Difference between revisions of "GGST/Baiken"

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(→‎Youzansen: Adjust wording to avoid suggesting 2K is jump cancellable.)
 
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======<span style="visibility:hidden;font-size:0">Overview</span>======
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
 
{{Overview
 
{{Overview
| overview = Baiken comes out January 28th for Season Pass Holders, and can be purchased individually on January 31st.
+
| overview = Baiken is a versatile, aggressive samurai wielding a deadly blade that allows her to switch seamlessly between oppressive mid-range pokes and terrifying close-range mix-ups. The Unfaltering Samurai has returned, as formidable as ever. 
| summary =, classified as a ''Balance'' character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
+
 
 +
Baiken’s varied and well-balanced kit makes her effective at a variety of ranges. She has no shortage of excellent mid ranged pokes, allowing her to bully opponents from afar. Up close, her {{keyword|TK}} [[{{PAGENAME}}#Youzansen|Youzansen]] and wide range of {{keyword|frame trap}}s give her plenty of mix-up options, and her combos are massively rewarding. Her [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe endings to her blockstrings on the ground; in the air, it provides excellent space control and allows for easy safe jump setups after  after most knockdowns.
 +
 
 +
Her defense is entirely unique, matched by no one else in the game. Her parry, [[{{PAGENAME}}#Hiiragi|Hiiragi]], has a tight timing window and cannot deflect projectiles or throws, but comes out on frame 1, allowing Baiken to punish strikes heavily. The opponent must alter their timing constantly to lessen this risk - but by the same token, if Baiken becomes predictable in her parry attempts, she is ripe for punishment.
 +
 
 +
Further emphasising her high-risk, high-reward nature is her unique tether mechanic. She can attach herself to her opponent with a rope by landing a ground throw or {{prompt|GGST|S|18px}} [[{{PAGENAME}}#Kabari|Kabari]]. Tethered combatants are pulled towards one another constantly, bouncing in if they dash away from their partner, or if they get knocked away. This allows Baiken to convert off of her pokes at long range into explosively damaging combos, but if her foe catches her, she will pay the price.
 +
 
 +
As versatile as she is, the true strength of her sword only shows when she is willing to take risks - by optimising the use of her tether and parrying when her opponent is least expecting it. Show courage, and fight in a calculated manner. Baiken can be as aggressive as she needs to be, and it is up to you to determine what risks are worth taking.
 +
 
 +
Boasting excellent space control tools and plenty of tricks for both offense and defense, Baiken is armed with everything she needs. The target of her ire will pay for their wickedness.
 +
 
 +
| lore = A swordswoman of Japanese descent.
 +
She gets heated easily and is quick to start a fight. She's the type to jump to action before thinking things through.
 +
She sticks to her principles, and doesn't back down from a disagreement until it's settled.
 +
However, she can still acknowledge when the other party is in the right.
 +
 
 +
Her right arm has an attached concealed weapon as well as an artificial arm modified for offense.
 +
She has sworn to take revenge on That Man after suffering a serious wound and losing her friends and family in the Crusades.
 +
| summary = , classified as a ''Balance'' character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
 
| pros =  
 
| pros =  
*'''Midrange:''' Baiken excels at taking screen space and forcing respect. Both of her grounded {{clr|4|HS}} buttons are disjointed and can stop forward approaches. Hiiragi keeps people wary at close range and Kabari pulls them back in if they try to walk out of her poking range.  
+
*'''Midrange Control:''' Baiken excels at taking screen space and forcing respect. She has a large array of pokes with fantastic range that she can use to bully her opponent back towards the corner, and can threaten most characters at ranges that they cannot easily match.
*'''Strong and Simple Oki:''' Tatami forces people to block on wakeup and can be used to set up all kinds of pressure, especially if she has meter. Her infamous TK Yousanzen is an instant overhead that can be RC'd to make it safe on block or combo on hit, complementing her already strong strike/throw mixups.
+
*'''High Pressure:''' Once she closes the distance, Baiken's close-range offense is very powerful. She boasts a dizzying array of frame traps that make her strike-throw game very strong, and her infamous {{keyword|Tiger Knee}} [[{{PAGENAME}}#Youzansen|Youzansen]] forces the opponent to respect the option of a surprise instant overhead - especially when she has meter.
*'''Tether:''' Applied with either her throw or the {{clr|3|S}} variant of Kabari, the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
+
*'''Easy Safejumps:''' Baiken's {{clr|4|j.H}} and aerial [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] make safejumps incredibly simple. Whether following up on a throw or a combo, Baiken makes it incredibly difficult for her opponent to escape, allowing her to continue her pressure.
*'''Defense:''' A parry active from frame 1, Hiiragi is a powerful defensive tool that allows Baiken to callout gapped/predictable pressure in ways most characters cannot.
+
*'''Tether:''' Applied with either her ground throw or {{clr|3|S}} [[{{PAGENAME}}#Kabari|Kabari]], the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
 +
*'''Powerful Defense:''' [[{{PAGENAME}}#Hiiragi|Hiiragi]] is a defensive parry, active from frame 1, that allows Baiken to call out {{keyword|frame trap}}s or predictable pressure in ways most characters cannot.
 
| cons =  
 
| cons =  
*'''Limited Midscreen Confirms:''' Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as Tatami has limited range and Kabari is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides.
+
*'''Limited Midscreen Confirms:''' Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] has limited range and [[{{PAGENAME}}#Kabari|Kabari]] is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides.
*'''Risky Specials:''' As well as Tether, Hiiragi and Youzansen are both important to her overall gameplay yet immensely punishable if the opponent is expecting them.  
+
*'''Meter Hungry:''' Baiken's [[{{PAGENAME}}#Hiiragi|Hiiragi]] and [[{{PAGENAME}}#Youzansen|Youzansen]] are both very powerful, but also very high-risk. They leave her extremely vulnerable if they fail, demanding that she spend her Tension defensively to keep herself safe. She also depends on Roman Cancel to capitalize off of her instant overhead in many situations. Without Tension to spend, Baiken has to gamble with high stakes much more frequently, and her mix-up game is substantially less threatening.
*'''Tether:''' Baiken's tethering forces her to stay glued to opponents until it breaks, leading to unique damage/routes against Baiken should she make a mistake or apply it recklessly. It also does not go away if the opponent bursts, leaving Baiken close instead of fullscreen.
+
*'''Limited Anti-Airs:''' Baiken's normals don't reach high into the air, leaving the universal {{clr|1|6P}} as her only consistent grounded option to stop opponents approaching from above. Her {{clr|5|j.D}} and other aerial buttons can force the opponent to respect her airspace, but require much more in the way of committment.
 
| difficulty_rating = 3
 
| difficulty_rating = 3
 
| official_difficulty = yes
 
| official_difficulty = yes
 
| unique_mechanic1_name = Tether
 
| unique_mechanic1_name = Tether
| unique_mechanic1 = After landing a grab or S Kabari, the opponent is connected to Baiken via a rope. Should either opponent move a certain proximity away from the other, the rope will repel them back toward their respective opponent.
+
| unique_mechanic1 = After landing a ground throw or {{clr|3|S}} [[{{PAGENAME}}#Kabari|Kabari]], the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically.
  
 +
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed).
  
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge you forward, whereas air dashing backward will swing you directly toward the opponent full speed).  
+
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[GGST/Baiken/Strategy#Tether|the Strategy page]].''
 
}}
 
}}
  
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Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_5P.png|
+
GGST_Baiken_5P.png| Anti-air? You're probably looking for {{clr|1|6P}}
 
</gallery>
 
</gallery>
 
|-|
 
|-|
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Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P.
 
Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P.
  
Particularly noteworthy for a 5P as it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with heavy low profile (i.e Sol's vortex). Combos naturally into {{clr|1|6P}} or {{clr|2|6K}} > Tatami, allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.
+
Particularly noteworthy for a 5P as its low hitbox means that it hits crouching opponents (including Faust's crouch-walk). It still loses to attacks with extremely low profiles (i.e Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}), though, and this same low hitbox makes it ineffective as the emergency anti-air option that other characters might be able to use their {{clr|1|5P}} to fulfill.  
 +
 
 +
Combos naturally into {{clr|1|6P}} or {{clr|2|6K}} > [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]], allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
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==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
*Jump Cancellable
+
* Jump cancellable on hit or on block.
*Moves Baiken forward
+
* Leads to a mixup with TK [[{{PAGENAME}}#Youzansen|Youzansen]]/{{clr|5|2D}}.
*Placeholder.
+
* Moves Baiken forwards.
 +
Fairly strong {{clr|2|5K}} that leads to solid reward. Baiken can frame trap afterwards with her {{clr|2|6K}} or go for a high/low mixup.
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|}
 
|}
 
==== ====
 
==== ====
* Jump cancelable on block.
+
* Jump cancelable on hit or on block.
* Leads to a mixup with TK Youzansen/{{clr|5|2D}}.
+
* Leads to a mixup with TK [[{{PAGENAME}}#Youzansen|Youzansen]]/{{clr|5|2D}}.
 +
* Ground bounces on air hit.
 +
* {{clr|3|c.S}} > {{clr|4|6H}} has a 4-frame gap.
 +
* {{clr|3|c.S}} > {{clr|4|2H}} has a 1-frame gap.
 +
Baiken's main pressure tool outside {{clr|2|5K}}. {{clr|3|c.S}} is -2 but leaves Baiken just outside most character's throw range, letting her {{clr|3|c.S}} again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of {{clr|3|c.S}} thanks to [[{{PAGENAME}}#Youzansen|TK Youzansen]]. {{clr|5|2D}} and {{clr|4|2H}} provide the low threat, and both the low and the high lead to a combo with meter. Clever opponents will block high after {{clr|3|c.S}} seeing Baiken with 50 Tension, allowing her to hit them with a low instead.
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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==== ====
 
==== ====
 
* Fairly standard poke.  
 
* Fairly standard poke.  
Appears similar to Anji's {{clr|3|f.S}}. Lacks the disjointed hitboxes of {{clr|4|5H}}/{{clr|4|6H}} or the ranges of {{clr|3|2S}}/{{clr|4|2H}}, but low recovery make this safer to whiff than some of those alternatives.  
+
Very potent and quick {{clr|3|f.S}} useful for poking, but does not naturally combo into {{clr|4|2H}} except on Counter Hit and crouching hit. Lacks the disjointed hitboxes of {{clr|4|5H}}/{{clr|4|6H}} or the ranges of {{clr|3|2S}}/{{clr|4|2H}}, but low recovery and much faster startup make this safer to whiff than some of those alternatives.
 +
 
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
 
</div>
 
</div>
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Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_5D.png
+
GGST_Baiken_5D.png| For when you just can't do TK [[{{PAGENAME}}#Youzansen|Youzansen]]
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_5D_Hitbox.png
+
GGST_Baiken_5D_Hitbox.png| No, the hitbox is not better either
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
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* Causes 80% proration on-hit
 
* Causes 80% proration on-hit
  
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker youzansen exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from 2K.  
+
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker [[{{PAGENAME}}#Youzansen|Youzansen]] exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from {{clr|2|2K}}.  
 
----
 
----
 
;Charged Dust
 
;Charged Dust
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** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
 
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
 
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
 
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
 +
* Baiken's strongest meterless ender for Wall Break.
  
 
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential.
 
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential.
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</div>
 
</div>
  
===<big>{{clr|1|6P}}</big>===
+
===<big>{{clr|1|2P}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 257: Line 286:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6P.png|
+
GGST_Baiken_2P.png| Did you input [[{{PAGENAME}}#Hiiragi|Hiiragi]] too fast?
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6P_Hitbox.png|
+
GGST_Baiken_2P_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
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{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="6P"
+
|where=chara="Baiken" and input="2P"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
* Baiken's main anti-air.
+
<!--Insert text below the =s and above the 2 /divs-->
{{clr|1|6P}} is a true blockstring from any {{clr|1|P}} or {{clr|2|K}} normals, giving her a gapless option along with a frame trap option in {{clr|2|6K}}. {{clr|1|6P}} is also a decent anti-air and counterpoke, but it's range leaves a little to be desired. {{clr|4|HS}} Kabari makes for a reliable anti-air followup on hit or block
+
* 6-frame startup, loses to throw attempts.
 +
Slower than her {{clr|1|5P}} and comes with a restrictive gatling window. Not great but it works in a pinch and combos into {{clr|2|6K}}.
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|2|6K}}</big>===
+
===<big>{{clr|2|2K}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 288: Line 318:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6K.png|
+
GGST_Baiken_2K.png| Finally, ground-based footsies
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6K_Hitbox.png|
+
GGST_Baiken_2K_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
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{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="6K"
+
|where=chara="Baiken" and input="2K"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
* Combo filler and frame trap.
+
*A fast low attack.
Always has a 2-frame gap if chained from a {{clr|1|P}} or {{clr|2|K}} normals. On counterhit, {{clr|2|6K}} can be linked into {{clr|3|c.S}} or {{clr|3|f.S}} for a high-damage pickup.
+
*Despite being a {{clr|2|2K}}, Baiken's hurtbox remains relatively high.
 +
Confirm into {{clr|5|2D}} for a decent reward on hit. {{clr|1|5P}} is so stubby that if you're trying to poke an opponent who's pressure left them further away, this will be one of your main options.
 +
<!--Insert text below the =s and above the 2 /divs-->
 +
 
 +
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|4|6H}}</big>===
+
===<big>{{clr|3|2S}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
 
<tabber>
 
<tabber>
Images=
+
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6H.png|
+
GGST_Baiken_2S.png| Farther than you'd think
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_6H_1_hitbox.png|
+
GGST_Baiken_2S_hitbox.png
GGST_Baiken_6H_2_hitbox.png|
 
GGST_Baiken_6H_3_hitbox.png|
 
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 336: Line 368:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="6H"
+
|where=chara="Baiken" and input="2S"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
<!--Insert text below the =s and above the 2 /divs-->
+
*Far poke that trades semi-often.
* 4-frame gap when immediately canceled from {{clr|3|c.S}}
+
Cancel into {{clr|4|2H}} on a closer connect for a confirm or [[{{PAGENAME}}#Kabari|Kabari]] to stay safe otherwise. Try not to whiff, since it has decently long recovery.
* Ground bounces on counterhit.
+
 
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options.
+
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|1|2P}}</big>===
+
===<big>{{clr|4|2H}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 354: Line 386:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2P.png| Brofist
+
GGST_Baiken_2H.png|
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2P_Hitbox.png|
+
GGST_Baiken_2H_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 369: Line 401:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="2P"
+
|where=chara="Baiken" and input="2H"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
<!--Insert text below the =s and above the 2 /divs-->
+
* Advancing, low poke with huge hitbox and long recovery.
*Placeholder.
+
 
 +
An absolutely massive swipe along the ground that also sees Baiken advancing forward. A useful, if risky, long-range poke, as it catches jump startup from her longer pokes and launches on hit for an easy confirm into {{prompt|GGST|H}} [[{{PAGENAME}}#Kabari|Kabari]]. Also serves as an easy and rewarding {{keyword|frame trap}} from {{clr|3|c.S}}, and thus forms an integral part of Baiken's mix-up game at close range. Don't whiff this, as its long recovery makes it very easy to punish.
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|2|2K}}</big>===
+
===<big>{{clr|5|2D}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 385: Line 418:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2K.png|
+
GGST_Baiken_2D_1.png|
 +
GGST_Baiken_2D_2.png|
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2K_Hitbox.png|
+
GGST_Baiken_2D_1_Hitbox.png|
 +
GGST_Baiken_2D_2_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 400: Line 435:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="2K"
+
|where=chara="Baiken" and input="2D"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
 
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
 
+
* Two-hit sweep, both hits are lows.
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
+
Combos into [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] at all but its maximum range. Forms the low complement to [[{{PAGENAME}}#Youzansen|Youzansen]], as both of them can be canceled into from {{clr|2|5K}} and {{clr|3|c.S}}, giving Baiken a powerful high-low mix that can also {{keyword|frame trap}} the opponent if desired.
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|3|2S}}</big>===
+
===<big>{{clr|1|6P}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 418: Line 452:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2S.png
+
GGST_Baiken_6P.png|
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2S_hitbox.png
+
GGST_Baiken_6P_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 433: Line 467:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="2S"
+
|where=chara="Baiken" and input="6P"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
+
* Baiken's main anti-air.
 
+
{{clr|1|6P}} is a true blockstring from any {{clr|1|P}} or {{clr|2|K}} normals, giving her a gapless option along with a frame trap option in {{clr|2|6K}}. {{clr|1|6P}} is also a decent anti-air and counterpoke, but its range leaves a little to be desired. {{clr|4|HS}} [[{{PAGENAME}}#Kabari|Kabari]] is a reliable anti-air followup on hit or block, or use [[{{PAGENAME}}#Kenjyu|Kenjyu]]to cash out Tension for damage.
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
 
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|4|2H}}</big>===
+
===<big>{{clr|2|6K}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
Line 450: Line 483:
 
Images =  
 
Images =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2H.png|
+
GGST_Baiken_6K.png|
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2H_Hitbox.png|
+
GGST_Baiken_6K_Hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 465: Line 498:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="2H"
+
|where=chara="Baiken" and input="6K"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
* Advancing, low poke.
+
* Combo filler and frame trap.
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this.
+
* Can be up to +3 if spaced properly/hits meaty enough
 +
* Always has a 2-frame gap if chained from {{clr|1|P}} or {{clr|2|K}} normals.
 +
On counterhit, {{clr|2|6K}} can be linked into {{clr|3|c.S}} or {{clr|3|f.S}} for a high-damage pickup. On normal hit, can combo into {{clr|2|236K}} at close range, but at far ranges against certain characters (such as after {{clr|1|2P}} > {{clr|1|2P}} > {{clr|2|6K}}), she must instead frame trap the opponent with {{clr|4|41236H}}.
 
</div>
 
</div>
 
</div>
 
</div>
  
===<big>{{clr|5|2D}}</big>===
+
===<big>{{clr|4|6H}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
 
<div class="attack-gallery">
 
<div class="attack-gallery">
 
<tabber>
 
<tabber>
Images =  
+
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2D_1.png|
+
GGST_Baiken_6H.png| {{clr|5|5[D]}} wishes it could save frames like this
GGST_Baiken_2D_2.png|
 
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_2D_1_Hitbox.png|
+
GGST_Baiken_6H_1_hitbox.png|
GGST_Baiken_2D_2_Hitbox.png|
+
GGST_Baiken_6H_2_hitbox.png|
 +
GGST_Baiken_6H_3_hitbox.png|
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 498: Line 533:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="2D"
+
|where=chara="Baiken" and input="6H"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
Line 504: Line 539:
 
==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
* Two-hit sweep, both hits are lows.
+
* Ground bounces opponents closer than {{clr|4|5H}} on air hit.
Combos into Tatami anywhere and is the low complement to Youzansen.
+
* Ground bounces on counterhit.
 +
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. Does great damage, making it a good attack to break the wall with if other options aren't available.
 
</div>
 
</div>
 
</div>
 
</div>
 +
  
 
===<big>{{clr|1|j.P}}</big>===
 
===<big>{{clr|1|j.P}}</big>===
Line 535: Line 572:
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
+
*A fairly standard air button.
 +
If you're too close to your opponent for {{clr|5|j.D}} or {{clr|3|j.S}}, this is your go-to air-to-air.
 +
 
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}
 
</div>
 
</div>
Line 566: Line 605:
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
+
*Hits at a relatively high angle.
 +
Niche but still useful rising air-to-air, as it's at just the right angle to hit other jump-ins. Because of Baiken's short reach on her {{clr|1|6P}}, {{clr|2|j.K}} can be sometimes be used as a preemptive anti-air. Very useful at catching opponents right above Baiken as {{clr|2|j.K}} leads into [[{{PAGENAME}}#Youzansen|Youzansen]] which can lead into a combo.  Has utility in Homing Jump combos. {{clr|5|j.D}} gives you wall-bounce payoff whenever this does land.
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
Line 578: Line 618:
 
Images=
 
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_jS.png|
+
GGST_Baiken_jS.png| One of the best air buttons in the game
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 599: Line 639:
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
+
* Very effective air poke.
 +
* Leads to massive reward on hit
 +
 
 +
One of Baiken's best air options. The chain comes out very fast and covers a good angle below her, making it easy to approach from the air. Don't use this too much as it is not a disjoint, making it very easy to {{clr|1|6P}}. On hit and counter hit it leads to a very strong combo with large corner carry. Can be made safe as a jump-in tool when cancelling into delayed [[{{PAGENAME}}#Youzansen|Youzansen]] that acts as a frame trap and leaves Baiken slightly plus after landing.
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
Line 634: Line 677:
 
==== ====
 
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
 
<!--Insert text below the =s and above the 2 /divs-->
*Placeholder.
+
*Good for a deep jump-in.
 +
Where {{clr|3|j.S}} over-shoots, this usually connects. Recovery is also much more forgiving than their other air normals, meaning that fishing for a {{clr|4|j.H}} CH can be rewarding.  
  
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
 
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
Line 646: Line 690:
 
Images=
 
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_jD.png|
+
GGST_Baiken_jD.png| Baiken got the optimal dustloops in this game too
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 668: Line 712:
 
* Freezes Baiken's momentum.
 
* Freezes Baiken's momentum.
 
* Wallbounces on hit.
 
* Wallbounces on hit.
 +
* Key compoment in her corner combo game
  
A slightly disjointed hitbox, pushback, range close to Ram's j.S, and CH reward make this a strong improv anti-air/air-to-air option.
+
A slightly disjointed hitbox, pushback, range close to Ram's j.S, and CH reward make this a strong improv anti-air/air-to-air option. Thanks to its pushback it can be very safe to throw out in neutral as a poke or as an attempt at catching opponents trying to jump away from the corner. Because of its wallbounce {{clr|5|j.D}} is a fantastic corner combo tool that leads to great damage.
 
</div>
 
</div>
 
</div>
 
</div>
Line 695: Line 740:
 
==== ====
 
==== ====
 
* Tethers opponent to Baiken.
 
* Tethers opponent to Baiken.
* Tether effect gets stronger with more distance.
+
 
* Tether can "pull" Baiken out of her backdash or other airborne states.
+
A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]]. {{keyword|TK}}ing the Tatami will even allow Baiken to {{keyword|crossup}} during her safejump.  
Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use {{clr|5|4[D]}} or {{clr|5|6[D]}} in matchups where you do not want your opponent close to you (like Potemkin). Using the tether, she can take advantage of how her backdash leaves her airborne and go for crossups, as well as setting up an easy meaty Tatami with IAD back {{clr|2|236K}}.
+
 
 +
The combined threat of the tether, the safejumps, and the potential crossup make Baiken's throw very threatening, greatly enhancing the power of her strike-throw game. In certain matchups where Baiken does not want to be kept close to the opponent, {{clr|5|[4]D}} or {{clr|5|[6]D}} may still be preferable to allow her to maintain space.
 +
 
 +
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[GGST/Baiken/Strategy#Tether|the Strategy page]].''
 
</div>
 
</div>
 
</div>
 
</div>
Line 715: Line 763:
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and input="6D or 4D"
+
|where=chara="Baiken" and input="6[D] or 4[D]"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
}}
 
}}
Line 749: Line 797:
 
|}
 
|}
 
==== ====
 
==== ====
*Placeholder.
+
* Can throw the opponent either forward or backwards.
 +
* Hard knockdown on hit.
 +
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
 +
Baiken wraps up the opponent with a rope. A good way to try and catch opponents that are {{Keyword|Chicken Block}}ing your pressure.  
 
</div>
 
</div>
 
</div>
 
</div>
Line 767: Line 818:
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Baiken_236K_1_hitbox.png|
 
GGST_Baiken_236K_1_hitbox.png|
GGST_Baiken_236K_2_hitbox.png|
+
GGST_Baiken_236K_2_hitbox.png| This vertical hitbox (also present above) will null non-Overdrive projectiles
 
GGST_Baiken_236K_3_hitbox.png|
 
GGST_Baiken_236K_3_hitbox.png|
 
GGST_Baiken_236K_4_hitbox.png|
 
GGST_Baiken_236K_4_hitbox.png|
Line 791: Line 842:
 
;Ground Tatami
 
;Ground Tatami
 
* Physical hit in front of Baiken that launches opponents.
 
* Physical hit in front of Baiken that launches opponents.
This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and combos into {{clr|4|6H}} after for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late.
+
* Deletes enemy projectiles on contact (air version does not)
 +
This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and combos into {{clr|4|6H}} on counter hit for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late. From frames 15 to 30, Tatami Gaeshi will nullify opposing projectiles (excluding Overdrives).
 
----
 
----
 
;Air Tatami
 
;Air Tatami
 
* Spawns a projectile.
 
* Spawns a projectile.
 
* Tatami mat is active until it lands.
 
* Tatami mat is active until it lands.
IAD Tatami (or Kire Tatami) is an excellent approach tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H Kabari's Follow-Up can lead to a meaty Tatami wit 866{{clr|2|j.236K}}.
+
{{keyword|IAD}} Tatami is a powerful approach and okizeme tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H [[{{PAGENAME}}#Kabari|Kabari]]'s Follow-Up can lead to a meaty Tatami with 866{{clr|2|j.236K}}.
 
</div>
 
</div>
 
</div>
 
</div>
Line 826: Line 878:
 
{{FrameDataHeader-GGST|version=yes}}
 
{{FrameDataHeader-GGST|version=yes}}
 
|-
 
|-
 +
{{AttackVersion|name=41236S}}
 +
{{#cargo_query:tables=MoveData_GGST
 +
|fields=damage,guard,startup,active,recovery,onBlock,invuln
 +
|where=chara="{{SUBPAGENAME}}" and input="41236S"
 +
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 +
}}
 +
|-
 +
{{AttackVersion|name=41236H}}
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and (input="41236S")
+
|where=chara="{{SUBPAGENAME}}" and input="41236H"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
|}
 
==== ====
 
* Both versions of Kabari cause a vacuum effect on the opponent on hit and block
 
* Tethers opponent to Baiken temporarily on hit or block.
 
Usually can only be comboed into with a counterhit. Used to set up tether loops or as a combo ender to mix the opponent on oki.
 
</div>
 
<div class="attack-info">
 
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST|version=yes}}
 
 
|-
 
|-
 +
{{AttackVersion|name=41236H~H}}
 
{{#cargo_query:tables=MoveData_GGST
 
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
+
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and (input="41236H" or input="41236H~H" or input="41236H~[H]")
+
|where=chara="{{SUBPAGENAME}}" and input="41236H~H"
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
 
 
}}
 
}}
 
|}
 
|}
 
==== ====
 
==== ====
* Causes a vacuum effect on the opponent on hit and block
+
;{{clr|3|41236S}}
* Pressing {{Prompt|GGST|H}} again after Kabari performs a follow-up slash that can be charged to delay the slash
+
* Slow startup, but excellent range.
 +
* Tethers the opponent and pulls them towards Baiken on both hit and block.
 +
* If the opponent is not already tethered, can only be comboed into on counter-hit.
 +
* If the opponent is already tethered, this can be used in place of its {{prompt|GGST|H}} counterpart as a combo ender to re-apply the tether.
 +
 
 +
On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +3 frame advantage. On block, the opponent will be pulled approximately half of the move's maximum distance towards Baiken, and both characters will be left at +0 frame advantage.
 +
 
 +
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[GGST/Baiken/Strategy#Tether|the Strategy page]].''
 +
</div>
 +
<div class="attack-info">
 +
----
 +
;{{clr|4|41236H}}
 +
* Pulls the opponent towards Baiken on hit and block.
 +
* Pressing {{Prompt|GGST|H}} again after {{clr|4|H}} Kabari performs a follow-up slash that can be charged to delay the slash.
 
* The charged follow-up can pass through the opponent while traveling.
 
* The charged follow-up can pass through the opponent while traveling.
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire Tatami.
+
* Instant Blocking {{clr|4|41236H}} will remove the vacuum effect.
 +
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a {{keyword|meaty}} Kire [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]].
 +
 
 +
First hit can be used as a safe ender for blockstrings. Second hit can be thrown or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's Resshou and Ramlethal's Erarlumo to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration.
 +
 
 +
The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. Deceptively safe however, as without Instant Block, only Chipp {{clr|1|5P}} can punish it once blocked. Hiiragi is extremely good at catching people who try to punish this, and once conditioned can allow Baiken to initiate her midscreen pressure effectively. Like everything Baiken does, Kabari>Hiiragi is a high-risk, high reward string; on success, you either tear off a chunk of life from a successful parry and/or restart your pressure, and on failure you get blown up.  
 
</div>
 
</div>
 
</div>
 
</div>
Line 864: Line 932:
 
Images=
 
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_j236S.png|
+
GGST_Baiken_j236S.png| By the time you've see this enough to be sick of it, one of you is dead
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 889: Line 957:
 
|}
 
|}
 
==== ====
 
==== ====
* Hits overhead, very fast if TK'd ({{clr|3|2369S}})
+
* Hits overhead, very fast if TK'd.
Baiken's main high mixup option if TK'd and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly negative on block. It can only be comboed off of with meter, but it will be +2 on hit. If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block.
+
* Different Tiger Knee (TK) methods will merit different frame data, the infobox refers to {{clr|3|2369S}}.
 +
 
 +
Baiken's main high mixup option if {{keyword|Tiger Knee}}'d and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly unsafe on block.  
 +
 
 +
TK Youzansen naturally {{keyword|frame trap}}s from {{clr|2|5K}}. From {{clr|3|c.S}}, it is naturally a true blockstring, but can still be delayed to act as a frame trap. If it counter-hits the opponent (usually from the frame trap option), Baiken can follow up with a combo. It remains incredibly unsafe if the opponent blocks, but combined with {{clr|5|2D}}, the threat of an instant overhead from Youzansen becomes a central part of Baiken's pressure.
 +
 
 +
If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. When used as a {{keyword|crossup}}, it leads into a combo if the opponent is tethered or if it lands counter-hit; otherwise, Baiken can Roman Cancel to follow up.
 +
 
 +
Additionally, there are 3 different ways to input TK Youzansen. This is because doing TK Youzansen with {{clr|3|2369S}} input results in a superjump Youzansen. While at basic level the difference between the superjump and non-superjump Tk Youzansen is not big enough to be noticible, many of optimal Baiken combos and set-ups use the non-superjump version. There are 2 different methods with which you can avoid getting superjump:
 +
* {{clr|3|8236S / 9236S}} is done only from buffer. Using normals such as {{clr|3|c.S}} and {{clr|2|2K}} you can buffer your jump and then perform Youzansen.
 +
* {{clr|3|[2]369S}}. Think of this input like you are "charging" your jump. By holding down (either at 1 or 2) for a bit you avoid getting the superjump:
 +
 
 +
The Frame data of TK Youzansen varies depending on which motion you perform:
 +
* {{clr|3|8236S / 9236S}} and {{clr|3|[2]369S}} are +5 on hit and -15 on block.
 +
* {{clr|3|2369S}} is +3 on hit and -18 on block.
 
</div>
 
</div>
 
</div>
 
</div>
Line 901: Line 983:
 
Images=
 
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_236P.png|One counter to rule them all
+
GGST_Baiken_236P.png| One counter to rule them all
GGST_Baiken_236P_2.png|
+
GGST_Baiken_236P_2.png|  
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_236P_hitbox.png|
+
GGST_Baiken_236P_hitbox.png|  
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 922: Line 1,004:
 
|}
 
|}
 
==== ====
 
==== ====
* Baiken's counter and defensive callout.
+
* Baiken's parry and defensive callout.
* Catch has a close and far version: Close catch deals high damage and knocks down, Far catch deals no damage but forces a recoil animation, resetting her and the opponent to neutral.
+
* Loses to projectiles and throws.
* Far Catch cannot be RC'd
+
* Parry has both a close and far version: Close Parry deals high damage and knocks down, while far Parry deals no damage but forces the opponent into a recoil animation for 54 frames.
* Unparryable moves include: all Happy Chaos shooting attacks, all Zato=1 Shadow moves, all Jack-O servant attacks, all Faust items, Chipp Alpha/Gamma Blade, Nagoriyuki 236S and Bloodrage explosion, Anji Fuujin > P and 632146H, Axls Rensengeki > S and One Vision, and moves that are obvious projectiles.
+
* Far Parry cannot be Roman Cancelled.
* Moves that are parryable despite not seeming so include: Axl's Byakue Renshou and Snail, Potemkin's Garuda Impact and the very first hit of Giganter.
+
* Baiken can {{keyword|Option Select}} Roman Cancel the parry's recovery as the parry activation itself cannot be RC'd for a short period.
 +
* Moves that are parryable despite not seeming so include: {{Character Label|GGST|Axl Low|label=Axl's}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=236236H|label=Sickle Storm}} and {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label=Snail}}, either hit of {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=632146H|label=Tyrant Rave}}, {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=214H|label=Garuda Impact}} and {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146H|label=the first hit of Giganter Kai}}.
  
A meterless frame 1 reversal, the threat of this move alone will force opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, an extremely tight window for the parry can make this extremely tight to land in neutral or extended delays.
+
As a meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, the extremely tight window for the parry can make this extremely risky to attempt in neutral or against extended delay cancels.
 +
Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long in Counter Hit state, allowing opponents devastating punishes.
  
Be wary on using this move predictably without meter, the recovery will allow for very easy punishes otherwise.
+
If Baiken parries an attack from far away, the opponent is locked into a guard crush animation. Unfortunately, Baiken is still forced to play out her recovery animation and is not able to Roman Cancel it. This puts her at -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry mostly results in a reset to neutral. This isn't necessarily a bad situation for Baiken depending on the matchup.
 
+
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="View" data-collapsetext="Close"
If Baiken catches an attack from far away the opponent is locked into a guard crush; Unfortunately, she is forced to play out her recovery animation, and is not able to RC. This simply forces a neutral reset (Which isn't necessarily a bad situation for Baiken depending on the MU).
+
|-
 +
|+'''Un-Parryable Moves'''
 +
|-
 +
!Character
 +
!Move
 +
|-
 +
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}
 +
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Shin: Ichishiki}}
 +
* {{MiniMoveCard|game=GGST|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai}}
 +
|-
 +
|{{Character Label|GGST|Axl Low|label=Axl Low}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label=Sickle Flash}}
 +
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label=Winter Cherry}}
 +
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label=One Vision}}
 +
* {{MiniMoveCard|game=GGST|chara=Axl Low|input=236236H|label=Sickle Storm's second hit}}
 +
|-
 +
|{{Character Label|GGST|Baiken|label=Baiken}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Baiken|input=j.236K|label=Air Tatami Gaeshi}}
 +
* {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}}
 +
|-
 +
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label={{clr|1|P}} Alpha Blade}}
 +
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label={{clr|2|K}} Alpha Blade}}
 +
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236H|label=Gamma Blade}}
 +
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214P|label=Shuriken}}
 +
|-
 +
|{{Character Label|GGST|Faust|label=Faust}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=All items}}
 +
* {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}}
 +
|-
 +
|{{Character Label|GGST|Giovanna|label=Giovanna}}
 +
|
 +
* N/A
 +
|-
 +
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish}}
 +
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird}}
 +
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236236K Level 1|label=Burn It Down}}
 +
|-
 +
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire}}
 +
* {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=632146S|label=Deus Ex Machina}}
 +
|-
 +
|{{Character Label|GGST|I-No|label=I-No}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale}}
 +
* {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}}
 +
* {{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo (Air)}}
 +
* {{MiniMoveCard|game=GGST|chara=I-No|input=632146H|label=Megalomania}}
 +
|-
 +
|{{Character Label|GGST|Jack-O|label=Jack-O'}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=214K|label=Attack Command}}
 +
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=214H|label=Explode}}
 +
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=236K|label=Launched Servants}}
 +
* {{MiniMoveCard|game=GGST|chara=Jack-O|input=632146P|label=Forever Elysion Driver}}
 +
|-
 +
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}}
 +
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}
 +
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}
 +
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge}}
 +
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}
 +
|-
 +
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label={{clr|3|[4]6S}} Gravierte Würde}}
 +
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}} Gravierte Würde}}
 +
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146S|label=Stahl Wirbel}}
 +
|-
 +
|{{Character Label|GGST|May|label=May}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=May|input=214P|label={{clr|2|P}} Arisugawa Sparkle}}
 +
* {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|K}} Arisugawa Sparkle}}
 +
* {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack}}
 +
* {{MiniMoveCard|game=GGST|chara=May|input=632146H|label=The Wonderful and Dynamic Goshogawara after initial rising hit}}
 +
|-
 +
|{{Character Label|GGST|Millia Rage|label=Millia Rage}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|3|S}} Tandem Top}}
 +
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|H}} Tandem Top}}
 +
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236236S|label=Septem Voices}}
 +
|-
 +
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki}}
 +
* {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=BR Activation|label=Bloodrage Activation}}
 +
|-
 +
|{{Character Label|GGST|Potemkin|label=Potemkin}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Potemkin|input=632146H|label=Giganter Kai's second hit}}
 +
* {{MiniMoveCard|game=GGST|chara=Potemkin|input=236S|label=Slide Head}}
 +
*
 +
|-
 +
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=632146H|label=Calvados}}
 +
* {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label={{clr|3|S}} Bajoneto}}
 +
* {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|H}} Bajoneto}}
 +
|-
 +
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gunflame}}
 +
* {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}}
 +
|-
 +
|{{Character Label|GGST|Testament|label=Testament}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Testament|input=N/A|label=Stain}}
 +
* {{MiniMoveCard|game=GGST|chara=Testament|input=236S or 236H|label={{clr|3|S}}/{{clr|4|H}} Grave Reaper (first hit is a strike and can be parried)}}
 +
* {{MiniMoveCard|game=GGST|chara=Testament|input=214P|label=Unholy Diver}}
 +
* {{MiniMoveCard|game=GGST|chara=Testament|input=236236P|label=Nostrovia}}
 +
* {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Calamity One}}
 +
|-
  
 +
|{{Character Label|GGST|Zato-1|label=Zato-1}}
 +
|
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236P|label=Pierce}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label=That's a lot}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236S|label=Leap}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236H|label=Oppose}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146S|label=Sun Void}}
 +
* {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146H|label=Amorphous}}
 +
|}
 
</div>
 
</div>
 
</div>
 
</div>
Line 945: Line 1,160:
 
Images=
 
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_236236S.png |
+
GGST_Baiken_236236S.png | IF you have to ask "Am I dead?" then it's too late
 
</gallery>
 
</gallery>
 
|-|
 
|-|
 
Hitboxes =  
 
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_236236S_1_hitbox.png|
+
GGST_Baiken_236236S_1_hitbox.png| No matter the angle or distance, if this hits, it all hits
 
GGST_Baiken_236236S_2_hitbox.png|
 
GGST_Baiken_236236S_2_hitbox.png|
GGST_Baiken_236236S_3_hitbox.png|
+
GGST_Baiken_236236S_3_hitbox.png| Somebody will get nailed by this at least once
 
</gallery>
 
</gallery>
 
</tabber>
 
</tabber>
Line 967: Line 1,182:
 
|}
 
|}
 
==== ====
 
==== ====
* Baiken's reversal super.
+
* Baiken's reversal Overdrive.
 +
* Wallbreaks from surprising distances.
 +
This is Baiken's only throw-invulnerable reversal. It's also her preferred super for ending corner combos thanks to its very high damage. The last hit has massive range and can break the wall after even simple midscreen gatlings into it, but the first hit's range is deceptively short, forcing Baiken to use [[{{PAGENAME}}#Kenjyu|Kenjyu]] as her combo ender instead at some ranges.
 +
* Despite the caption, it doesn't connect against lightweights like [https://media.discordapp.net/attachments/806664976633823263/974786597973270569/Red_2022.05.13_-_22.34.23.09.DVR_Trim.mp4 Faust] or [https://media.discordapp.net/attachments/806664976633823263/974788866827509800/Desktop_2022.05.13_-_23.42.23.12.DVR_Trim.mp4 May] when they are tethered and directly over Baiken.
 
</div>
 
</div>
 
</div>
 
</div>
Line 979: Line 1,197:
 
<gallery widths="210px" heights="210px" mode="nolines">
 
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Baiken_214214P.png |Yashagatana on steroids
 
GGST_Baiken_214214P.png |Yashagatana on steroids
GGST_Baiken_j214214P.png |
+
GGST_Baiken_j214214P.png | Aerial combo ender or surprise call-out
 
</gallery>
 
</gallery>
 
|-|
 
|-|
Line 1,004: Line 1,222:
 
|}
 
|}
 
==== ====
 
==== ====
* Utility/whiff punish super.
+
* Anti-zoning and whiff punish Overdrive.
 +
* Air version fires diagonally towards the ground.
 +
* Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards.
 
* Firework explodes on contact with opponent or automatically after travelling a certain distance.
 
* Firework explodes on contact with opponent or automatically after travelling a certain distance.
* The projectile can be PRCed and you can use the firework-effects to somewhat hide your mix-ups.
+
* Useful for finishing off combos when out of [[{{PAGENAME}}#Tsurane Sanzu-watashi|Tsurane Sanzu-watashi]]
* Air version fires diagonally towards the ground.
+
* The projectile always goes off after superflash.
 +
* Can be thrown after the flash.
 +
 
 +
Kenjyu is primarily used as an anti-zoning and whiff punish tool. Because of its very fast startup and travel speed it can punish reckless usage of full screen moves/projectiles from characters such as {{Character Label|GGST|Axl Low|label=Axls}}, {{Character Label|GGST|Faust|label=Faust}} or {{Character Label|GGST|Testament|label=Testament}}. Its other use is for finishing off combos when [[{{PAGENAME}}#Tsurane Sanzu-watashi|Tsurane Sanzu-watashi]] wouldn't reach.  
 +
 
 +
It's extremely powerful when the enemy does not respect your full screen presence, but don't rely on it too much. Baiken is better off spending meter on [[{{PAGENAME}}#Youzansen|Youzansen]] mixups so careless usage of it is not recommended. Despite Kenjyu being one of the very few ways Baiken can generate plus frames, it's not a good pressure reset tool. The plus frames from guard crush are there to primarily help you close the gap a bit when blocked from full screen.
 +
 
 +
 
 
</div>
 
</div>
 
</div>
 
</div>
Line 1,013: Line 1,240:
 
==External References==
 
==External References==
 
==Navigation==
 
==Navigation==
 +
<center>{{Character Label|GGST|Baiken|45px}}</center>
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{#lst:GGST/Navigation}}
 
{{#lst:GGST/Navigation}}

Latest revision as of 19:48, 18 May 2022


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

Baiken is a versatile, aggressive samurai wielding a deadly blade that allows her to switch seamlessly between oppressive mid-range pokes and terrifying close-range mix-ups. The Unfaltering Samurai has returned, as formidable as ever.

Baiken’s varied and well-balanced kit makes her effective at a variety of ranges. She has no shortage of excellent mid ranged pokes, allowing her to bully opponents from afar. Up close, her TKA method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Youzansen and wide range of Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.s give her plenty of mix-up options, and her combos are massively rewarding. Her Tatami Gaeshi is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe endings to her blockstrings on the ground; in the air, it provides excellent space control and allows for easy safe jump setups after after most knockdowns.

Her defense is entirely unique, matched by no one else in the game. Her parry, Hiiragi, has a tight timing window and cannot deflect projectiles or throws, but comes out on frame 1, allowing Baiken to punish strikes heavily. The opponent must alter their timing constantly to lessen this risk - but by the same token, if Baiken becomes predictable in her parry attempts, she is ripe for punishment.

Further emphasising her high-risk, high-reward nature is her unique tether mechanic. She can attach herself to her opponent with a rope by landing a ground throw or S Kabari. Tethered combatants are pulled towards one another constantly, bouncing in if they dash away from their partner, or if they get knocked away. This allows Baiken to convert off of her pokes at long range into explosively damaging combos, but if her foe catches her, she will pay the price.

As versatile as she is, the true strength of her sword only shows when she is willing to take risks - by optimising the use of her tether and parrying when her opponent is least expecting it. Show courage, and fight in a calculated manner. Baiken can be as aggressive as she needs to be, and it is up to you to determine what risks are worth taking.

Boasting excellent space control tools and plenty of tricks for both offense and defense, Baiken is armed with everything she needs. The target of her ire will pay for their wickedness.
Lore:A swordswoman of Japanese descent.

She gets heated easily and is quick to start a fight. She's the type to jump to action before thinking things through. She sticks to her principles, and doesn't back down from a disagreement until it's settled. However, she can still acknowledge when the other party is in the right.

Her right arm has an attached concealed weapon as well as an artificial arm modified for offense.

She has sworn to take revenge on That Man after suffering a serious wound and losing her friends and family in the Crusades.
Playstyle
Baiken , classified as a Balance character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
Pros Cons
  • Midrange Control: Baiken excels at taking screen space and forcing respect. She has a large array of pokes with fantastic range that she can use to bully her opponent back towards the corner, and can threaten most characters at ranges that they cannot easily match.
  • High Pressure: Once she closes the distance, Baiken's close-range offense is very powerful. She boasts a dizzying array of frame traps that make her strike-throw game very strong, and her infamous Tiger KneeA method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Youzansen forces the opponent to respect the option of a surprise instant overhead - especially when she has meter.
  • Easy Safejumps: Baiken's j.H and aerial Tatami Gaeshi make safejumps incredibly simple. Whether following up on a throw or a combo, Baiken makes it incredibly difficult for her opponent to escape, allowing her to continue her pressure.
  • Tether: Applied with either her ground throw or S Kabari, the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
  • Powerful Defense: Hiiragi is a defensive parry, active from frame 1, that allows Baiken to call out Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.s or predictable pressure in ways most characters cannot.
  • Limited Midscreen Confirms: Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as Tatami Gaeshi has limited range and Kabari is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides.
  • Meter Hungry: Baiken's Hiiragi and Youzansen are both very powerful, but also very high-risk. They leave her extremely vulnerable if they fail, demanding that she spend her Tension defensively to keep herself safe. She also depends on Roman Cancel to capitalize off of her instant overhead in many situations. Without Tension to spend, Baiken has to gamble with high stakes much more frequently, and her mix-up game is substantially less threatening.
  • Limited Anti-Airs: Baiken's normals don't reach high into the air, leaving the universal 6P as her only consistent grounded option to stop opponents approaching from above. Her j.D and other aerial buttons can force the opponent to respect her airspace, but require much more in the way of committment.

Tether

After landing a ground throw or S Kabari, the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically.

The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e, simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed).

For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.

GGST Baiken Character Guide

Normal Moves

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24 All 5 2 10 -2 -

  • Baiken's fastest normal.
  • Hits all crouching opponents.

Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P.

Particularly noteworthy for a 5P as its low hitbox means that it hits crouching opponents (including Faust's crouch-walk). It still loses to attacks with extremely low profiles (i.e Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
), though, and this same low hitbox makes it ineffective as the emergency anti-air option that other characters might be able to use their 5P to fulfill.

Combos naturally into 6P or 6K > Tatami Gaeshi, allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
43 All 7 6 13 -2 -

  • Jump cancelable on hit or on block.
  • Leads to a mixup with TK Youzansen/2D.
  • Ground bounces on air hit.
  • c.S > 6H has a 4-frame gap.
  • c.S > 2H has a 1-frame gap.

Baiken's main pressure tool outside 5K. c.S is -2 but leaves Baiken just outside most character's throw range, letting her c.S again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of c.S thanks to TK Youzansen. 2D and 2H provide the low threat, and both the low and the high lead to a combo with meter. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with a low instead.

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

f.S

5H

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 3 26 -15 -
Charged 56 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker Youzansen exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from 2K.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
  • Baiken's strongest meterless ender for Wall Break.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 Low 17 6 26 -13 -

  • Advancing, low poke with huge hitbox and long recovery.

An absolutely massive swipe along the ground that also sees Baiken advancing forward. A useful, if risky, long-range poke, as it catches jump startup from her longer pokes and launches on hit for an easy confirm into H Kabari. Also serves as an easy and rewarding Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. from c.S, and thus forms an integral part of Baiken's mix-up game at close range. Don't whiff this, as its long recovery makes it very easy to punish.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20×2 Low 10 6,3 21 -10 -

  • Two-hit sweep, both hits are lows.

Combos into Tatami Gaeshi at all but its maximum range. Forms the low complement to Youzansen, as both of them can be canceled into from 5K and c.S, giving Baiken a powerful high-low mix that can also Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. the opponent if desired.

6P

6K

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
52 All 20 8 24 -13 -

  • Ground bounces opponents closer than 5H on air hit.
  • Ground bounces on counterhit.

Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken, and it and strikes at and below her head's height. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. Does great damage, making it a good attack to break the wall with if other options aren't available.


j.P

j.K

j.S

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

  • Very effective air poke.
  • Leads to massive reward on hit

One of Baiken's best air options. The chain comes out very fast and covers a good angle below her, making it easy to approach from the air. Don't use this too much as it is not a disjoint, making it very easy to 6P. On hit and counter hit it leads to a very strong combo with large corner carry. Can be made safe as a jump-in tool when cancelling into delayed Youzansen that acts as a frame trap and leaves Baiken slightly plus after landing.

Gatling Options: j.H, j.D

j.H

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
53 All 12 3 26 - -

  • Freezes Baiken's momentum.
  • Wallbounces on hit.
  • Key compoment in her corner combo game

A slightly disjointed hitbox, pushback, range close to Ram's j.S, and CH reward make this a strong improv anti-air/air-to-air option. Thanks to its pushback it can be very safe to throw out in neutral as a poke or as an attempt at catching opponents trying to jump away from the corner. Because of its wallbounce j.D is a fantastic corner combo tool that leads to great damage.

Universal Mechanics

Ground Throw (Tether)

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,60 Ground Throw (90000) 2 3 38 - none

  • Tethers opponent to Baiken.

A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial Tatami Gaeshi. TKA method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.ing the Tatami will even allow Baiken to CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them. during her safejump.

The combined threat of the tether, the safejumps, and the potential crossup make Baiken's throw very threatening, greatly enhancing the power of her strike-throw game. In certain matchups where Baiken does not want to be kept close to the opponent, [4]D or [6]D may still be preferable to allow her to maintain space.

For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.

Ground Throw (Knockback)

6[D] or 4[D]

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,60 Ground Throw (90000) 2 3 38 - none

  • Alternative throw to 4D/6D.
  • Knocks opponent further away from Baiken instead of applying tether.
  • Similar damage/frame data as tethered throw.
  • Pulls opponent in if they are tethered before thrown.

An alternative throw option that lets Baiken avoid tethering the opponent on a grab. Good for potential matchups/situations where being upclose would be less preferrable.

When performing this on a tethered opponent, this allows Baiken perform cheeky crossup setups due to the pullback.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,60 Air Throw 2 3 Until Landing+10 - none

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Baiken wraps up the opponent with a rope. A good way to try and catch opponents that are Chicken BlockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ing your pressure.

Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236K 45,25 All 15 29 5 -3 -
j.236K 40 All 20 Until Landing Landing+7 - -

Ground Tatami
  • Physical hit in front of Baiken that launches opponents.
  • Deletes enemy projectiles on contact (air version does not)

This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and combos into 6H on counter hit for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late. From frames 15 to 30, Tatami Gaeshi will nullify opposing projectiles (excluding Overdrives).


Air Tatami
  • Spawns a projectile.
  • Tatami mat is active until it lands.

IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. Tatami is a powerful approach and okizeme tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H Kabari's Follow-Up can lead to a meaty Tatami with 866j.236K.

Kabari

41236S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41236S 30 All 27 11 18 0 -
41236H 30 All 18 11 19 -3 -
41236H~H 48 All 11 [23] 3 10 -3 -

41236S
  • Slow startup, but excellent range.
  • Tethers the opponent and pulls them towards Baiken on both hit and block.
  • If the opponent is not already tethered, can only be comboed into on counter-hit.
  • If the opponent is already tethered, this can be used in place of its H counterpart as a combo ender to re-apply the tether.

On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +3 frame advantage. On block, the opponent will be pulled approximately half of the move's maximum distance towards Baiken, and both characters will be left at +0 frame advantage.

For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.


41236H
  • Pulls the opponent towards Baiken on hit and block.
  • Pressing H again after H Kabari performs a follow-up slash that can be charged to delay the slash.
  • The charged follow-up can pass through the opponent while traveling.
  • Instant Blocking 41236H will remove the vacuum effect.

Baiken's main combo ender. Ending a combo with the follow-up slash allows for a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Kire Tatami Gaeshi.

First hit can be used as a safe ender for blockstrings. Second hit can be thrown or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's Resshou and Ramlethal's Erarlumo to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration.

The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. Deceptively safe however, as without Instant Block, only Chipp 5P can punish it once blocked. Hiiragi is extremely good at catching people who try to punish this, and once conditioned can allow Baiken to initiate her midscreen pressure effectively. Like everything Baiken does, Kabari>Hiiragi is a high-risk, high reward string; on success, you either tear off a chunk of life from a successful parry and/or restart your pressure, and on failure you get blown up.

Youzansen

j.236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
39 High 9 12 Landing+10 -18 (TK) -

  • Hits overhead, very fast if TK'd.
  • Different Tiger Knee (TK) methods will merit different frame data, the infobox refers to 2369S.

Baiken's main high mixup option if Tiger KneeA method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.'d and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly unsafe on block.

TK Youzansen naturally Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.s from 5K. From c.S, it is naturally a true blockstring, but can still be delayed to act as a frame trap. If it counter-hits the opponent (usually from the frame trap option), Baiken can follow up with a combo. It remains incredibly unsafe if the opponent blocks, but combined with 2D, the threat of an instant overhead from Youzansen becomes a central part of Baiken's pressure.

If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. When used as a CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them., it leads into a combo if the opponent is tethered or if it lands counter-hit; otherwise, Baiken can Roman Cancel to follow up.

Additionally, there are 3 different ways to input TK Youzansen. This is because doing TK Youzansen with 2369S input results in a superjump Youzansen. While at basic level the difference between the superjump and non-superjump Tk Youzansen is not big enough to be noticible, many of optimal Baiken combos and set-ups use the non-superjump version. There are 2 different methods with which you can avoid getting superjump:

  • 8236S / 9236S is done only from buffer. Using normals such as c.S and 2K you can buffer your jump and then perform Youzansen.
  • [2]369S. Think of this input like you are "charging" your jump. By holding down (either at 1 or 2) for a bit you avoid getting the superjump:

The Frame data of TK Youzansen varies depending on which motion you perform:

  • 8236S / 9236S and [2]369S are +5 on hit and -15 on block.
  • 2369S is +3 on hit and -18 on block.

Hiiragi

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
130 - - - 45 - 1-6 Catch

  • Baiken's parry and defensive callout.
  • Loses to projectiles and throws.
  • Parry has both a close and far version: Close Parry deals high damage and knocks down, while far Parry deals no damage but forces the opponent into a recoil animation for 54 frames.
  • Far Parry cannot be Roman Cancelled.
  • Baiken can Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. Roman Cancel the parry's recovery as the parry activation itself cannot be RC'd for a short period.
  • Moves that are parryable despite not seeming so include: Axl's Sickle StormGGST Axl Low 236236H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -2
    and SnailGGST Axl Low 214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    29
    Advantage:
    -24
    , either hit of Sol's Tyrant RaveGGST Sol Badguy 632146H 1.pngGuard:
    All
    Startup:
    5+2
    Recovery:
    31
    Advantage:
    -34
    , Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +19
    and the first hit of Giganter KaiGGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+9
    Recovery:
    28
    Advantage:
    +1
    .

As a meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, the extremely tight window for the parry can make this extremely risky to attempt in neutral or against extended delay cancels. Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long in Counter Hit state, allowing opponents devastating punishes.

If Baiken parries an attack from far away, the opponent is locked into a guard crush animation. Unfortunately, Baiken is still forced to play out her recovery animation and is not able to Roman Cancel it. This puts her at -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry mostly results in a reset to neutral. This isn't necessarily a bad situation for Baiken depending on the matchup.

Un-Parryable Moves
Character Move
Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuard:
    All
    Startup:
    30 (43 if early cancelled from Fuujin)
    Recovery:
    Total 43+6 after landing
    Advantage:
    +4
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuard:
    All
    Startup:
    11+6
    Recovery:
    -
    Advantage:
    -30
Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
  • Winter CherryGGST Axl Low 46SS 1.pngGuard:
    All
    Startup:
    18 [22]
    Recovery:
    24
    Advantage:
    -3 [+10]
  • One VisionGGST Axl Low 632146P 1.pngGuard:
    -
    Startup:
    5+22
    Recovery:
    -
    Advantage:
    -
  • Sickle Storm's second hitGGST Axl Low 236236H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -2
Baiken
  • Air Tatami GaeshiGGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    -
  • KenjyuGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
Chipp Zanuff
  • P Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
  • K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -2
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 42
    Advantage:
    +6
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total ??
    Advantage:
    -
Faust
  • All itemsGGST Faust What Could This Be.pngGuard:
    -
    Startup:
    26
    Recovery:
    Total 40
    Advantage:
    -
  • LoveGGST Faust Love.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
Giovanna
  • N/A
Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    35
    Recovery:
    84 Total
    Advantage:
    -13
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuard:
    All
    Startup:
    57
    Recovery:
    42 Total
    Advantage:
    -
  • Burn It DownGGST Goldlewis Dickinson Burn It Down.pngGuard:
    All
    Startup:
    13+(79 Flash)+80
    Recovery:
    40 Total
    Advantage:
    -
Happy Chaos
  • FireGGST Happy Chaos H.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    -
  • Deus Ex MachinaGGST Happy Chaos Deus Ex Machina.pngGuard:
    All
    Startup:
    13+(193 Flash)+7
    Recovery:
    -
    Advantage:
    -25
I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
  • Chemical LoveGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    26
    Advantage:
    -2
  • Ultimate Fortissimo (Air)GGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    6+2
    Recovery:
    13
    Advantage:
    +26
  • MegalomaniaGGST I-No Megalomania 1.pngGuard:
    Ground Throw, All
    Startup:
    11+0(41)
    Recovery:
    -
    Advantage:
    N/A(-18)
Jack-O'
  • Attack CommandGGST Jack-O 214K.pngGuard:
    All
    Startup:
    3+10
    Recovery:
    Total 24
    Advantage:
    +15
  • ExplodeGGST Jack-O 214H.pngGuard:
    All
    Startup:
    3+180+26
    Recovery:
    Total 24
    Advantage:
    See Notes
  • Launched ServantsGGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    26
    Advantage:
    -12
  • Forever Elysion DriverGGST JackO Forever Elysion Driver.pngGuard:
    Throw
    Startup:
    10 + [10] + 1
    Recovery:
    58
    Advantage:
    -
Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuard:
    All
    Startup:
    13
    Recovery:
    15
    Advantage:
    -
  • Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
  • Sacred EdgeGGST Ky Kiske 236236P.pngGuard:
    All
    Startup:
    4+3
    Recovery:
    32
    Advantage:
    +10 [+15]
  • Dragon InstallGGST Ky Kiske 214214H 2.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    34
    Advantage:
    -5
Leo Whitefang
  • [4]6S Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 54F
    Advantage:
    -16
  • [4]6H Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 73F
    Advantage:
    +11
  • Stahl WirbelGGST Leo Whitefang Stahl Wirbel.pngGuard:
    All
    Startup:
    4+1
    Recovery:
    Total 27F
    Advantage:
    +14
May
  • P Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
  • K Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
  • Great Yamada AttackGGST May Great Yamada Attack.pngGuard:
    All
    Startup:
    10+
    Recovery:
    88
    Advantage:
    -54
  • The Wonderful and Dynamic Goshogawara after initial rising hitGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    -
    Advantage:
    -21
Millia Rage
  • S Tandem TopGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 48
    Advantage:
    -14
  • H Tandem TopGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 55
    Advantage:
    -
  • Septem VoicesGGST Millia Rage Septem Voices.pngGuard:
    All
    Startup:
    4+5
    Recovery:
    Total 43
    Advantage:
    +8
Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
  • Bloodrage ActivationGGST Nagoriyuki Activation.pngGuard:
    Guard Crush
    Startup:
    4+38+3
    Recovery:
    70
    Advantage:
    -7
Potemkin
  • Giganter Kai's second hitGGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+9
    Recovery:
    28
    Advantage:
    +1
  • Slide HeadGGST Potemkin Slide Head.pngGuard:
    Low (Guard Crush)
    Startup:
    29
    Recovery:
    28
    Advantage:
    0
Ramlethal Valentine
  • CalvadosGGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    -
    Advantage:
    +16
  • S BajonetoGGST Ramlethal Valentine Bajoneto S.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
  • H BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
  • Heavy Mob CemeteryGGST Sol Badguy 214214H.pngGuard:
    Ground Throw: 150000
    Startup:
    13+7
    Recovery:
    49
    Advantage:
    -
Testament
  • StainGGST Testament Stain.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
  • S/H Grave Reaper (first hit is a strike and can be parried)GGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
  • Unholy DiverGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
  • NostroviaGGST Testament 236236P.pngGuard:
    All
    Startup:
    11+19
    Recovery:
    Total 53
    Advantage:
    +63
  • Calamity OneGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -67
Zato-1
  • PierceGGST Zato-1 Pierce.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    24 [36 Zato]
    Advantage:
    +30
  • That's a lotGGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
  • LeapGGST Zato-1 Leap.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    34 [36 Zato]
    Advantage:
    +46
  • OpposeGGST Zato-1 Oppose Armor.pngGuard:
    All
    Startup:
    74 {78}
    Recovery:
    (Summon Vanishes) [36 Zato]
    Advantage:
    -
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    51 Total
    Advantage:
    -7
  • Sun VoidGGST Zato-1 Sun Void.pngGuard:
    All
    Startup:
    11+14
    Recovery:
    -
    Advantage:
    -
  • AmorphousGGST Zato-1 Amorphous 1.pngGuard:
    All
    Startup:
    11+8
    Recovery:
    -
    Advantage:
    +12

Overdrives

Tsurane Sanzu-watashi

236236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45×2,100 All 7+1 3(20)3(36)3 48 -32 1~10 Full

  • Baiken's reversal Overdrive.
  • Wallbreaks from surprising distances.

This is Baiken's only throw-invulnerable reversal. It's also her preferred super for ending corner combos thanks to its very high damage. The last hit has massive range and can break the wall after even simple midscreen gatlings into it, but the first hit's range is deceptively short, forcing Baiken to use Kenjyu as her combo ender instead at some ranges.

  • Despite the caption, it doesn't connect against lightweights like Faust or May when they are tethered and directly over Baiken.

Kenjyu

214214P (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214214P 110 All (Guard Crush) 8+3 - - +5 -
j.214214P 110 All (Guard Crush) 11+3 - - - -

  • Anti-zoning and whiff punish Overdrive.
  • Air version fires diagonally towards the ground.
  • Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards.
  • Firework explodes on contact with opponent or automatically after travelling a certain distance.
  • Useful for finishing off combos when out of Tsurane Sanzu-watashi
  • The projectile always goes off after superflash.
  • Can be thrown after the flash.

Kenjyu is primarily used as an anti-zoning and whiff punish tool. Because of its very fast startup and travel speed it can punish reckless usage of full screen moves/projectiles from characters such as Axls, Faust or Testament. Its other use is for finishing off combos when Tsurane Sanzu-watashi wouldn't reach.

It's extremely powerful when the enemy does not respect your full screen presence, but don't rely on it too much. Baiken is better off spending meter on Youzansen mixups so careless usage of it is not recommended. Despite Kenjyu being one of the very few ways Baiken can generate plus frames, it's not a good pressure reset tool. The plus frames from guard crush are there to primarily help you close the gap a bit when blocked from full screen.


External References

Navigation

Baiken


Ambox notice.png To edit frame data, edit values in GGST/Baiken/Data.