GGST/Baiken: Difference between revisions

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::Twitch: [https://www.twitch.tv/yabaiken Yabaiken]  
::Twitch: [https://www.twitch.tv/yabaiken Yabaiken]  
::YouTube: [https://www.youtube.com/channel/UCVQ3aFzUGphP_evyiTnnZfw Yabaiken]
::YouTube: [https://www.youtube.com/channel/UCVQ3aFzUGphP_evyiTnnZfw Yabaiken]
*'''Surewin''' (EN)
::Twitch: [https://www.twitch.tv/surewin Surewin]
::Twitter: [https://twitter.com/abdulpatrul @Surewin]
*'''Dejojo''' (EN)
::Twitter: [https://twitter.com/Dejohj @Dejohj]


*'''Baaru''' (JP)
*'''Baaru''' (JP)
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::YouTube: [https://www.youtube.com/channel/UCmqJT-R1hkg5YWUZud7Ka2w  GGばぁる]  
::YouTube: [https://www.youtube.com/channel/UCmqJT-R1hkg5YWUZud7Ka2w  GGばぁる]  
::Twitter: [https://twitter.com/baaru_ggx @baaru_ggx]
::Twitter: [https://twitter.com/baaru_ggx @baaru_ggx]


==Navigation==
==Navigation==

Revision as of 20:09, 2 December 2022



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.

With her well-balanced kit, Baiken fights effectively at a variety of ranges. She has many strong, mid ranged pokes, allowing her to bully opponents from afar. Up close, her TK An input 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 many frame trap An 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 their own.s give her strong mix-ups, and rewarding combos. Tatami Gaeshi is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe blockstrings enders on the ground; in the air, it provides excellent space control and easy safe jump setups after most knockdowns.

Thanks to her parry, Hiiragi, Baiken's defense is entirely unique. It 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.

Baiken has the unique ability to tether 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 move away or get knocked away from their tetheree. This allows Baiken to convert off of her pokes at long range into powerful combos, but if her foe catches her, she will pay the price.

The true strength of Baiken's sword only shows when the user takes calculated risks. Show courage, fight purposefully and master balancing risk and reward to make the target of Baiken's ire pay for their wickedness.

 Baiken  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 both in the air and on the ground.
  • High Pressure: Baiken boasts a dizzying array of frame traps that make her strike-throw game very strong, and 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 forces the opponent to respect the option of a surprise instant overhead that converts into a full combo with meter.
  • Easy Safejumps: Baiken's j.H and aerial Tatami Gaeshi make safejumps incredibly simple and allowing her to regain pressure off of pretty much any combo.
  • 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 trap An 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 their 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 longer distance hits. She can convert these hits into pressure, but her normal hit combo-ability is still lower than average from range.

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.
Error: No field named "weight" found for any of the specified database tables.
Baiken
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236P (Catch 1~6F)
236236S (9F)

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
Total: 15

Baiken's fastest normal.

Is stubby and minus on block, but her suite of command normals and it being 4 frames 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.pngGuardAllStartup15~31 [32]Recovery32 [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.

Since this normal is 4 frames, this makes it Baiken's best abare option if she doesn't want to risk Hiiragi failing on her. Despite the short range, the sheer speed can be difficult to overcome in certain matchups.

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.

  • Hits all crouching opponents.


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

5K

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
29 All 7 5 10 -3
Total: 21

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
Total: 22

Baiken's main pressure tool outside 5K. c.S is +1 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. Her low options lead to a combo without meter, but for her high option she needs to use Roman Cancel to combo after. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with a low instead.

  • 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.


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

f.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
33 All 9 6 15 -7
Total: 29

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
Total: 39

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

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.

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

Charged Dust

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.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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
21 All 6 3 9 -2
Total: 17

2K

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
27 Low 6 5 10 -3
Total: 20

2S

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
31 All 11 3 19 -8
Total: 32

Potent far poke for when f.S doesn't reach.

Very strong poke in neutral and great for fishing for counter hits. Just like f.S, this move does not naturally combo into 2H unless it's a counter hit or crouching hit. Due to its longer recovery and slower startup it's used bit less than f.S but is a vital tool in her guessing game involving H KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3.

Despite the animation the actual hurtbox of Baiken is placed just high enough for this move to lose to all 6P moves except for  Goldlewis' 6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19 if spaced poorly in blockstrings. This is primarily potent during her afformentioned H Kabari pressure. As such do not rely purely on this move to call out 6Ps, 2H is more risky, but more reliable option.


Gatling Options: 5H, 2H.

2H

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
44 Low 17 6 26 -13
Total: 48

Advancing, low poke with huge hitbox and long recovery, great for whiff punishing moves with longer 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 at all but its tip range. Also serves as an easy and rewarding frame trap An 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 their 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.

This move can also low profile a variety of mid height attacks due to the low hurtbox. Note that during the startup frames, Baiken is not fully low profile until the move becomes active, so it is not advisable to use 2H as a reactive low profile.

2D

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
20, 16 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 trap An 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 their own. the opponent if desired.

6P

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
32 All 9 5 19 -10 1-2 Upper Body
3-13 Above Knees
Total: 32

6K

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
33 All 12 9 10 -5
Total: 30

Combo filler and frame trap and strong tick throw button.

Advancing normal and key component of Baiken's pressure game. 6K preserves momentum, allowing you to cancel it into Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 at all ranges. Because of its advancing properties and the threat of cancelling it into Tatami Gaeshi this move is useful for tick throws and frame traps. On counterhit, 6K can be linked into c.S or f.S for a high-damage pickup.

  • Can be up to +3 if spaced properly/hits meaty enough
  • Always has a 2-frame gap if chained from P or K normals.

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
Total: 51

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 strikes at and below her head level. 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.

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


j.P

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
23 High 5 3 13
Total: 20

j.K

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
29 High 7 8 12
Total: 26

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 6P, j.K can be sometimes be used as a preemptive anti-air. Very useful at catching opponents right above Baiken as j.K leads into Youzansen which can lead into a combo. Has utility in Homing Jump combos. j.D gives you wall-bounce payoff whenever this does land.

  • Hits at a relatively high angle.


Gatling Options: j.D

j.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
33 High 8 7 19 +1 (IAD)
Total: 33

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 be too predictable in using this to approach as it's not disjoint and can be 6P'd. 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

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
41 High 15 Until Landing 3 after Landing +7 (IAD)

Good for a deep jump-in.

Used for safejumps from Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 combo ender Where j.S over-shoots, this usually connects. Recovery is also much more forgiving than their other air normals, meaning that fishing for a j.H CH can be rewarding.

IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H is also used for her safejumps when ending combos with Tatami Gaeshi.


Gatling Options: j.D

j.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
53 High 12 3 26
Total: 40

A slightly disjointed hitbox, pushback, great range, 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 property, j.D is a fantastic corner combo tool that leads to great damage.

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

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 the opponent to Baiken temporarily, start of Baiken's potent mixup game.

A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3. TK An input 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 crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. during her safejump. Baiken can also opt into a strong high/low and same-side/crossup game which does not safe jump but leads into a full combo.

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. If either player uses Burst the tether breaks; as such this version of her throw is preferable in almost all matchups and situations.

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

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +60 2500 1000
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • Does one hit of 20 and a final hit of 60 damage

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

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.

  • Similar damage/frame data as tethered throw.
  • Pulls opponent in if they are tethered before thrown.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +63 2500 1000
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • Does one hit of 20 and a final hit of 60 damage

Air Throw

j.6D or j.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
20, 60 Air Throw 2 3 38 or Until Landing+10 none

Baiken wraps up the opponent with a rope. A good way to try and catch opponents that are Chicken Block Jumping 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.

  • 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +43 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+41 to +44).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

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
236K 45, 25 All 15 3 (13) 13 5 -3
j.236K 40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD)
Ground Tatami

Very versitile move. 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 links into c.S or 5K on counter hit for full combo.

Tatami consists of two parts: first hit (initial physical strike) and second hit (the falling mat). If the first hit lands Baiken is -3, but if the first hit misses and only the second hit lands Baiken ends up slightly plus on block. This can be useful as a pseudo pressure extention, but Baiken is left vulnerable during the time frame before the mat hits her opponents, leaving big enough gap for the opponent to backdash or upback away or even mash out.

From frames 15 to 30, Tatami Gaeshi will nullify some opposing projectiles (excluding Overdrives). More information in the table at the bottom of this section.

  • Physical hit in front of Baiken that launches opponents.
  • Safe on block, a solid blockstring ender
  • Deletes some enemy projectiles on contact (air version does not)

Air Tatami

IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. Tatami (also known as kire tatami) is an extremely powerful okizeme tool. Its main use is for her auto-timed safejumps after her H KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 hard knockdown, letting her continue her pressure after almost any knockdown she gets.

Instant air backdash tatami (also known as backdash kire tatami) is still possible in this game, however it requires superjump. The full input for it is 27541236K, or 27>dash macro>41236K. IABD kire tatami is a fantastic keep away tool and if the enemy runs into it Baiken can start her pressure or even get full combo with 2K or even with c.S.

  • Baiken's signature safejump move
  • Spawns a projectile.
  • Tatami mat is active until it lands.
  • Baiken is vulnerable till she lands.

Projectiles Tatami can nullify
Character Move
 Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 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]
  • S / H Aerial Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
 May
  • P/K Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
 Chipp Zanuff
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-
 Millia Rage
  • S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10
  • H Tandem Top (only when the disc is active)GGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Zato-1
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7
 Leo Whitefang
  • S Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12
  • H Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 Anji Mito
  • Shitsu (both the butterfly and the bird part of the projectile)GGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
 I-No
  • Antidepressant Scale (air version as well)GGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical Love (air version as well)GGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
 Goldlewis Dickinson
  • Level 1 ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage-
 Baiken
  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3
  • Aerial Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD)
 Testament
  • S/H Grave Reaper (air ok)GGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
  • Partially charged S/H Grave Reaper (air ok)[[File:|130x200px]]GuardAllStartup23~29Recovery22Advantage+3
  • Fully charged S/H Grave Reaper (air ok)[[File:|130x200px]]GuardAllStartup30~36Recovery19Advantage+10
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 90%, 80% 3, 0 Mid, Very Small KD +42 1000, 200 2000, 1000 700, 300 60%, 80% 25%, 12% 150
j.236K 80% 2 [0] Very Small +18 (IAD) 500 1000 300 80% 12% 100

236K:

  • Projectile will continue if Purple Roman Canceled on frame 16 at the earliest.
  • Clash Level: 2 (Initial Strike), 1 (Projectile)
  • Clash Hits: 2 (1 per hit)
  • Vertical Activation Range: 150 (Tatami only, does not apply to j.236K). Unable to hit extended hurtboxes of opponents significantly above the tatami.


j.236K:

  • Projectile will continue if Purple Roman Canceled on frame 19 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • Values in [square brackets] are for a falling air tatami (active frames after the first)

Kabari

41236S or 41236H

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
41236S 30 All 29 10 15 +3
41236H 30 All 18 11 19 -3
41236H~H 48 All 11 [23] 3 14 (23 on block) -7
41236S

On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +5 frame advantage. On block, the opponent will be pulled less than half of the move's maximum distance towards Baiken, leaving her +2 on block.

S Kabari is a very powerful combo and pressure extention tool, letting Baiken continue her blockstrings that comes with a risk of tethering herself to her opponent. However this situation is almost always extremely advantageous to her as it lets her continue her pressure and keep her opponent up close, constantly threating with her Tatami Gaeshi frame trap.

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

  • 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.

41236H

Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Hitting 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 but not low profiled or beaten with 6P moves. Can be used similarly to  Chipp's ReshouuGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 and  Ramlethal's ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block.

The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. The follow-up slash is very unsafe on block, as many character can punish Baiken with c.S if poorly spaced, but in majority of ranges her opponent can at least get 2K > 2D punish.

If the follow-up slash Counter Hits, Baiken can get meterless combo. Midscreen she can follow up the counter hit with 2S>41236H and in the corner she gets 5H>41236S into a full wall-break combo.

  • 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
  • Similar to a traditional fireball due to the disjoint.
  • The follow up can be done even on whiff.
  • The charged follow-up can pass through the opponent while traveling.
  • Instant Blocking 41236H will remove the vacuum effect.
  • Unsafe at close range
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
41236S 90% 4 Mid +6 2500 1000 300 80% 25% 150
41236H 90% 4 Mid 0 2500 1000 300 80% 25% 150
41236H~H 90% 3 Mid HKD +58 2000 1000 300 100% 25% 150

41236S:

  • Horizontal Activation Range: 500 ~ 900 (Applies to both variants). Increases during active frames to match hitbox. Unable to hit extended hurtboxes.


41236H:

  • Instant Blocking will remove the vacuum effect.
  • On Hit or Block, follow-up cannot be performed for 10F.
    • Follow-up will result in a 3 [15] frame gap.
  • On whiff, can be cancelled 9 frames into recovery at the earliest (frames 36-47).
    • Total startup of 632146H~H is 46 [58].
  • Vacuum pushback ratio increases with distances: 90%→100%→110%→120%.
  • Horizontal launch speed doubles on final 2 active frames (active frames 10-11).


41236H~H:

  • Horizontal Activation Range: 550. Unable to hit extended hurtboxes.
  • Guard Crush duration on Baiken: 23f.

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)

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.

TK Youzansen naturally frame trap An 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 their 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 crossup Attacking 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 noticeable, 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 5K 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 +8 on hit and -12 on block.
  • 2369S is +6 on hit and -14 on 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. Loses to projectiles and throws. Successful parry gives Baiken c.S meaty.

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 a consistent +11, which is advantageous enough to allow Baiken to gaplessly string into 2S at most ranges.

  • 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.
  • Terrible combo starter because of its bad proration, you will only Roman Cancel this for a combo to finish off rounds
  • 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, either hit of  Sol's Tyrant RaveGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44,  Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 and the first hit of Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100.
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
  • Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage-
 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-
  • Sickle Storm's second hitGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2
 Baiken
  • Air Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD)
  • KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5
 Bridget
  • Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4
  • BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6
  • Rock the BabyGGST Bridget 63214P.pngGuardGround ThrowStartup27Recovery28AdvantageN/A
  • Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16
 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-
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage-
  • Burn It DownGGST Goldlewis Dickinson Burn It Down.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage-
 Happy Chaos
  • FireGGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+23
  • Deus Ex MachinaGGST Happy Chaos Deus Ex Machina.pngGuardAllStartup13+(193 Flash)+7RecoveryAdvantage-25
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
  • Ultimate Fortissimo (Air)GGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26
  • MegalomaniaGGST I-No Megalomania 1.pngGuardGround Throw (All)Startup11+0(41)RecoveryAdvantageN/A (-18)
 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
  • Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41
 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]
  • Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4
 Leo Whitefang
  • [4]6S Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12
  • [4]6H Gravierte WürdeGGST 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
  • Great Yamada AttackGGST May Great Yamada Attack.pngGuardAllStartup10+1Recovery88Advantage-54
  • The Wonderful and Dynamic Goshogawara after initial rising hitGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31
 Millia Rage
  • S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10
  • H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
  • KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS)
  • Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8
 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
  • Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0
 Ramlethal Valentine
  • CalvadosGGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16
  • S BajonetoGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9
  • H BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3
 Sin Kiske
  • N/A
 Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
  • Heavy Mob CemeteryGGST Sol Badguy 214214H.pngGuardGround ThrowStartup13+7Recovery49Advantage-
 Testament
  • Stain
  • S/H Grave Reaper (first hit is a strike and can be parried)GGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1
  • NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63
  • Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38
 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-
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7
  • Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3
  • AmorphousGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% [100%] KD +14 [+11] 2500 [1000] 1000 [0] 50
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
  • Data in [ ] represents values on successful parry from far away (non-Clean Hit, or "Far Parry").
    • Far Parry inflicts Guard Crush on the opponent for 53 frames.
    • Far Parry can be more advantageous by parrying into its late active frames.
    • Unlike other Guard Crush attacks, Far Parry will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • Far Parry occurs if opponent is more than 500 units horizontally or vertically spaced away.

Overdrives

Tsurane Sanzu-watashi

236236S

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
35×2, 89
[35×2, 55]
All 8+1 3(20)3(36)3 48 -32 1-10 Full
  • Data in [] refers to non-cinematic hits when missing either of the first two hits.
  • 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.

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
214214P 30,70 All (Guard Crush) 8+3 28 Total 47 +5
j.214214P 30, 70 All (Guard Crush) 11+3 28 Total 45
  • 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.
  • Extremely (28f) active explosion.
  • Useful for finishing off combos when out of Tsurane Sanzu-watashi's range
  • 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  Axl,  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.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214214P 4 Small HKD +59 500 1000 0 60% 25%
j.214214P 4 Small HKD 500 1000 0 60% 25%

214214P:

  • Projectile spawns during super freeze on frame 8 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 5
  • Clash Hits: -
  • Max projectile travel time: 28f
  • Guard Crush duration: 42f


j.214214P:

  • Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 5
  • Clash Hits: -
  • Max projectile travel time: 28f

Colors

GGST Baiken color 1.png
GGST Baiken color 2.png
GGST Baiken color 3.png
GGST Baiken color 4.png
GGST Baiken color 5.png
GGST Baiken color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Baiken color 7.png
GGST Baiken color 8.png
GGST Baiken color 9.png
GGST Baiken color 10.png
GGST Baiken color 11.png
GGST Baiken color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Baiken color 13.png
GGST Baiken color 14.png
GGST Baiken color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

External References

Notable Players:

  • Memokarp (EN)
Twitch: memokarp
YouTube: Memokarp
Twitter: @memokarp
  • Shinphil (EN)
Twitch: shin_phil
Twitter: @ShinPhil_
  • Diaphone (EN)
Twitch: Diaphone_
YouTube: Diaphone_
Twitter: @Diaphone_
  • Yabaiken (EN)
Twitch: Yabaiken
YouTube: Yabaiken
  • Surewin (EN)
Twitch: Surewin
Twitter: @Surewin
  • Dejojo (EN)
Twitter: @Dejohj
  • Baaru (JP)
Nico Video: バァル
YouTube: GGばぁる
Twitter: @baaru_ggx

Navigation

 Baiken



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