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Baiken |
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Normal Moves
5P
- Placeholder.
Gatling Options: 5P, 2P, 6P, 6H
5K
- Jump Cancellable
- 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.
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 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
6D or 4D
- Tethers opponent to Baiken.
Baiken can safely set up a meaty Tatami with IAD back Tatami using the tether.
Ground Throw
6[D] or 4[D]
- Alternative throw to 4D/6D, but instead of tethering the opponent, Baiken knocks them further back.
- Similar damage/frame data as tethered throw.
- Pulls opponent in if tethered before throw.
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
- GGST Baiken 41236SH.png
- GGST Baiken 41236SH hitbox.png
- 41236S
- Attaches opponent to Baiken temporarily on hit.
Usually can only be comboed into with a counterhit. The tether allows for different and more damaging combos than normal.
- 41236H
- 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 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