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Revision as of 21:05, 28 January 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
Baiken comes out January 28th for Season Pass Holders, and can be purchased individually on January 31st.
Baiken Baiken is classified as a Balance character, a versatile midrange character capable of turning her enemies' attacks against them.
- Midrange: Baiken excels at taking screen space and forcing her opponent away while demanding respect. Both of her grounded 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.
- 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.
- Tether: Applied with either her throw or the S variant of Kabari, the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
- Defense: A parry active from frame 1, Hiiragi is a powerful defensive tool that allows Baiken to callout gapped/predictable pressure in ways most characters cannot. 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.
- 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.
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.
Baiken |
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Normal Moves
5P
- Baiken's fastest normal.
- Hits all crouching opponents.
Is stubby and minus on block, but her suite of command normals means she has a very workable spread of options to threaten with from 5P.
Particularly noteworthy for a 5P as it hits crouching opponents (Including Faust crouch walk). Will still lose to attacks with heavy low profile (i.e Sol's vortex). Combos naturally into 6P or 6K > Tatami, allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump Cancellable
- Moves Baiken forward
- Placeholder.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump cancelable on block.
- Leads to a mixup with TK Youzansen/2D.
Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D
f.S
- Placeholder.
Gatling Options: 5H, 2H
5H
- Placeholder.
- Counter hit forces crouching state on the opponent.
5D
- Uncharged Dust
- Placeholder.
- Charged Dust
- Placeholder.
6P
- Baiken's main anti-air.
6P is a true blockstring from any P or K normals, giving her a gapless option along with a frame trap option in 6K. 6P is also a decent anti-air and counterpoke, but it's range leaves a little to be desired. HS Kabari makes for a reliable anti-air followup on hit or block
6K
- Combo filler and frame trap.
Always has a 2-frame gap if chained from a P or K normals. On counterhit, 6K can be linked into c.S or f.S for a high-damage pickup.
6H
- 4-frame gap when immediately canceled from c.S
- 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
- Placeholder.
2K
- Placeholder.
Gatling Options: 6P, 6H, 5D, 2D
2S
- Placeholder.
Gatling Options: 5H, 2H
2H
- Advancing, low poke.
Catches jump startup from her longer pokes and launches on hit for easy confirms. Don't whiff this.
2D
- Two-hit sweep, both hits are lows.
Combos into Tatami anywhere and is the low complement to Youzansen.
j.P
- Placeholder.
Gatling Options: j.P
j.K
- Placeholder.
Gatling Options: j.D
j.S
- Placeholder.
Gatling Options: j.H, j.D
j.H
- Placeholder.
Gatling Options: j.D
j.D
- Freezes Baiken's momentum.
- Wallbounces on hit.
Universal Mechanics
Ground Throw (Tether)
6D or 4D
- Tethers opponent to Baiken.
- Tether effect gets stronger with more distance.
- Tether can "pull" Baiken out of her backdash or other airborne states.
Baiken's tether throw allows her to set up strong mixups and pressure at the cost of being a detriment in some matchups. Use 4[D] or 6[D] in matchups where you do not want your opponent close to you (like Potemkin). Using the tether, she can take advantage of how her backdash leaves her airborne and go for crossups, as well as setting up an easy meaty Tatami with IAD back 236K.
Ground Throw (Knockback)
6[D] or 4[D]
- 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
- Placeholder.
Special Moves
Tatami Gaeshi
236K (Air OK)
- 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, giving a huge launch.
- 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 Dash macro.
Kabari
41236S/H
- Both versions of Kabari cause a vacuum effect on the opponent on hit and block
- 41236S
- Tethers opponent to Baiken temporarily on hit or block.
Usually can only be comboed into with a counterhit.
- 41236H
- Causes a vacuum effect on the opponent on hit and block
- Pressing again performs a follow-up slash that can be charged to delay the slash, and can pass through the opponent while traveling.
Baiken's main combo ender. Ending a combo with the follow-up allows for a meaty Kire Tatami.
Youzansen
j.236S
- Hits overhead, very fast if TK'd (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.
Hiiragi
236P
- Baiken's counter and defensive callout.
- Catch has a close and far version: Close catch deals high damage and knocks down, Far catch deals no damage but forces a recoil animation.
- 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.
- 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.
Overdrives
Tsurane Sanzu-watashi
236236S
- Baiken's reversal super.
Kenjyu
214214P (Air OK)
- Utility/whiff punish super.
- 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.
- Air version fires diagonally towards the ground.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall