Please feel free to make edits, but include edit summaries and sources where applicable.
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.
Baiken’s varied and well-balanced kit makes her effective at a variety of ranges. She has no shortage of excellent 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 wide range of 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 plenty of mix-up options, and her combos are massively rewarding. Her Tatami Gaeshi is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe endings to her blockstrings on the ground; in the air, it provides excellent space control and allows for easy safe jump setups after after most knockdowns.
Her defense is entirely unique, matched by no one else in the game. Her parry, Hiiragi, 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.
Further emphasising her high-risk, high-reward nature is her unique tether mechanic. She can attach herself to her opponent with a rope by landing a ground throw or Kabari. Tethered combatants are pulled towards one another constantly, bouncing in if they dash away from their partner, or if they get knocked away. This allows Baiken to convert off of her pokes at long range into explosively damaging combos, but if her foe catches her, she will pay the price.
As versatile as she is, the true strength of her sword only shows when she is willing to take risks - by optimising the use of her tether and parrying when her opponent is least expecting it. Show courage, and fight in a calculated manner. Baiken can be as aggressive as she needs to be, and it is up to you to determine what risks are worth taking.
Boasting excellent space control tools and plenty of tricks for both offense and defense, Baiken is armed with everything she needs. The target of her ire will pay for their wickedness.
Baiken Baiken , classified as a Balance character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.
- 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.
- High Pressure: Once she closes the distance, Baiken's close-range offense is very powerful. She 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 - especially when she has meter.
- Easy Safejumps: Baiken's j.H and aerial Tatami Gaeshi make safejumps incredibly simple. Whether following up on a throw or a combo, Baiken makes it incredibly difficult for her opponent to escape, allowing her to continue her pressure.
- 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 all ranges. This can be mitigated with Tether, but that has its own downsides.
- Meter Hungry: Baiken's Hiiragi and Youzansen are both very powerful, but also very high-risk. They leave her extremely vulnerable if they fail, demanding that she spend her Tension defensively to keep herself safe. She also depends on Roman Cancel to capitalize off of her instant overhead in many situations. Without Tension to spend, Baiken has to gamble with high stakes much more frequently, and her mix-up game is substantially less threatening.
- Limited Anti-Airs: Baiken's normals don't reach high into the air, leaving the universal 6P as her only consistent grounded option to stop opponents approaching from above. Her j.D and other aerial buttons can force the opponent to respect her airspace, but require much more in the way of committment.
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.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 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 VortexGuardAllStartup15~31 [32]Recovery32Advantage-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.
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.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Jump cancellable on hit or on block.
- Leads to a mixup with TK Youzansen/2D.
- Moves Baiken forwards.
Fairly strong 5K that leads to solid reward. Baiken can frame trap afterwards with her 6K or go for a high/low mixup.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- 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.
Baiken's main pressure tool outside 5K. c.S is -2 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, and both the low and the high lead to a combo with meter. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with a low instead.
Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D
f.S
- Fairly standard poke.
Very potent and quick f.S useful for poking, but does not naturally combo into 2H except on Counter Hit and crouching hit. Lacks the disjointed hitboxes of 5H/6H or the ranges of 2S/2H, but low recovery and much faster startup make this safer to whiff than some of those alternatives.
Gatling Options: 5H, 2H
5H
- Disjointed poke, similar range to f.S.
- Counter hit forces crouching state on the opponent.
Has a higher counterhit level than f.S, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max f.S range, gatlings into 5H will cause it to whiff. f.S > 5H is also very weak to FD for this same reason.
5D
For when you just can't do TK Youzansen
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
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.
- Charged Dust
- 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.
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.
2P
Did you input Hiiragi too fast?
- 6-frame startup, loses to throw attempts.
Slower than her 5P, with slightly worse range and comes with a restrictive gatling window. There is no reason to use this normal instead of 2K.
2K
- A fast low attack.
- Despite being a 2K, Baiken's hurtbox remains relatively high.
Confirm into 2D for a decent reward on hit. 5P is so stubby that if you're trying to poke an opponent who's pressure left them further away, this will be one of your main options.
Gatling Options: 6P, 6H, 5D, 2D
2S
- 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 it's longer recovery and slower startup it's used bit less than f.S but is a vital tool in her guessing game involving H KabariGuardAllStartup18Recovery19Advantage-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' 6PGuardAllStartup12Recovery27Advantage-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
- 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 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.
2D
- 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
- 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 its range leaves a little to be desired. HS Kabari is a reliable anti-air followup on hit or block, or use Kenjyuto cash out Tension for damage.
6K
- Combo filler and frame trap.
- Strong tick throw button.
- Can be up to +3 if spaced properly/hits meaty enough
- Always has a 2-frame gap if chained from P or K normals.
On counterhit, 6K can be linked into c.S or f.S for a high-damage pickup. On normal hit, can combo into 236K at close range, but at far ranges against certain characters (such as after 2P > 2P > 6K), she must instead frame trap the opponent with 41236H. Because of its advancing properties and the threat of cancelling it into Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 this move is useful for tick throws.
6H
- Ground bounces opponents closer than 5H on air hit.
- 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. Does great damage, making it a good attack to break the wall with if other options aren't available.
j.P
- A fairly standard air button.
If you're too close to your opponent for j.D or j.S, this is your go-to air-to-air.
Gatling Options: j.P
j.K
- Hits at a relatively high angle.
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.
Gatling Options: j.D
j.S
- 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 use this too much as it is not a disjoint, making it very easy to 6P. 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
- Good for a deep jump-in.
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.
Gatling Options: j.D
j.D
- Freezes Baiken's momentum.
- Wallbounces on hit.
- Key compoment in her corner combo game
A slightly disjointed hitbox, pushback, range close to Ram's j.S, 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 j.D is a fantastic corner combo tool that leads to great damage.
Universal Mechanics
Ground Throw (Tether)
6D or 4D
- Tethers opponent to Baiken.
- 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 Gaeshi. 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 or when they have burst, [4]D or [6]D may still be preferable to allow her to maintain space.
For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.
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. Because bursting Baiken while she is tethered leaves her minus, this version of her throw is preferable to use to not risk losing your turn if your opponent has burst.
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
- 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.
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.
Special Moves
Tatami Gaeshi
236K (Air OK)
- Ground Tatami
- Physical hit in front of Baiken that launches opponents.
- Deletes enemy projectiles on contact (air version does not)
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 and combos into 6H on counter hit for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late. From frames 15 to 30, Tatami Gaeshi will nullify opposing projectiles (excluding Overdrives).
- Air Tatami
- Spawns a projectile.
- Tatami mat is active until it lands.
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 is a powerful approach and okizeme tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H Kabari's Follow-Up can lead to a meaty Tatami with 866j.236K.
Kabari
41236S/H
- 41236S
- 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 counterpart as a combo ender to re-apply the tether.
On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +3 frame advantage. On block, the opponent will be pulled approximately half of the move's maximum distance towards Baiken, and both characters will be left at +0 frame advantage.
For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.
- 41236H
- Pulls the opponent towards Baiken on hit and block.
- Pressing again after H Kabari performs a follow-up slash that can be charged to delay the slash.
- The charged follow-up can pass through the opponent while traveling.
- Instant Blocking 41236H will remove the vacuum effect.
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 or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's Resshou and Ramlethal's Erarlumo to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration.
The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. Deceptively safe however, as without Instant Block, only Chipp 5P can punish it once blocked. Hiiragi is extremely good at catching people who try to punish this, and once conditioned can allow Baiken to initiate her midscreen pressure effectively. Like everything Baiken does, Kabari>Hiiragi is a high-risk, high reward string; on success, you either tear off a chunk of life from a successful parry and/or restart your pressure, and on failure you get blown up.
Youzansen
j.236S
- Hits overhead, very fast if TK'd.
- Different Tiger Knee (TK) methods will merit different frame data, the infobox refers to 2369S.
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 noticible, 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 +5 on hit and -15 on block.
- 2369S is +3 on hit and -18 on block.
Hiiragi
236P
- Baiken's parry and defensive callout.
- Loses to projectiles and throws.
- 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 StormGuardAllStartup11+1Recovery26Advantage-2 and SnailGuardAllStartup14Recovery29Advantage-24, either hit of Sol's Tyrant RaveGuardAllStartup7+2Recovery41Advantage-44, Potemkin's Garuda ImpactGuardAll (Guard Crush)Startup28Recovery24Advantage+19 and the first hit of Giganter KaiGuardAllStartup10+1Recovery17Advantage+100.
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 -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry mostly results in a reset to neutral. This isn't necessarily a bad situation for Baiken depending on the matchup.
Character | Move |
---|---|
Anji Mito | |
Axl Low | |
Baiken | |
Chipp Zanuff | |
Faust | |
Giovanna |
|
Goldlewis Dickinson | |
Happy Chaos | |
I-No | |
Jack-O' | |
Ky Kiske |
|
Leo Whitefang | |
May | |
Millia Rage | |
Nagoriyuki | |
Potemkin | |
Ramlethal Valentine | |
Sol Badguy | |
Testament | |
Zato-1 |
|
Overdrives
Tsurane Sanzu-watashi
236236S
- 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)
- 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.
- Useful for finishing off combos when out of Tsurane Sanzu-watashi
- 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 Axls, 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.
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