Difference between revisions of "GGST/Baiken"

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(→‎Kabari: Removed negative opinion as move has clear merit when used as a safe exit with a frame trap. Replaced with more positive take on the move.)
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Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire Tatami.  
 
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire Tatami.  
  
Follow-up slash has a unique animation when blocked, similar in appearance to a guard crush. Deceptively safe however, as only 3-frame characters have any possibility of punishing it once blocked.
+
Follow-up slash has a unique animation when blocked, similar in appearance to a guard crush. Deceptively safe however, as only just guarding has any possibility of punishing it once blocked.
  
Not particularly fantastic when used in a blockstring, as both the initial hit and its follow-up are -3. Worse, the followup is easily grabbed and loses outright to low profile attacks making it easy to intercept by any opponent familiar with it. Even if you do manage to catch someone mashing out of the follow-up, it leads to no unique counterhit properties or combos, making this attack overall very high risk/low reward.
+
First hit can be used as a safe exit for blockstrings. Second hit can be grapped out of or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's and Ramlethal's Resshou/Erarlumo to reset pressure due to the opponent's fear of a followup. 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.
 
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Revision as of 09:43, 29 January 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 comes out January 28th for Season Pass Holders, and can be purchased individually on January 31st.

Playstyle
Baiken , classified as a Balance character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
Pros Cons
  • Midrange: Baiken excels at taking screen space and forcing respect. Both of her grounded 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.
  • 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.
  • Tether: Applied with either her throw or the 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.
  • 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.
  • 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.
  • 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.
  • 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.

Tether

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.


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).

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 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 6P or 6K > Tatami, 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 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 provides the low threat and both 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 2D 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).

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.

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.

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

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.
  • Tether effect gets stronger with more distance.
  • Tether can "pull" Baiken out of her backdash or other airborne states.

Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use 4[D] or 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 236K.

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

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.

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 after for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late.


Air Tatami
  • Spawns a projectile.
  • 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 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
41236H 30 All 18 11 19 -3 -
41236H~H 48 All 11 [23] 3 10 -3 -

  • Causes a vacuum effect on the opponent on hit and block
  • Pressing H again after Kabari performs a follow-up slash that can be charged to delay the slash. Leads to hard knock-down on hit.
  • Follow-up slash can be performed even if Kabari whiffs.
  • 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.

Follow-up slash has a unique animation when blocked, similar in appearance to a guard crush. Deceptively safe however, as only just guarding has any possibility of punishing it once blocked.

First hit can be used as a safe exit for blockstrings. Second hit can be grapped out of or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's and Ramlethal's Resshou/Erarlumo to reset pressure due to the opponent's fear of a followup. 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.

Youzansen

j.236S

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 - 1 6 45 - F1~6 Strike

  • Baiken's counter 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.
  • Far Catch cannot be RC'd.
  • Baiken can OS the counter's recovery as the catch 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
    , Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +19
    and the very first hit of GiganterGGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+9
    Recovery:
    28
    Advantage:
    +1
    .

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.

Be wary on using this move predictably without meter, the recovery will allow for very easy punishes otherwise.

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).

Hiiragi Un-Parryable Moves
Character Move
Anji Mito
  • ButterflyGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
  • Fuujin > PGGST Anji Mito 236HP.pngGuard:
    All
    Startup:
    30 (43 if early cancelled from Fuujin)
    Recovery:
    Total 43+6 after landing
    Advantage:
    +4
  • 632146HGGST Anji Mito 632146H.pngGuard:
    All
    Startup:
    11+6
    Recovery:
    -
    Advantage:
    -30
Axl Low
  • RensengekiGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
  • Rensengeki > SGGST 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:
    -
Baiken
  • Air TatamiGGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    -
  • Gun superGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    -
    Advantage:
    +5
Chipp Zanuff
  • P AlphaGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
  • K AlphaGGST 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
  • Every single itemGGST Faust What Could This Be.pngGuard:
    -
    Startup:
    26
    Recovery:
    Total 40
    Advantage:
    -
Giovanna
  • N/A
Goldlewis Dickinson
  • SkyfishNo results
  • ThunderbirdNo results
Happy Chaos
  • shootingGGST Happy Chaos H.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    -
  • super shooting[[File:|130x200px]]Guard:
    Guard Crush [All]
    Startup:
    1
    Recovery:
    43
    Advantage:
    +10*
I-No
  • NoteGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
  • Chamical Love?GGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    26
    Advantage:
    -2
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
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
  • Charge 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]
Leo Whitefang
  • Stupid fireballGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 54F
    Advantage:
    -16
  • Stupider fireballGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 73F
    Advantage:
    +11
  • Stupidest fireballGGST Leo Whitefang Stahl Wirbel.pngGuard:
    All
    Startup:
    4+1
    Recovery:
    Total 27F
    Advantage:
    +14
May
  • P BeachballGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
  • K BeachballGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
Millia rage
  • S DiscGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 48
    Advantage:
    -14
  • H DiscGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 55
    Advantage:
    -
Nagoriyuki
  • cloneGGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
  • Bloodrage explosionGGST Nagoriyuki Activation.pngGuard:
    Guard Crush
    Startup:
    4+38+3
    Recovery:
    70
    Advantage:
    -7
Potemkin
  • Giganter's second hitGGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+9
    Recovery:
    28
    Advantage:
    +1
Ramlethal Valentine
  • Needs more testing
Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
Zato-1
  • PierceGGST Zato-1 Pierce.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    24 [36 Zato]
    Advantage:
    +30
  • DrillsGGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
  • FrogGGST 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:
    -
  • Maybe supers?

Overdrives

Tsurane Sanzu-watashi

236236S

Kenjyu

214214P (Air OK)

External References

Navigation


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