GGST/Baiken: Difference between revisions

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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 released on January 28th for Season Pass Holders, and will be purchasable individually on January 31st.
| summary =, classified as a ''Balance'' character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
| 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 = is a versatile midrange swordswoman capable of turning her enemies' attacks against them, classified as a ''Balance'' character.
| pros =  
| pros =  
*'''Midrange:''' Baiken excels at taking screen space and forcing her opponent away while demanding respect. Both of her grounded {{clr|4|HS}} buttons are disjoints that cover forward approaches, while Hiiragi keeps people away at close range and Kabari pushes them back out if they approach carelessly.  
*'''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. [[{{PAGENAME}}#Hiiragi|Hiiragi]] keeps people wary at close range and [[{{PAGENAME}}#Kabari|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 difficult pressure, especially if she has meter and tether. Her infamous TK Yousanzen is an instant overhead that can be RC'd out of to make it safe on block or combo on hit, though without meter she still has an effective strike/throw game to work with.  
*'''Strong and Simple Oki:''' [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] forces people to block on wakeup and can be used to set up all kinds of pressure, especially if she has meter. Her infamous {{keyword|Tiger Knee}} [[{{PAGENAME}}#Youzansen|Youzansen]] is an instant overhead that can be Roman Canceled 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 {{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.
*'''Tether:''' Applied with either her ground throw or the {{clr|3|S}} version of [[{{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.
*'''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. Her grab forces tether which can swing momentum incredibly in her favor, her 5f attacks yield decent reward as well, and with 50 meter she has access to a fully invulnerable super.
*'''Defense:''' A parry active from frame 1, [[{{PAGENAME}}#Hiiragi|Hiiragi]] is a powerful defensive tool that allows Baiken to call out frame gaps or predictable pressure in ways most characters cannot.
| cons =  
| cons =  
*'''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.
*'''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.
*'''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. She can use these moves to link into tether, but keep in mind that it is 0 on block.
*'''Risky Specials:''' [[{{PAGENAME}}#Hiiragi|Hiiragi]] and [[{{PAGENAME}}#Youzansen|Youzansen]] are both powerful specials, but are immensely punishable if the opponent is expecting them.
*'''Risky Specials:''' As well as the aforementioned 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.
| 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 you forward, whereas air dashing backward will swing you directly toward the 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 characters forward, whereas air dashing backward will swing them directly toward their opponent full speed).  
}}
}}


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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 it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with deep low profile (i.e Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}). 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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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_5K_1.png |
GGST_Baiken_5K.png |
</gallery>
</gallery>
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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 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 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}} provides the low threat and both 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 {{clr|5|2D}} 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. Appear's 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 punish vs some of those alternatives.  
* 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.  
[[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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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Placeholder.
* Disjointed poke, similar range to {{clr|3|f.S}}.
*Counter hit forces crouching state on the opponent.
* Counter hit forces crouching state on the opponent.
Has a higher counterhit level than {{clr|3|f.S}}, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max {{clr|3|f.S}} range, gatlings into {{clr|4|5H}} will cause it to whiff. {{clr|3|f.S}} > {{clr|4|5H}} is also very weak to FD for this same reason.
</div>
</div>
</div>
</div>
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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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==== ====
==== ====
* Baiken's main anti-air.
* 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 it's range leaves a little to be desired. {{clr|4|HS}} Kabari makes for a reliable anti-air followup on hit or block  
{{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.
</div>
</div>
</div>
</div>
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
* 4-frame gap when immediately canceled from {{clr|3|c.S}}
* Ground bounces opponents closer than {{clr|4|5H}} on air hit.
* Ground bounces on counterhit.
* 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.
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.
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Placeholder.
* 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>
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==== ====
==== ====
* Advancing, low poke.
* Advancing, low poke.
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this.
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this, as it has a very long recovery.
</div>
</div>
</div>
</div>
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<!--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.
* Two-hit sweep, both hits are lows.
Combos into Tatami anywhere and is the low complement to Youzansen.
Combos into [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] anywhere and is the low complement to [[{{PAGENAME}}#Youzansen|Youzansen]].
</div>
</div>
</div>
</div>
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Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_jS_1.png|
GGST_Baiken_jS.png|
</gallery>
</gallery>
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|-|
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Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_jH_2.png|
GGST_Baiken_jH.png|
</gallery>
</gallery>
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* Tether effect gets stronger with more distance.
* Tether effect gets stronger with more distance.
* Tether can "pull" Baiken out of her backdash or other airborne states.
* 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 {{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}}.
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 [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] with IAD back {{clr|2|236K}}.
</div>
</div>
</div>
</div>
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;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, giving a huge launch.
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.
----
----
;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.
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 [[{{PAGENAME}}#Kabari|Kabari]]'s Follow-Up can lead to a meaty Tatami with 866{{clr|2|j.236K}}.
</div>
</div>
</div>
</div>
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GGST_Baiken_41236S.png|S Version
GGST_Baiken_41236S.png|S Version
GGST_Baiken_41236H.png|H Version
GGST_Baiken_41236H.png|H Version
GGST_Baiken_41236HH.png|H Version Follow-up
</gallery>
</gallery>
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GGST_Baiken_41236H_1_hitbox.png|First active frame
GGST_Baiken_41236H_1_hitbox.png|First active frame
GGST_Baiken_41236H_2_hitbox.png|Max range
GGST_Baiken_41236H_2_hitbox.png|Max range
GGST_Baiken_41236HH_hitbox.png|H Version follow-up
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and (input="41236S" or input="41236H")
|where=chara="Baiken" and (input="41236S")
|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
|delimiter=\n{{!}}-\n
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==== ====
==== ====
* Both versions of Kabari cause a vacuum effect on the opponent on hit and block
* Both versions of Kabari cause a vacuum effect on the opponent on hit and block
;{{clr|3|41236S}}
* Tethers opponent to Baiken temporarily on hit or block.
* Tethers opponent to Baiken temporarily on hit or block.
Usually can only be comboed into with a counterhit.
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.
----
;{{clr|4|41236H}}
* Causes a vacuum effect on the opponent on hit and block
</div>
</div>
 
===<big>Kabari</big>===
<span class="input-badge">'''{{Clr|4|41236H}} -> {{Clr|4|H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_41236HH.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Baiken_41236HH_hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Baiken" and (input="41236H~H" or input="41236H~[H]")
|where=chara="Baiken" and (input="41236H" or input="41236H~H" or 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
|delimiter=\n{{!}}-\n
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|}
|}
==== ====
==== ====
* Pressing {{Prompt|GGST|H}} again after Kabari performs a follow-up slash that can be charged to delay the slash, and can pass through the opponent while traveling.
* Causes a vacuum effect on the opponent on hit and block
Baiken's main combo ender. Ending a combo with the follow-up allows for a meaty Kire Tatami.
* Pressing {{Prompt|GGST|H}} again after 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.
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Kire [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]].
 
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.
 
 
</div>
</div>
</div>
</div>
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==== ====
==== ====
* Hits overhead, very fast if TK'd ({{clr|3|2369S}})
* Hits overhead, very fast if TK'd ({{clr|3|2369S}})
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.
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. It can only be comboed from with Roman Cancel, 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.
</div>
</div>
</div>
</div>
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|}
|}
==== ====
==== ====
* 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.
* 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 Catch cannot be RC'd
* Far Parry cannot be Roman Cancelled.
* 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.
* 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: Axl's Byakue Renshou and Snail, Potemkin's Garuda Impact and the very first hit of Giganter.
* 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}}, {{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 very 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.
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, an extremely tight window for the parry can make this extremely tight to land in neutral or extended delays.
 
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 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).


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 results in a neutral reset. This isn't necessarily a bad situation for Baiken depending on the matchup.
{| class="mw-collapsible mw-collapsed wikitable data-expandtext="View" data-collapsetext="Close" "
|-
|+'''Hiiragi 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}}
|-
|{{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=P Alpha Blade}}
* {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=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}}
|-
|{{Character Label|GGST|Giovanna|label=Giovanna}}
|
* N/A
|-
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}
|
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label=Skyfish}}
* {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S|label=Thunderbird}}
|-
|{{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=214S H|label=Steady Aim Fire}}
|-
|{{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}}
|-
|{{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}}
|-
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}
|
* {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label=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}}
|-
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}
|
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}}
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label=Gravierte Würde {{clr|4|[4]6H}}}}
* {{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=P Arisugawa Sparkle}}
* {{MiniMoveCard|game=GGST|chara=May|input=214K|label=K Arisugawa Sparkle}}
|-
|{{Character Label|GGST|Millia Rage|label=Millia rage}}
|
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=S Tandem Top}}
* {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label=H Tandem Top}}
|-
|{{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}}
|-
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}
|
* Needs more testing
|-
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}
|
* {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gunflame}}
|-
|{{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}}
* Maybe supers?
|}
</div>
</div>
</div>
</div>
Line 983: Line 1,089:
|}
|}
==== ====
==== ====
* Baiken's reversal super.
* Baiken's reversal Overdrive.
* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Baiken +36 afterwards.
</div>
</div>
</div>
</div>
Line 1,020: Line 1,127:
|}
|}
==== ====
==== ====
* Utility/whiff punish super.
* Utility/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.
* The projectile can be Purple Roman Canceled and the firework effects can somewhat obscure mix-ups.
* Air version fires diagonally towards the ground.
 
</div>
</div>
</div>
</div>

Revision as of 10:47, 29 January 2022



Overview
Overview

Baiken released on January 28th for Season Pass Holders, and will be purchasable individually on January 31st.

 Baiken  Baiken is a versatile midrange swordswoman capable of turning her enemies' attacks against them, classified as a Balance character.

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 Gaeshi forces people to block on wakeup and can be used to set up all kinds of pressure, especially if she has meter. Her infamous Tiger Knee An input 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 is an instant overhead that can be Roman Canceled to make it safe on block or combo on hit, complementing her already strong strike/throw mixups.
  • Tether: Applied with either her ground throw or the S version 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 call out frame gaps 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.
  • Risky Specials: Hiiragi and Youzansen are both powerful specials, but are 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.

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).
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Baiken


GGST Baiken Character Guide

Normal Moves

5P

Damage GuardHow this attack can be blocked. 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. Invuln
24 All 4 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 deep low profile (i.e Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17). 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. 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. Invuln
43 All 7 6 10 +1

  • 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

Damage GuardHow this attack can be blocked. 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. Invuln
47 All 13 2 25 -8

  • Disjointed poke, similar range to f.S.
  • Counter hit forces crouching state on the opponent.

Has a higher counterhit level than f.S, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max f.S range, gatlings into 5H will cause it to whiff. f.S > 5H is also very weak to FD for this same reason.

5D

Version Damage GuardHow this attack can be blocked. 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. 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. 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. 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. 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. Invuln
80 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 Gaeshi with IAD back 236K.

Ground Throw (Knockback)

6[D] or 4[D]

Damage GuardHow this attack can be blocked. 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. Invuln
80 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. 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. Invuln
45, 25 All 15 3 (13) 13 5 -3
40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD)

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 with 866j.236K.

Kabari

41236S/H

Version Damage GuardHow this attack can be blocked. 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. Invuln
30 All 18 11 19 -3
48 All 11 [23] 3 14 (23 on block) -7

  • 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
  • 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 Gaeshi.

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

Damage GuardHow this attack can be blocked. 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. Invuln
50 High 9 12 7 after Landing -14 (IAS)

  • Hits overhead, very fast if TK'd (2369S)

Baiken's main high mixup option if Tiger Knee An input 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. It can only be comboed from with Roman Cancel, 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.

Hiiragi

236P

Damage GuardHow this attack can be blocked. 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. Invuln
100 - 1 7 32 - 1-7 Strike

  • Baiken's parry and defensive callout.
  • 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 Select A 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.pngGuardAllStartup11+1Recovery26Advantage-2 and SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24,  Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 and the very first hit of Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100.

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, an extremely tight window for the parry can make this extremely tight to land in neutral or extended delays. 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 results in a neutral reset. This isn't necessarily a bad situation for Baiken depending on the matchup.

Hiiragi Un-Parryable Moves
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30
 Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9
  • Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]
  • One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage-
 Baiken
  • Air Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD)
  • KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5
 Chipp Zanuff
  • P Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4
  • K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-
 Faust
  • All itemsGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • Skyfish
  • Thunderbird
 Happy Chaos
  • FireGGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+23
  • Steady Aim FireGGST Happy Chaos 214S H.pngGuardAll (Guard Crush)Startup1Recovery43AdvantageMore info
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
 Jack-O'
  • Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15
  • ExplodeGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-
  • Launched ServantsGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage-
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26]
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12
  • Gravierte Würde [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
  • Stahl WirbelGGST Leo Whitefang Stahl Wirbel.pngGuardAllStartup4+1RecoveryTotal 27FAdvantage+14
 May
  • P Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
  • K Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
 Millia rage
  • S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10
  • H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5
  • Bloodrage ActivationGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12
 Potemkin
  • Giganter Kai's second hitGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100
 Ramlethal Valentine
  • Needs more testing
 Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Zato-1
  • PierceGGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage-
  • That's a lotGGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55
  • LeapGGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46
  • OpposeGGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-
  • Maybe supers?

Overdrives

Tsurane Sanzu-watashi

236236S

Kenjyu

214214P (Air OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
30,70 All (Guard Crush) 8+3 28 Total 47 +5
30, 70 All (Guard Crush) 11+3 28 Total 45

  • Utility/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.
  • The projectile can be Purple Roman Canceled and the firework effects can somewhat obscure mix-ups.

External References

Navigation

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