GGST/Baiken/Data: Difference between revisions

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< GGST‎ | Baiken
(→‎Infobox Data: new backdash data)
 
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{{TOC limit|3}}
==Nav==
<section begin="Nav"/>{{CharNav |charMainPage=Baiken|image=GGST_Baiken_Icon.png}}<section end="Nav"/>
==Links==
==Links==
<section begin="Links"/>
<section begin=Links/>{{GGST/CharacterLinks}}<section end=Links/>
{{CharLinks|charMainPage=GGST/Baiken
|videos= |discord= |twitter=GGST_BA}}
<section end="Links"/>


==Infobox Data==
==Infobox Data==
{{GGST-character
{{GGST-character
| name        =Baiken
| name        =Baiken
| defense      =1.11
| defense      =30
| guts        =4
| guts        =4
| prejump      =4
| prejump      =4
| backdash    =21/1~5 strike invuln/1~15 airborne
| backdash    =21/1-5 strike invuln/1-15 airborne
| backdashDuration  =21
| backdashInvuln    =1-5F
| backdashAirborne  =1-15F
| weight      =Light
| weight      =Light
| portrait    =GGST_Baiken_Portrait.png
| portrait    =GGST_Baiken_Portrait.png
| icon        =GGST_Baiken_Icon.png
| icon        =GGST_Baiken_Icon.png
| guardBalance =1
| umo          =[[GGST/Baiken#Kabari|[H] Kabari follow-up]]
| guardBalance =32
| jump_duration =44
| jump_duration =44
| high_jump_duration=48
| high_jump_duration=48
| jump_height =
| jump_height =441.1
| efiad =3
| high_jump_height  =524.4
| ebiad =3
| earliest_iad      =7
| fadd =25/19
| ad_duration      =18/24
| badd =12
| abd_duration      =6/11
| fadat =18
| ad_distance      =735.625
| badat =6
| abd_distance      =234.929
| jump_tension      =3×22 [high jump: 3×23]
| airdash_tension  =5×24
| movement_tension  =10
| walk_speed        =4.9
| back_walk_speed  =4.725
| dash_initial_speed=11.2
| dash_acceleration =0.605
| dash_friction    =105
| jump_gravity      =1.9
| high_jump_gravity =1.9
}}
}}


Line 40: Line 47:
|invuln=
|invuln=
|damage=24
|damage=24
|startup=5
|startup=4
|active=2
|active=2
|recovery=10
|recovery=10
|onBlock=-2
|onBlock=-2
|onHit=+1
|onHit=+1
|level=
|level=0
|counter=Small
|counter=Small
|riscGain=500
|riscGain=500
|riscLoss=
|riscLoss=1500
|wallDamage=300
|OTGRatio=80%
|prorate=80%
|prorate=80%
|images=GGST Baiken 5P.png
|images=GGST Baiken 5P.png
Line 54: Line 63:
|type=normal
|type=normal
}}
}}
===5K Data===
===5K Data===
{{MoveData-GGST
{{MoveData-GGST
Line 67: Line 77:
|onBlock=-3
|onBlock=-3
|onHit=0
|onHit=0
|level=
|level=1
|counter=Small
|counter=Small
|riscGain=1000
|riscGain=1000
|riscLoss=
|riscLoss=1000
|prorate=
|wallDamage=300
|OTGRatio=80%
|prorate=90%
|images=GGST Baiken 5K.png
|images=GGST Baiken 5K.png
|hitboxes=GGST Baiken 5K 1 Hitbox.png;GGST Baiken 5K 2 Hitbox.png
|hitboxes=GGST Baiken 5K 1 Hitbox.png;GGST Baiken 5K 2 Hitbox.png
Line 87: Line 99:
|startup=7
|startup=7
|active=6
|active=6
|recovery=13
|recovery=10
|onBlock=-2
|onBlock=+1
|onHit=+1
|onHit=+4
|level=
|level=3
|counter=Mid
|counter=Mid
|riscGain=2000
|riscGain=2000
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=100%
|prorate=100%
|OTGRatio=100%
|images=GGST Baiken cS.png
|images=GGST Baiken cS.png
|hitboxes=GGST Baiken cS Hitbox.png
|hitboxes=GGST Baiken cS Hitbox.png
|type=normal
|type=normal
|caption=The coin is flipped
|notes={{FrameDataNotes|GGST|Proximity Range|270}}
}}
}}
===f.S Data===
===f.S Data===
{{MoveData-GGST
{{MoveData-GGST
Line 107: Line 124:
|invuln=
|invuln=
|damage=33
|damage=33
|startup=10
|startup=9
|active=6
|active=6
|recovery=15
|recovery=15
|onBlock=-7
|onBlock=-7
|onHit=-4
|onHit=-4
|level=
|level=2
|counter=Mid
|counter=Mid
|riscGain=1500
|riscGain=1500
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=90%
|prorate=90%
|OTGRatio=80%
|images=GGST Baiken fS.png
|images=GGST Baiken fS.png
|hitboxes=GGST Baiken fS hitbox.png
|hitboxes=GGST Baiken fS hitbox.png
Line 135: Line 154:
|onBlock=-8
|onBlock=-8
|onHit=-5
|onHit=-5
|level=
|level=4
|counter=
|counter=Large
|riscGain=2500
|riscGain=2500
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=300
|prorate=90%
|OTGRatio=100%
|images=GGST Baiken 5H.png
|images=GGST Baiken 5H.png
|hitboxes=GGST Baiken 5H Hitbox.png
|hitboxes=GGST Baiken 5H Hitbox.png
|type=normal
|type=normal
}}
}}
===2P Data===
===2P Data===
{{MoveData-GGST
{{MoveData-GGST
Line 157: Line 179:
|onBlock=-2
|onBlock=-2
|onHit=+1
|onHit=+1
|level=
|level=0
|counter=Small
|counter=Small
|riscGain=500
|riscGain=500
|riscLoss=
|riscLoss=1500
|wallDamage=300
|prorate=80%
|prorate=80%
|OTGRatio=80%
|images=GGST Baiken 2P.png
|images=GGST Baiken 2P.png
|hitboxes=GGST Baiken 2P Hitbox.png
|hitboxes=GGST Baiken 2P Hitbox.png
Line 179: Line 203:
|onBlock=-3
|onBlock=-3
|onHit=0
|onHit=0
|level=
|level=1
|counter=Small
|counter=Small
|riscGain=750
|riscGain=750
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=70%
|prorate=70%
|OTGRatio=80%
|images=GGST Baiken 2K.png
|images=GGST Baiken 2K.png
|hitboxes=GGST Baiken 2K Hitbox.png
|hitboxes=GGST Baiken 2K Hitbox.png
Line 198: Line 224:
|startup=11
|startup=11
|active=3
|active=3
|recovery=22
|recovery=19
|onBlock=-11
|onBlock=-8
|onHit=-8
|onHit=-5
|level=
|level=2
|counter=
|counter=Mid
|riscGain=1500
|riscGain=1500
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=90%
|prorate=90%
|OTGRatio=80%
|images=GGST Baiken 2S.png
|images=GGST Baiken 2S.png
|hitboxes=GGST Baiken 2S hitbox.png
|hitboxes=GGST Baiken 2S hitbox.png
|caption=Farther than you'd think
|type=normal
|type=normal
}}
}}
Line 223: Line 252:
|recovery=26
|recovery=26
|onBlock=-13
|onBlock=-13
|onHit=KD (+21)
|onHit=KD +21
|level=
|level=4
|counter=
|counter=Large
|riscGain=1875
|riscGain=1875
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=90%
|prorate=90%
|OTGRatio=80%
|images=GGST Baiken 2H.png
|images=GGST Baiken 2H.png
|hitboxes=GGST Baiken 2H Hitbox.png
|hitboxes=GGST Baiken 2H Hitbox.png
|type=normal
|type=normal
|caption=Baiken's wish came true, it now truly low profiles.
|notes={{FrameDataNotes|GGST|Activation X|500}}. Unable to hit extended hurtboxes.;{{FrameDataNotes|GGST|Activation Y|110}}. Unable to hit extended hurtboxes of opponents significantly above Baiken.
}}
}}
===j.P Data===
===j.P Data===
{{MoveData-GGST
{{MoveData-GGST
Line 246: Line 280:
|onBlock=
|onBlock=
|onHit=
|onHit=
|level=
|level=0
|counter=Small
|counter=Small
|riscGain=375
|riscGain=375
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=80%
|prorate=80%
|OTGRatio=80%
|images=GGST Baiken jP.png
|images=GGST Baiken jP.png
|hitboxes=GGST Baiken jP Hitbox.png
|hitboxes=GGST Baiken jP hitbox.png
|type=normal
|type=normal
}}
}}
===j.K Data===
===j.K Data===
{{MoveData-GGST
{{MoveData-GGST
Line 268: Line 305:
|onBlock=
|onBlock=
|onHit=
|onHit=
|level=
|level=1
|counter=Small
|counter=Small
|riscGain=750
|riscGain=750
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=80%
|prorate=80%
|OTGRatio=60%
|images=GGST Baiken jK.png
|images=GGST Baiken jK.png
|hitboxes=GGST Baiken jK Hitbox.png
|hitboxes=GGST Baiken jK hitbox.png
|type=normal
|type=normal
}}
}}
Line 288: Line 327:
|active=7
|active=7
|recovery=19
|recovery=19
|onBlock=
|onBlock=+1 (IAD)
|onHit=
|onHit=+4 (IAD)
|level=
|level=2
|counter=Mid
|counter=Mid
|riscGain=1125
|riscGain=1125
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=80%
|prorate=80%
|OTGRatio=80%
|images=GGST Baiken jS.png
|images=GGST Baiken jS.png
|hitboxes=GGST Baiken jS Hitbox.png
|hitboxes=GGST Baiken jS 1 hitbox.png;GGST Baiken jS 2 hitbox.png
|caption=One of the best air buttons in the game
|type=normal
|type=normal
}}
}}
===j.H Data===
===j.H Data===
{{MoveData-GGST
{{MoveData-GGST
Line 309: Line 352:
|startup=15
|startup=15
|active=Until Landing
|active=Until Landing
|recovery=Landing+3
|recovery=3 after Landing
|onBlock=
|onBlock=+7 (IAD)
|onHit=
|onHit=+10 (IAD)
|level=
|level=2
|counter=
|counter=Mid
|riscGain=1125
|riscGain=1125
|riscLoss=
|riscLoss=1000
|wallDamage=300
|prorate=80%
|prorate=80%
|OTGRatio=100%
|images=GGST Baiken jH.png
|images=GGST Baiken jH.png
|hitboxes=GGST Baiken jH Hitbox.png
|hitboxes=GGST Baiken jH 1 hitbox.png;GGST Baiken jH 2 hitbox.png
|type=normal
|type=normal
|caption=Safejumps for dummies
}}
}}
===j.D Data===
===j.D Data===
{{MoveData-GGST
{{MoveData-GGST
Line 326: Line 373:
|name=
|name=
|input=j.D
|input=j.D
|guard=All
|guard=High
|invuln=
|invuln=
|damage=53
|damage=53
Line 334: Line 381:
|onBlock=
|onBlock=
|onHit=
|onHit=
|level=
|level=3
|counter=
|counter=Mid
|riscGain=1500
|riscGain=1500
|riscLoss=
|riscLoss=1000
|wallDamage=500
|prorate=90%
|prorate=90%
|OTGRatio=80%
|images=GGST Baiken jD.png
|images=GGST Baiken jD.png
|hitboxes=GGST Baiken jD Hitbox.png
|hitboxes=GGST Baiken jD hitbox.png
|type=normal
|type=normal
}}
}}
===6P Data===
===6P Data===
{{MoveData-GGST
{{MoveData-GGST
Line 349: Line 399:
|input=6P
|input=6P
|guard=All
|guard=All
|invuln=
|invuln=1-2 Upper Body<br/>3-13 Above Knees
|damage=32
|damage=32
|startup=9
|startup=9
Line 355: Line 405:
|recovery=19
|recovery=19
|onBlock=-10
|onBlock=-10
|onHit=-3
|onHit=-7
|level=
|level=2
|counter=
|counter=Mid
|riscGain=1500
|riscGain=1500
|riscLoss=
|riscLoss=1000
|wallDamage=500
|prorate=90%
|prorate=90%
|OTGRatio=60%
|images=GGST Baiken 6P.png
|images=GGST Baiken 6P.png
|hitboxes=GGST Baiken 6P Hitbox.png
|hitboxes=GGST Baiken 6P Hitbox.png
|type=normal
|type=normal
|caption=Raise your hand(s) in the air
|notes={{FrameDataNotes|GGST|Initial Combo Decay|20}}
}}
}}
===6K Data===
===6K Data===
{{MoveData-GGST
{{MoveData-GGST
Line 378: Line 433:
|onBlock=-5
|onBlock=-5
|onHit=-2
|onHit=-2
|level=
|level=2
|counter=
|counter=Mid
|riscGain=1500
|riscGain=1500
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=300
|prorate=90%
|OTGRatio=80%
|images=GGST Baiken 6K.png
|images=GGST Baiken 6K.png
|hitboxes=GGST Baiken 6K Hitbox.png
|hitboxes=GGST Baiken 6K Hitbox.png
|type=normal
|type=normal
}}
}}
===6H Data===
===6H Data===
{{MoveData-GGST
{{MoveData-GGST
Line 400: Line 458:
|onBlock=-13
|onBlock=-13
|onHit=-10
|onHit=-10
|level=
|level=4
|counter=Large
|counter=Large
|riscGain=2500
|riscGain=2500
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=500
|prorate=90%
|OTGRatio=100%
|images=GGST Baiken 6H.png
|images=GGST Baiken 6H.png
|hitboxes=GGST Baiken 6H Hitbox.png
|hitboxes=GGST Baiken 6H 1 hitbox.png;GGST Baiken 6H 2 hitbox.png;GGST Baiken 6H 3 hitbox.png
|type=normal
|type=normal
}}
}}
===2D Data===
===2D Data===
{{MoveData-GGST
{{MoveData-GGST
Line 416: Line 477:
|guard=Low
|guard=Low
|invuln=
|invuln=
|damage=20×2
|damage=20, 16
|startup=10
|startup=10
|active=6,3
|active=6, 3
|recovery=21
|recovery=21
|onBlock=-10
|onBlock=-10
|onHit=HKD (+49)
|onHit=HKD +49
|level=
|level=2
|counter=Large
|counter=Large
|riscGain=525×2
|riscGain=525×2
|riscLoss=
|riscLoss=1000
|prorate=70%
|wallDamage=150×2
|images=GGST Baiken 2D.png
|prorate=90%
|hitboxes=GGST Baiken 2D Hitbox.png
|OTGRatio=80%
|images=GGST Baiken 2D 1.png;GGST Baiken 2D 2.png
|hitboxes=GGST Baiken 2D 1 Hitbox.png;GGST Baiken 2D 2 Hitbox.png
|type=normal
|type=normal
}}
}}
===5D Data===
===5D Data===
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=
|name=Uncharged
|input=5D
|input=5D
|guard=High
|guard=High
Line 447: Line 511:
|counter=Mid
|counter=Mid
|riscGain=1125
|riscGain=1125
|riscLoss=3000
|riscLoss=3000 [1000]
|wallDamage=700 (900)
|prorate=80%
|prorate=80%
|OTGRatio=60%
|images=GGST Baiken 5D.png
|images=GGST Baiken 5D.png
|hitboxes=GGST Baiken 5D Hitbox.png
|hitboxes=GGST Baiken 5D Hitbox.png
|type=normal
|type=normal
|notes={{FrameDataNotes|GGST|5D}}
}}
}}


Line 457: Line 524:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=
|name=Charged
|input=5[D]
|input=5[D]
|guard=High
|guard=High
Line 466: Line 533:
|recovery=26
|recovery=26
|onBlock=-10
|onBlock=-10
|onHit=Launch
|onHit=KD +36
|level=2
|level=4
|counter=Mid
|counter=Mid
|riscGain=1875
|riscGain=1875
|riscLoss=1500
|riscLoss=1500 [1000]
|wallDamage=0 (200)
|prorate=100%
|prorate=100%
|OTGRatio=60%
|images=GGST Baiken 5D.png
|images=GGST Baiken 5D.png
|hitboxes=GGST Baiken 5D Hitbox.png
|hitboxes=GGST Baiken 5D Hitbox.png
|type=normal
|type=normal
|notes={{FrameDataNotes|GGST|5[D]}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===Ground Throw Data===
===Ground Throw (Tether) Data===
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Ground Throw
|name=Ground Throw (Tether)
|input=6D or 4D
|input=6D or 4D
|guard=Ground Throw (90000)
|guard=Ground Throw (90000)
|invuln=none
|invuln=none
|damage=20,60
|damage=80
|startup=2
|startup=2
|active=3
|active=3
|recovery=38
|recovery=38
|onBlock=
|onBlock=
|onHit=HKD (+60)
|onHit=HKD +60
|images=GGST Baiken Ground Throw.png
|images=GGST Baiken Ground Throw.png
|type=other
|type=other
Line 496: Line 566:
|wallDamage=1000
|wallDamage=1000
|prorate=50%
|prorate=50%
|notes=4/6[D] HKD +47
|notes={{FrameDataNotes|GGST|Throw}}; Does one hit of 20 and a final hit of 60 damage
}}
 
===Ground Throw (Knockback) Data===
{{MoveData-GGST
|chara=Baiken
|name=Ground Throw (Knockback)
|input=6[D] or 4[D]
|guard=Ground Throw (90000)
|invuln=none
|damage=80
|startup=2
|active=3
|recovery=38
|onBlock=
|onHit=HKD +63
|images=GGST_Baiken_Ground Throw_2.png
|type=other
|riscLoss=2500
|wallDamage=1000
|prorate=50%
|notes={{FrameDataNotes|GGST|Throw}}; Does one hit of 20 and a final hit of 60 damage
}}
}}


Line 506: Line 597:
|guard=Air Throw
|guard=Air Throw
|invuln=none
|invuln=none
|damage=20,60
|damage=20, 60
|startup=2
|startup=2
|active=3
|active=3
|recovery=Until Landing+10
|recovery=38 or Until Landing+10
|onBlock=
|onBlock=
|onHit=HKD
|onHit=HKD +43 (IAD)
|images=GGST Baiken Air Throw.png
|images=GGST Baiken Air Throw.png
|hitboxes=GGST_Baiken_Air_Throw_Hitbox.png
|type=other
|type=other
|riscLoss=2500
|riscLoss=2500
|wallDamage=1000
|wallDamage=1000
|prorate=50%
|prorate=50%
|notes={{FrameDataNotes|GGST|Air Throw|decreases as height increases (+41 to +44)}}
}}
===236D Data===
{{MoveData-GGST
|chara=Baiken
|name=Wild Assault
|input=236D
|guard=All(Guard Crush)
|damage=30
|startup=20~31
|active=3
|recovery=20
|onBlock=+13
|onHit=Stagger +12
|level=4
|counter=Mid
|notes={{FrameDataNotes|GGST|Wild Assault Blue Uncharged}}
|images=GGST Baiken 236D.png
|hitboxes=GGST Baiken 236D Hitbox.png
|type=other
|riscGain=2500
|riscLoss=3000
|wallDamage=700
|inputTension=0
|chipRatio=25%
|OTGRatio=
|prorate=90%
|invuln=
|cancel=
}}
===236[D] Data===
{{MoveData-GGST
|chara=Baiken
|name=Wild Assault
|input=236[D]
|guard=All(Guard Crush)
|damage=50
|startup=32
|active=3
|recovery=20
|onBlock=+17
|onHit=HKD +71
|level=4
|counter=Mid
|notes=
|images=GGST Baiken 236D.png
|hitboxes=GGST Baiken 236D Hitbox.png
|type=other
|riscGain=2500
|riscLoss=2000
|wallDamage=700
|inputTension=0
|chipRatio=25%
|OTGRatio=
|prorate=100%
|invuln=
|cancel=
}}
===Dash Cancel Data===
{{MoveData-GGST
|chara=Baiken
|name=Dash Cancel
|input=66
|guard=
|damage=
|startup=
|active=
|recovery=Total 22
|onBlock=
|onHit=
|level=
|images=
|hitboxes=
|type=other
|riscGain=
|riscLoss=
|wallDamage=
|prorate=
|invuln=
|cancel=
|notes={{FrameDataNotes|GGST|Dash Cancel}}
}}
}}


Line 527: Line 703:
|guard=All
|guard=All
|invuln=
|invuln=
|damage=45,25
|damage=45, 25
|startup=15
|startup=15
|active=29
|active=3 (13) 13
|recovery=5
|recovery=5
|onBlock=-3
|onBlock=-3
|onHit=KD (+42)
|onHit=KD +42
|level=
|level=3, 0
|counter=
|counter=Mid, Very Small
|riscGain=1000,200
|riscGain=1000, 200
|riscLoss=
|riscLoss=2000, 1000
|prorate=90%
|wallDamage=700, 300
|inputTension=150
|OTGRatio=60%, 80%
|chipRatio=25%, 12%
|prorate=90%, 80%
|images=GGST Baiken 236K.png
|images=GGST Baiken 236K.png
|hitboxes=GGST Baiken 236K Hitbox.png
|hitboxes=GGST_Baiken_236K_1_hitbox.png;GGST_Baiken_236K_2_hitbox.png;GGST_Baiken_236K_3_hitbox.png;GGST_Baiken_236K_4_hitbox.png;GGST_Baiken_236K_5_hitbox.png
|hitboxCaption=&#32;\This vertical hitbox (also present above) will null non-Overdrive projectiles\&#32;\&#32;\Last active grounded frame
|type=special
|type=special
|notes={{FrameDataNotes|GGST|Projectile|15|2 (Initial Strike), 1 (Projectile)|2 (1 per hit)}};{{FrameDataNotes|GGST|Activation Y|150}} (Tatami only, does not apply to {{clr|K|j.236K}}). Unable to hit extended hurtboxes of opponents significantly above the tatami.
}}
}}
===j.236K Data===
===j.236K Data===
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Tatami Gaeshi
|name=Air Tatami Gaeshi
|input=j.236K
|input=j.236K
|guard=All
|guard=All
|invuln=
|invuln=
|damage=40
|damage=40 [20]
|startup=20
|startup=20
|active=Until Landing
|active=Until Tatami Lands
|recovery=Landing+7
|recovery=Until Landing+7
|onBlock=
|onBlock=+15 (IAD)
|onHit=
|onHit=+18 (IAD)
|level=
|level=2 [0]
|counter=
|counter=Very Small
|riscGain=500
|riscGain=500
|riscLoss=
|riscLoss=1000
|wallDamage=300
|inputTension=100
|chipRatio=12%
|OTGRatio=80%
|prorate=80%
|prorate=80%
|images=GGST Baiken 236K.png
|images=GGST Baiken 236K.png
|hitboxes=GGST Baiken 236K Hitbox.png
|hitboxes=GGST_Baiken_236K_Air_1_hitbox.png;GGST_Baiken_236K_Air_2_hitbox.png;GGST_Baiken_236K_Air_3_hitbox.png
|hitboxCaption=First active Air tatami frame\Early Air Tatami falling hitbox\Late Air Tatami falling hitbox (and when reaching floor/grounded)
|type=special
|type=special
|notes={{FrameDataNotes|GGST|Projectile|18|1|1}}; Values in [square brackets] are for a falling air tatami (active frames after the first)
}}
}}


Line 568: Line 757:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kabari
|name=S Kabari
|input=41236S
|input=41236S
|guard=All
|guard=All
|invuln=
|invuln=
|damage=30
|damage=30
|startup=27
|startup=29
|active=11
|active=10
|recovery=18
|recovery=15
|onBlock=0
|onBlock=+3
|onHit=+3
|onHit=+6
|level=
|level=4
|counter=
|counter=Mid
|riscGain=2500
|riscGain=2500
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=300
|inputTension=150
|chipRatio=25%
|OTGRatio=80%
|prorate=90%
|images=GGST Baiken 41236S.png
|images=GGST Baiken 41236S.png
|hitboxes=GGST Baiken 41236S Hitbox.png
|hitboxes=GGST Baiken 41236S 1 hitbox.png;GGST Baiken 41236S 2 hitbox.png
|caption={{clr|S|S}} Version
|hitboxCaption={{clr|S|S}} Version first active frame\Max range
|type=special
|type=special
|notes={{FrameDataNotes|GGST|Activation X|500 ~ 900}} (Applies to both variants). Increases during active frames to match hitbox. Unable to hit extended hurtboxes.
}}
}}


Line 591: Line 787:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kabari
|name=H Kabari
|input=41236H
|input=41236H
|guard=All
|guard=All
Line 597: Line 793:
|damage=30
|damage=30
|startup=18
|startup=18
|active=
|active=11
|recovery=
|recovery=19
|onBlock=-3
|onBlock=-3
|onHit=0
|onHit=0
|level=
|level=4
|counter=
|counter=Mid
|riscGain=2500
|riscGain=2500
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=300
|inputTension=150
|chipRatio=25%
|OTGRatio=80%
|prorate=90%
|images=GGST Baiken 41236H.png
|images=GGST Baiken 41236H.png
|hitboxes=GGST Baiken 41236H Hitbox.png
|hitboxes=GGST Baiken 41236H 1 hitbox.png;GGST Baiken 41236H 2 hitbox.png
|caption={{clr|H|H}} Version
|hitboxCaption={{clr|H|H}} Version first active frame\Max range
|type=special
|type=special
|notes=Instant Blocking will remove the vacuum effect.;On Hit or Block, follow-up cannot be performed for 10F.;* Follow-up will result in a 3 [15] frame gap.;On whiff, can be cancelled 9 frames into recovery at the earliest (frames 36-47).;* Total startup of {{clr|H|632146H~H}} is 46 [58].;Vacuum pushback ratio increases with distances: 90%→100%→110%→120%.;Horizontal launch speed doubles on final 2 active frames (active frames 10-11).
}}
}}
===41236H~H Data===
===41236H~H Data===
{{MoveData-GGST
{{MoveData-GGST
Line 620: Line 824:
|startup=11 [23]
|startup=11 [23]
|active=3
|active=3
|recovery=10
|recovery=14 (23 on block)
|onBlock=-3
|onBlock=-7
|onHit=HKD (+58)
|onHit=HKD +58
|level=
|level=3
|counter=
|counter=Mid
|riscGain=2000
|riscGain=2000
|riscLoss=
|riscLoss=1000
|prorate=100%
|wallDamage=300
|inputTension=150
|OTGRatio=100%
|chipRatio=25%
|prorate=90%
|images=GGST Baiken 41236HH.png
|images=GGST Baiken 41236HH.png
|hitboxes=GGST Baiken 41236HH Hitbox.png
|hitboxes=GGST Baiken 41236HH hitbox.png
|caption={{clr|H|H}} Version follow-up
|hitboxCaption={{clr|H|H}} Version follow-up
|type=special
|type=special
|notes={{FrameDataNotes|GGST|Activation X|550}}. Unable to hit extended hurtboxes.;Guard Crush duration on Baiken: 23f.
}}
}}


Line 640: Line 851:
|guard=High
|guard=High
|invuln=
|invuln=
|damage=39
|damage=50
|startup=9
|startup=9
|active=12
|active=12
|recovery=Landing+10
|recovery=7 after Landing
|onBlock=-18 ([[Tiger Knee|TK]])
|onBlock=-14 (IAS)
|onHit=+3 ([[Tiger Knee|TK]])
|onHit=KD +30 (IAS)
|level=
|level=2
|counter=
|counter=Mid
|riscGain=1125
|riscGain=1125
|riscLoss=
|riscLoss=1000
|wallDamage=300
|inputTension=150
|chipRatio=25%
|OTGRatio=60%
|prorate=80%
|prorate=80%
|images=GGST Baiken j236S.png
|images=GGST Baiken j236S.png
|hitboxes=GGST Baiken j236S Hitbox.png
|hitboxes=GGST_Baiken_j236S_1_hitbox.png;GGST_Baiken_j236S_2_hitbox.png;GGST_Baiken_j236S_3_hitbox.png;GGST_Baiken_j236S_4_hitbox.png;GGST_Baiken_j236S_5_hitbox.png;GGST_Baiken_j236S_6_hitbox.png
|type=special
|type=special
|notes=Hitstop on ground hit: 16F;Frame data differs if input without a High Jump. On-Block is -12. On-Hit is +32.
}}
}}


Line 661: Line 877:
|name=Hiiragi
|name=Hiiragi
|input=236P
|input=236P
|guard=
|guard=-
|invuln=1-6 Catch
|invuln=1-7 Strike
|damage=130
|damage=100
|startup=
|startup=1
|active=
|active=7
|recovery=45
|recovery=32
|onBlock=
|onBlock=-
|onHit=KD (+14)
|onHit=KD +14 [+11]
|level=
|level=
|counter=
|counter=
|riscGain=
|riscGain=
|riscLoss=
|riscLoss=2500 [1000]
|prorate=50%
|wallDamage=1000 [0]
|images=GGST Baiken 236P.png
|inputTension=50
|hitboxes=GGST Baiken 236P Hitbox.png
|chipRatio=
|prorate=50% [100%]
|images=GGST Baiken 236P.png;GGST Baiken 236P 2.png |caption=&#32;\Nice meaty
|hitboxes=GGST Baiken 236P hitbox.png
|type=special
|type=special
|notes=CH recovery
|notes={{FrameDataNotes|GGST|Hitgrab}};<!--
-->Data in [ ] represents values on successful parry from far away (non-Clean Hit, or "Far Parry").;<!--
-->* Far Parry inflicts Guard Crush on the opponent for 53 frames.;<!--
-->* Far Parry can be more advantageous by parrying into its late active frames.;<!--
-->* Unlike other Guard Crush attacks, Far Parry will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.;<!--
-->* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.;<!--
-->* Far Parry occurs if opponent is more than 500 units horizontally or vertically spaced away.
}}
}}


Line 687: Line 912:
|input=236236S
|input=236236S
|guard=All
|guard=All
|invuln=
|invuln=1-10 Full
|damage=45×2,100
|damage=35×2, 89<br>[35×2, 55]
|startup=7+1
|startup=8+1
|active=
|active=3(20)3(36)3
|recovery=48
|recovery=48
|onBlock=-32
|onBlock=-32
|onHit=HKD (+42)
|onHit=HKD +42
|level=
|level=4
|counter=
|counter=Mid
|riscGain=800×3
|riscGain=800×3
|riscLoss=
|riscLoss=1000
|wallDamage=0
|chipRatio=25%
|OTGRatio=80%
|prorate=100%
|prorate=100%
|images=GGST Baiken 236236S.png
|images=GGST Baiken 236236S.png
|hitboxes=GGST Baiken 236236S Hitbox.png
|hitboxes=GGST Baiken 236236S 1 hitbox.png;GGST Baiken 236236S 2 hitbox.png;GGST Baiken 236236S 3 hitbox.png
|hitboxCaption=No matter the distance, if this hits from the front, it all hits\&#32;\Somebody will get nailed by this at least once
|notes=Data in [] refers to non-cinematic hits when missing either of the first two hits (or theoretically during OTG)
|type=super
|type=super
}}
}}
===214214P Data===
===214214P Data===
{{MoveData-GGST
{{MoveData-GGST
Line 708: Line 939:
|name=Kenjyu
|name=Kenjyu
|input=214214P
|input=214214P
|guard=All
|guard=All (Guard Crush)
|invuln=
|invuln=
|damage=110
|damage=30,70
|startup=8+3
|startup=8+3
|active=
|active=28
|recovery=
|recovery=Total 47
|onBlock=+5
|onBlock=+5
|onHit=HKD
|onHit=HKD +59
|level=
|level=4
|counter=
|counter=Small
|riscGain=500
|riscGain=500
|riscLoss=
|riscLoss=1000
|wallDamage=0
|chipRatio=25%
|OTGRatio=60%
|prorate=
|prorate=
|images=GGST Baiken 214214P.png
|images=GGST Baiken 214214P.png
|hitboxes=GGST Baiken 214214P Hitbox.png
|hitboxes=GGST Baiken 214214P 1 hitbox.png;GGST Baiken 214214P 2 hitbox.png;GGST Baiken 214214P 3 hitbox.png;GGST Baiken 214214P 4 hitbox.png |caption=Anti-zoning tool and niche metered combo extender
|hitboxCaption=First active frame\Projectile hitbox\Early explosion\late explosion
|type=super
|type=super
|notes={{FrameDataNotes|GGST|superProjectile|8|5}};Max projectile travel time: 28f;Guard Crush duration: 42f;
}}
}}
===j.214214P Data===
===j.214214P Data===
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kenjyu
|name=Air Kenjyu
|input=j.214214P
|input=j.214214P
|guard=All
|guard=All (Guard Crush)
|invuln=
|invuln=
|damage=110
|damage=30, 70
|startup=11+3
|startup=11+3
|active=
|active=28
|recovery=
|recovery=Total 45
|onBlock=
|onBlock=
|onHit=HKD
|onHit=HKD
|level=
|level=4
|counter=
|counter=Small
|riscGain=500
|riscGain=500
|riscLoss=
|riscLoss=1000
|wallDamage=0
|chipRatio=25%
|OTGRatio=60%
|prorate=
|prorate=
|images=GGST Baiken j214214P.png
|images=GGST Baiken j214214P.png
|hitboxes=GGST Baiken j214214P Hitbox.png
|hitboxes=GGST Baiken j214214P Hitbox.png;GGST Baiken 214214P 3 hitbox.png;GGST Baiken 214214P 4 hitbox.png
|type=super
|type=super
|notes={{FrameDataNotes|GGST|superProjectile|11|5}};Max projectile travel time: 28f;
}}
}}


==Category==
==Navigation==
{{#lst:GGST/Navigation}}
{{GGST/Navigation}}

Latest revision as of 16:32, 16 February 2024

Links



Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Baiken Portrait.png GGST Baiken Icon.png Baiken 30 4 32 4 21 1-5F 1-15F [H] Kabari follow-up
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
44 48 441.1 524.4 7 18/24 6/11 735.625 234.929
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
10 3×22 [high jump: 3×23] 5×24 4.9 4.725 11.2 0.605 105
Jump Gravity High Jump Gravity Forward Step Dash
1.9 1.9

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
24 All 4 2 10 -2 +1 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST Baiken 5P.png
GGST Baiken 5P Hitbox.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
29 All 7 5 10 -3 0 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 300 80% 90%
GGST Baiken 5K.png
GGST Baiken 5K 1 Hitbox.pngGGST Baiken 5K 2 Hitbox.png

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
43 All 7 6 10 +1 +4 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 100% 100%
GGST Baiken cS.png
The coin is flipped
GGST Baiken cS Hitbox.png
Input Proximity Range: 270

f.S Data

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 All 9 6 15 -7 -4 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Baiken fS.png
GGST Baiken fS hitbox.png

5H Data

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
47 All 13 2 25 -8 -5 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 100% 90%
GGST Baiken 5H.png
GGST Baiken 5H Hitbox.png

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
21 All 6 3 9 -2 +1 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST Baiken 2P.png
GGST Baiken 2P Hitbox.png

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
27 Low 6 5 10 -3 0 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70%
GGST Baiken 2K.png
GGST Baiken 2K Hitbox.png

2S Data

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
31 All 11 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Baiken 2S.png
Farther than you'd think
GGST Baiken 2S hitbox.png

2H Data

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
44 Low 17 6 26 -13 KD +21 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1000 300 80% 90%
GGST Baiken 2H.png
Baiken's wish came true, it now truly low profiles.
GGST Baiken 2H Hitbox.png
Horizontal Activation Range: 500. Unable to hit extended hurtboxes.
Vertical Activation Range: 110. Unable to hit extended hurtboxes of opponents significantly above Baiken.

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
23 High 5 3 13 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
375 1000 300 80% 80%
GGST Baiken jP.png
GGST Baiken jP hitbox.png

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
29 High 7 8 12 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 60% 80%
GGST Baiken jK.png
GGST Baiken jK hitbox.png

j.S Data

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 High 8 7 19 +1 (IAD) +4 (IAD) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 80%
GGST Baiken jS.png
One of the best air buttons in the game
GGST Baiken jS 1 hitbox.pngGGST Baiken jS 2 hitbox.png

j.H Data

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
41 High 15 Until Landing 3 after Landing +7 (IAD) +10 (IAD) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 80%
GGST Baiken jH.png
Safejumps for dummies
GGST Baiken jH 1 hitbox.pngGGST Baiken jH 2 hitbox.png

j.D Data

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
53 High 12 3 26 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 90%
GGST Baiken jD.png
GGST Baiken jD hitbox.png

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
32 All 9 5 19 -10 -7 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 60% 90% 1-2 Upper Body
3-13 Above Knees
GGST Baiken 6P.png
Raise your hand(s) in the air
GGST Baiken 6P Hitbox.png
If the first hit of a combo, applies an additional +20 Combo Decay.

6K Data

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 All 12 9 10 -5 -2 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Baiken 6K.png
GGST Baiken 6K Hitbox.png

6H Data

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
52 All 20 8 24 -13 -10 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 100% 90%
GGST Baiken 6H.png
GGST Baiken 6H 1 hitbox.pngGGST Baiken 6H 2 hitbox.pngGGST Baiken 6H 3 hitbox.png

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20, 16 Low 10 6, 3 21 -10 HKD +49 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
525×2 1000 150×2 80% 90%
GGST Baiken 2D 1.pngGGST Baiken 2D 2.png
GGST Baiken 2D 1 Hitbox.pngGGST Baiken 2D 2 Hitbox.png

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 High 20 3 26 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 [1000] 700 (900) 60% 80%
GGST Baiken 5D.png
GGST Baiken 5D Hitbox.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
56 High 28 3 26 -10 KD +36 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 [1000] 0 (200) 60% 100%
GGST Baiken 5D.png
GGST Baiken 5D Hitbox.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

Universal Mechanics

Ground Throw (Tether) Data

6D or 4D
Ground Throw (Tether)
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw (90000) 2 3 38 HKD +60
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50% none
GGST Baiken Ground Throw.png
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15
Does one hit of 20 and a final hit of 60 damage

Ground Throw (Knockback) Data

6[D] or 4[D]
Ground Throw (Knockback)
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw (90000) 2 3 38 HKD +63
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50% none
GGST Baiken Ground Throw 2.png
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15
Does one hit of 20 and a final hit of 60 damage

Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20, 60 Air Throw 2 3 38 or Until Landing+10 HKD +43 (IAD)
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50% none
GGST Baiken Air Throw.png
GGST Baiken Air Throw Hitbox.png
Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
Frame advantage decreases as height increases (+41 to +44).
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

236D Data

236D
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All(Guard Crush) 20~31 3 20 +13 Stagger +12 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 3000 700 0 25% 90%
GGST Baiken 236D.png
GGST Baiken 236D Hitbox.png
Guard crush duration: 35F
Adds additional momentum on cancels without backwards movement.
Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

236[D] Data

236[D]
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All(Guard Crush) 32 3 20 +17 HKD +71 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 2000 700 0 25% 100%
GGST Baiken 236D.png
GGST Baiken 236D Hitbox.png

Dash Cancel Data

66
Dash Cancel
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
Total 22
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.

Special Moves

236K Data

236K
Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45, 25 All 15 3 (13) 13 5 -3 KD +42 3, 0 Mid, Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000, 200 2000, 1000 700, 300 150 25%, 12% 60%, 80% 90%, 80%
GGST Baiken 236K.png
GGST Baiken 236K 1 hitbox.pngGGST Baiken 236K 2 hitbox.pngGGST Baiken 236K 3 hitbox.pngGGST Baiken 236K 4 hitbox.pngGGST Baiken 236K 5 hitbox.png
• This vertical hitbox (also present above) will null non-Overdrive projectiles • • • Last active grounded frame
Projectile will continue if Purple Roman Canceled on frame 16 at the earliest.
Clash Level: 2 (Initial Strike), 1 (Projectile)
Clash Hits: 2 (1 per hit)
Vertical Activation Range: 150 (Tatami only, does not apply to j.236K). Unable to hit extended hurtboxes of opponents significantly above the tatami.

j.236K Data

j.236K
Air Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD) +18 (IAD) 2 [0] Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 12% 80% 80%
GGST Baiken 236K.png
GGST Baiken 236K Air 1 hitbox.pngGGST Baiken 236K Air 2 hitbox.pngGGST Baiken 236K Air 3 hitbox.png
First active Air tatami frame • Early Air Tatami falling hitbox • Late Air Tatami falling hitbox (and when reaching floor/grounded)
Projectile will continue if Purple Roman Canceled on frame 19 at the earliest.
Clash Level: 1
Clash Hits: 1
Values in [square brackets] are for a falling air tatami (active frames after the first)

41236S Data

41236S
S Kabari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 29 10 15 +3 +6 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 150 25% 80% 90%
GGST Baiken 41236S.png
S Version
GGST Baiken 41236S 1 hitbox.pngGGST Baiken 41236S 2 hitbox.png
S Version first active frame • Max range
Horizontal Activation Range: 500 ~ 900 (Applies to both variants). Increases during active frames to match hitbox. Unable to hit extended hurtboxes.

41236H Data

41236H
H Kabari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 18 11 19 -3 0 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 150 25% 80% 90%
GGST Baiken 41236H.png
H Version
GGST Baiken 41236H 1 hitbox.pngGGST Baiken 41236H 2 hitbox.png
H Version first active frame • Max range
Instant Blocking will remove the vacuum effect.
On Hit or Block, follow-up cannot be performed for 10F.
* Follow-up will result in a 3 [15] frame gap.
On whiff, can be cancelled 9 frames into recovery at the earliest (frames 36-47).
* Total startup of 632146H~H is 46 [58].
Vacuum pushback ratio increases with distances: 90%→100%→110%→120%.
Horizontal launch speed doubles on final 2 active frames (active frames 10-11).

41236H~H Data

41236H~H
Kabari Followup
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
48 All 11 [23] 3 14 (23 on block) -7 HKD +58 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 150 25% 100% 90%
GGST Baiken 41236HH.png
H Version follow-up
GGST Baiken 41236HH hitbox.png
H Version follow-up
Horizontal Activation Range: 550. Unable to hit extended hurtboxes.
Guard Crush duration on Baiken: 23f.

j.236S Data

j.236S
Youzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 High 9 12 7 after Landing -14 (IAS) KD +30 (IAS) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 150 25% 60% 80%
GGST Baiken j236S.png
GGST Baiken j236S 1 hitbox.pngGGST Baiken j236S 2 hitbox.pngGGST Baiken j236S 3 hitbox.pngGGST Baiken j236S 4 hitbox.pngGGST Baiken j236S 5 hitbox.pngGGST Baiken j236S 6 hitbox.png
Hitstop on ground hit: 16F
Frame data differs if input without a High Jump. On-Block is -12. On-Hit is +32.

236P Data

236P
Hiiragi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
100 - 1 7 32 - KD +14 [+11]
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 [1000] 1000 [0] 50 50% [100%] 1-7 Strike
GGST Baiken 236P.pngGGST Baiken 236P 2.png
• Nice meaty
GGST Baiken 236P hitbox.png
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
Data in [ ] represents values on successful parry from far away (non-Clean Hit, or "Far Parry").
* Far Parry inflicts Guard Crush on the opponent for 53 frames.
* Far Parry can be more advantageous by parrying into its late active frames.
* Unlike other Guard Crush attacks, Far Parry will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* Far Parry occurs if opponent is more than 500 units horizontally or vertically spaced away.

Overdrives

236236S Data

236236S
Tsurane Sanzu-watashi
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35×2, 89
[35×2, 55]
All 8+1 3(20)3(36)3 48 -32 HKD +42 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
800×3 1000 0 25% 80% 100% 1-10 Full
GGST Baiken 236236S.png
GGST Baiken 236236S 1 hitbox.pngGGST Baiken 236236S 2 hitbox.pngGGST Baiken 236236S 3 hitbox.png
No matter the distance, if this hits from the front, it all hits • • Somebody will get nailed by this at least once
Data in [] refers to non-cinematic hits when missing either of the first two hits (or theoretically during OTG)

214214P Data

214214P
Kenjyu
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30,70 All (Guard Crush) 8+3 28 Total 47 +5 HKD +59 4 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 0 25% 60%
GGST Baiken 214214P.png
Anti-zoning tool and niche metered combo extender
GGST Baiken 214214P 1 hitbox.pngGGST Baiken 214214P 2 hitbox.pngGGST Baiken 214214P 3 hitbox.pngGGST Baiken 214214P 4 hitbox.png
First active frame • Projectile hitbox • Early explosion • late explosion
Projectile spawns during super freeze on frame 8 and can be Purple Roman Canceled immediately after end of super freeze.
Clash Level: 5
Clash Hits: -
Max projectile travel time: 28f
Guard Crush duration: 42f

j.214214P Data

j.214214P
Air Kenjyu
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30, 70 All (Guard Crush) 11+3 28 Total 45 HKD 4 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 0 25% 60%
GGST Baiken j214214P.png
GGST Baiken j214214P Hitbox.pngGGST Baiken 214214P 3 hitbox.pngGGST Baiken 214214P 4 hitbox.png
Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
Clash Level: 5
Clash Hits: -
Max projectile travel time: 28f

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