disjointed but the last couple are, but it's low enough where this doesn't matter that much. Useful for poking.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18x3 All 8 4,4(4)4 5 -2 +16 none
Multi-hitting disjointed anti-air. Has a big anti-air hitbox but unfortunately can be blocked in the air. Not as good as 5H for combos.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 6 8 9 none
Very solid jumping mash button. Decently fast, cancels into itself, fully disjointed, goes a surprising distance - longer than Sol's j.S. Frequently pressed after a blocked Youzansen to lock down opponents.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 8 5 none
Largely pointless aerial. Other options cover the same places but are bigger and safer.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 10 14 4 none
Big disjointed aerial. Her best landing aerial and will generally beat or clash with anti-airs excluding IKs.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 4 8 15 none
Large, super fast disjointed horizontal slash in the air. Good for claiming air space at your height level (rising, falling, or even during an airdash), solid jump-in but it's not insanely active and the blistering startup forces you to use it quite late. Can crossup most of the cast, though rarely does this lead to anything and it's a bit difficult to do intentionally.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14,5 All,Low 7 15 7 -6 +24 Full 25~28

Despite how the move looks, it's very fast and the first hitbox comes out before the ball appears.

For some reason, the projectile is a low?

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A -17 none
Not a great throw. Launches the opponent forwards and upwards. One of the few throws that carries run momentum so you can get an angle that keeps the opponent in your face. However, since it's heavily minus on hit, this will likely get you punished, and it's possible to be punished even on the regular hit.

Instant Kill

Single Stroke Battle

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL Low 16 8 7 N/A N/A none

Worst IK in the game.

Baiken's IK is slow, small, and does not have the usual upper body invulnerabilty of an IK. Technically Baiken's IK hits low, but it does not matter because IKs trigger Sakkai state both on hit and on block. Occupying approximately the same space as your 5K, it's tiny to a point where it hits a mere few pixels in front of Baiken's foot during her idle pose.

Specials

Tatami Gaeshi

236K
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Tatami Gaeshi 1,14,5 All 12 -32 [-10] -33 [-2] none
Tatami Gaeshi Level 2 All 12 -38 [-31] -7 none
Tatami Gaeshi Level 3 All 47 -38 [-36] -11 none

Ground tatami is a pseudo-projectile which is a rarely used but long poke with picky hitboxes. All versions have a deadzone between Baiken's pushbox and her foot when it makes contact with the ground.

Higher levels of Tatami control unnecessary amounts of screen space, with each making an additional Tatami at the end of the previous' ones max hitbox length. Level 2 reaches fullscreen against the entire cast with the same speed as level 1; while not an excellent counterzoning option since Baiken still steps forward enough to put her face into a hitbox, the threat of it is respectable.

Level 3 is four times as slow as the previous two versions and adds an additional tatami mat which will almost certainly go outside of the maximum screen length, making it a largely worse version than either of the previous two, avoid charging enough to get to level 3 when possible. At fullscreen distance, the 2nd and 3rd mat will combo into eachother for slightly increased damage if someone's willing to sit there and watch you charge THEN press 236K, but don't bother.


Air Tatami is a significantly more useful version of ground Tatami, as it falls all the way to the ground as usual while also allowing air actions from Baiken as soon as its short duration is done. Walls of Tatamis can be made with relative ease and they occupy a great amount of screen space while carrying little to no risk in most matchups.

Level 3 Tatami Gaeshi can only be used in the air after a superjump or Dust launch since it's so horribly slow, but it's still terrible. Ignoring that it's strictly worse than level 2, the extra range of even the second tatami mat will often go to waste since your opponent probably just ran under you. You lose your charge level as soon as it's input, though, so cancelling this with landing recovery is actually its best use; getting you out of level 3.

  • Standard advantage is for the kick portion of the attack
  • Advantage in [brackets] is for the mat portion of the attack

Youzansen

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 10 4,16 0 +4 -5 none
Doesn't hit overhead but can be executed on the ground. Useless in combos due to it having very short range and a launch but thankfully its calling lies in pressure and stalling. The move recovers incredibly quickly, and with all air options available after, it's possible to continue your pressure from it with j.P into an air string into a ground string, although this is weak to guard cancels. Thanks to this fast recovery, it's also possible to execute another Youzansen almost immediately to gain more height. This can be repeated ad infinitum for air stall & timer scams, but most characters in the cast can reach her and hit her out of this (typically with SJ > some rising or high-up attack in the air).

Kamaitachi

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9,10 Overhead 23 54 20 -14 -44 none
Near full screen hit grab. Does decent damage on hit and is an overhead for some reason so you can mix a little with it. Mostly to call out opponents at fullscreen, but due to the aerial nature of the game it's not the most useful. Launches on hit, this is fully safe as Baiken is invulnerable until she's actionable again if Kamaitachi hits but it means no continued pressure and you usually have to block if the opponent air techs -> IADs towards you.

Supers

Tsurane Sanzu Watari

2363214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22x3 Unblockable 6 3(17)3(17)6 18 N/A -8 none

Baiken's typical three slash super, except it has some issues in this game. The fact it's unblockable may sound appealing and combined with it's fast startup, this can be effective for finishing off opponents. However, it has a major weakness in that the hits don't combo into each other. While this may not immediately sound like a problem, this means opponents can backdash away or do an invincible reversal to hit Baiken out of it. This still means the first hit is effective and it does fine enough damage, but it's not normally worth getting punished. In the corner against characters without invincible reversals, they will still get hit by the third hit even if they backdash generally, so if you somehow get an opponent in the corner then it's a good use for it.

  • Leaves opponents standing on hit.

Colors

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To edit frame data, edit values in GGML/Baiken/Data.
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