Please feel free to make edits, but include edit summaries and sources where applicable.
Baiken |
---|
Normal Moves
5P
- Placeholder.
Gatling Options: 5P, 2P, 6P, 6H
5K
- Placeholder.
Gatling Options: 6P, 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.
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.
6K
- Combo filler and frame trap.
Always has a small 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
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.
- 4 frame gap when immediately canceled from c.S
- Ground bounce on counterhit
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
- Placeholder.
Universal Mechanics
Ground Throw
6D or 4D
- Attaches opponent to Baiken if tapped.
- Kicks opponent away without attaching if held.
Baiken can safely set up a meaty Tatami with IAD back Tatami using the tether.
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.
- Air Tatami
- Spawns a projectile.
- Tatami mat is active until it lands.
Kabari
41236S/H
- GGST Baiken 41236SH.png
- GGST Baiken 41236SH hitbox.png
- 41236S
- Attaches opponent to Baiken temporarily on hit.
- 41236H
- Pressing again performs a follow-up slash that can be charged to delay the slash, and can pass through the opponent while traveling.
Youzansen
j.236S
- Hits overhead, very fast if TK'd (2369S)
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 JackO minionn 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.
- 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