GGST/Baiken/Data: Difference between revisions

From Dustloop Wiki
< GGST‎ | Baiken
(9 intermediate revisions by 5 users not shown)
Line 15: Line 15:
{{GGST-character
{{GGST-character
| name        =Baiken
| name        =Baiken
| defense      =1.11
| defense      =30
| guts        =4
| guts        =4
| prejump      =4
| prejump      =4
Line 23: Line 23:
| icon        =GGST_Baiken_Icon.png
| icon        =GGST_Baiken_Icon.png
| umo          =[[GGST/Baiken#Kabari|[H] Kabari follow-up]]
| umo          =[[GGST/Baiken#Kabari|[H] Kabari follow-up]]
| guardBalance =1
| guardBalance =32
| jump_duration =44
| jump_duration =44
| high_jump_duration=48
| high_jump_duration=48
Line 105: Line 105:
|startup=7
|startup=7
|active=6
|active=6
|recovery=13
|recovery=10
|onBlock=+1
|onBlock=+1
|onHit=+4
|onHit=+4
Line 482: Line 482:
|guard=Low
|guard=Low
|invuln=
|invuln=
|damage=20×2
|damage=20,16
|startup=10
|startup=10
|active=6,3
|active=6,3
Line 669: Line 669:
|hitboxCaption=&#32;\This vertical hitbox (also present above) will null non-Overdrive projectiles\&#32;\&#32;\Last active grounded frame
|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|Activation Y|150}} (Tatami only, does not apply to {{clr|K|j.236K}}). Unable to hit extended hurtboxes of opponents significantly above the tatami.
|notes='''Intial Strike Clash Level:''' 2;'''Projectile Clash Level:''' 1;'''Clash Hits:''' 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.
}}
}}


Line 675: Line 675:
{{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
Line 698: Line 698:
|hitboxCaption=First active Air tatami frame\Early Air Tatami falling hitbox\Late Air Tatami falling hitbox (and when reaching floor/grounded)
|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='''Clash Level:''' 1;'''Clash Hits:''' 1;
}}
}}


Line 703: Line 704:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kabari
|name=S Kabari
|input=41236S
|input=41236S
|guard=All
|guard=All
Line 733: Line 734:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kabari
|name=H Kabari
|input=41236H
|input=41236H
|guard=All
|guard=All
Line 828: Line 829:
|recovery=32
|recovery=32
|onBlock=
|onBlock=
|onHit=KD (+14) [+4]
|onHit=KD (+14) [+11]
|level=
|level=
|counter=
|counter=
Line 867: Line 868:
|images=GGST Baiken 236236S.png
|images=GGST Baiken 236236S.png
|hitboxes=GGST Baiken 236236S 1 hitbox.png;GGST Baiken 236236S 2 hitbox.png;GGST Baiken 236236S 3 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)
|notes=Data in [] refers to non-cinematic hits when missing either of the first two hits (or theoretically during OTG)
|type=super
|type=super
Line 894: Line 896:
|images=GGST Baiken 214214P.png
|images=GGST Baiken 214214P.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
|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
|hitboxCaption=First active frame\Projectile hitbox\Early explosion\late explosion
|type=super
|type=super
|notes=Max projectile travel time 28f
|notes='''Clash Level:''' 5;'''Clash Hits:''' -;Max projectile travel time 28f
}}
}}


Line 901: Line 904:
{{MoveData-GGST
{{MoveData-GGST
|chara=Baiken
|chara=Baiken
|name=Kenjyu
|name=Air Kenjyu
|input=j.214214P
|input=j.214214P
|guard=All (Guard Crush)
|guard=All (Guard Crush)
Line 922: Line 925:
|hitboxes=GGST Baiken j214214P Hitbox.png;GGST Baiken 214214P 3 hitbox.png;GGST Baiken 214214P 4 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=Max projectile travel time 28f
|notes='''Clash Level:''' 5;'''Clash Hits:''' -;Max projectile travel time 28f
}}
}}


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

Revision as of 02:31, 3 December 2022

Nav

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 [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
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

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%
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% 100%
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 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 Landing+3 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% 1-3f Upper Body
4-13f Above Knees
GGST Baiken 6P.png
Raise your hand(s) in the air
GGST Baiken 6P Hitbox.png

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% 100%
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% 100%
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% 70%
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 700 (900) 60% 80%
GGST Baiken 5D.png
GGST Baiken 5D Hitbox.png
Wall Damage increases by +200 if opponent is in contact with the wall.

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 Launch 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 700 (900) 60% 100%
GGST Baiken 5D.png
GGST Baiken 5D Hitbox.png
Wall Damage increases by +200 if opponent is in contact with the wall.
500 Tension gain on hit (equivalent to Attack Level 2).

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
20,60 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

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
20,60 Ground Throw (90000) 2 3 38 HKD +47
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

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 Until Landing+10 HKD
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
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

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%
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
Intial Strike Clash Level: 2
Projectile Clash Level: 1
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 All 20 Until Landing Landing+7 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)
Clash Level: 1
Clash Hits: 1

41236S Data

41236S
S Kabari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 31 11 16 +2 +5 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% 100%
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% 100%
GGST Baiken 41236H.png
H Version
GGST Baiken 41236H 1 hitbox.pngGGST Baiken 41236H 2 hitbox.png
H Version first active frame • Max range

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 -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% 100%
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.

j.236S Data

j.236S
Youzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 High 9 12 Landing+7 -14 (TK) +6 (TK) 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

236P Data

236P
Hiiragi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
130 1 6 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% F1~6 Strike
GGST Baiken 236P.pngGGST Baiken 236P 2.png
GGST Baiken 236P hitbox.png
Data in [] represents values on successful parry from far away (non-Clean Hit).
Full Counter Hit recovery.
Cannot parry projectiles.
Non-damaging stagger occurs if opponent is more than 500 units horizontally or vertically spaced.
1000 Tension gain on hit.

Overdrives

236236S Data

236236S
Tsurane Sanzu-watashi
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45×2, 100
[45×2, 60]
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
110 All (Guard Crush) 8+3 +5 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 214214P.png
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
Clash Level: 5
Clash Hits: -
Max projectile travel time 28f

j.214214P Data

j.214214P
Air Kenjyu
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
110 All (Guard Crush) 11+3 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
Clash Level: 5
Clash Hits: -
Max projectile travel time 28f

Category