GGST/Baiken

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Overview
Overview

Baiken comes out January 28th for Season Pass Holders, and can be purchased individually on January 31st.

Pros
Cons
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After certain attacks, the opponent is attached to Baiken via a rope.
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Baiken


GGST Baiken Character Guide

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52 All 20 8 24 -13

  • 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

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D


Ground Throw

6[D] or 4[D]

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw (90000) 2 3 38 none

  • Alternative throw to 4D/6D, 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

Special Moves

Tatami Gaeshi

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45, 25 All 15 3 (13) 13 5 -3
40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD)

Ground Tatami
  • Physical hit in front of Baiken that launches opponents.

This move does it all. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals, 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

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 29 10 15 +3
30 All 18 11 19 -3
48 All 11 [23] 3 14 (23 on block) -7

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 H 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 9 12 7 after Landing -14 (IAS)

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

Baiken's main high mixup option if 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

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
100 - 1 7 32 - 1-7 Strike

  • 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

Kenjyu

214214P (Air OK)

External References

Navigation

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