Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
With his own parry and Autoguard properties on his specials, Anji presents a unique threat to Baiken's normal gameplan
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Round Start
Neutral
Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches.
Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack.
Approaching in the air has an added risk, as Anji both has a large 6P and Kou, which are both upper body invincible and lead to high damage.
Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again.
Offense
H KabariGuardAllStartup18Recovery19Advantage-3
Anji has a strong Abare game, using mostly 2P to escape a pressure situation. This is a primary way to escape Baiken's H Kabari RPS situation due to its range and speed, but will lose to the followup. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily.
Kachoufuugetsu Kai
If Anji has 50 Tension, Kachoufuugetsu KaiGuardStartup1Recovery10Advantage- becomes a large threat in pressure as the counter can potentially be done as a prediction to reckless cancelling of normals into H Kabari on reaction. It is the only other counter in the game that acts similarly to Baiken's own HiiragiGuard-Startup1Recovery32Advantage-, which allows Anji to counter Safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s (including Tatami GaeshiGuardAllStartup15Recovery5Advantage-3), 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, and Kabari at longer ranges.
Defense
Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard-Startup1Recovery32Advantage-. However, in situations in the corner, Anji has normals like f.s and 2S to pressure Baiken while avoiding the risk of taking damage from Hiiragi and staying in range to continue using Fuujin and its followups. This allows him to build meter and Risc to eventually cash out with Rin or 5D. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. The safest option is attempting to jump out, but it can be predicted and punished. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended.
ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin.
Asuka R
Asuka may have the advantage in neutral, but Baiken will eat him alive if she gets in once
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Round Start
Asuka's roundstart interactions depend HEAVILY on what spells he rolls in the beginning. Watch carefully for the spell list to try and predict what he will do. Asuka can hardly challenge Baiken at roundstart unless he rolls 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16, which allows him a strong roundstart option. Otherwise, Asuka will likely try to create space from Baiken to start his oppressive neutral game.
Neutral
Asuka controls the entire game if he escapes roundstart unscathed. With his variety of projectile spells, he can easily keep Baiken out for as long as he can continue to pull them from his book. Watching his spell list is arguably more important for you than for him, as noting when he doesnt have mana to cast spells or not having any space controlling spells will give you an idea of when it is time to approach him. Until then, make sure to try and smack the cubes before they reach you (with the exception of Bit Shift MetronGuardAll [Guard Crush]Startup14RecoveryTotal 39Advantage+8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] and Metron ArpeggioGuardAll [Guard Crush]Startup31RecoveryTotal 59Advantage+113 [+124] as Baiken cannot neutralize all of the projectiles fired without getting hit herself.) Take note of his teleport spells as well, since if he uses them without you already blocking projectiles you can easily hit him out of it for a counterhit.
One option of note is KenjyuGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5, as its a projectile that goes through ANY projectile that Asuka can throw at you. Try to wait until he doesn't have 50 Tension to spend to make sure that he cant PRC his attack and block. Otherwise, Kenjyu can be inputted as a reaction to any cube spell he throws in neutral for a punish.
Offense
If you can get in on him through the sea of cubes, Asuka is nearly defenseless to Baiken's oppressive offense game. You want to prolong this state as long as possible and try to win the round off of the single neutral win. Utilizing Blue Wild Assault to tether him both prevents him from running AND grants Baiken more damaging combos to drain his Mana bar. The only thing to look out for is his Aquila MetronGuardAllStartup14RecoveryTotal 59Advantage-25 spell, which is a reversal. Treat it like you would other meterless reversals.
Defense
On defense, the primary things to be looking out for are 5D,Accipiter MetronGuardHighStartup19RecoveryTotal 48Advantage+4, and 6H, as they are overhead attacks that he can combo off of during his pressure.
Strike/throw pressure is also in effect while he is throwing spells at you. Utilize Faultless Defense to prevent him pressuring you from too close up as well as prevent risc build from the spell spam.
Axl Low
Baiken's small stature and large buttons work well to corner Axl.
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Round Start
Neutral
Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. The big move to look out for is 2HGuardLowStartup11Recovery26Advantage-18 [-8], as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuardHighStartup8Recovery19Advantage+1 (IAD). Pay close attention to how much Axl is committing to that button and counterattack. Remember that the longer you block, the higher the Risc gauge will be, which in turn makes any stray hit from Axl do a ton more damage. Pay attention to this and be less committal with moves at higher Risc values.
When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. This can be exploited by air-dashing and immediately cancelling into Faultless Defense, to trick the Axl into spending his meter while keeping Baiken safe. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation.
Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Instant Block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space.
Offense
Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Axl's fastest Abare option is his 2K, which also has a generous low profile that can duck under Baiken's f.S, so keep a close eye on that move and pay attention to when and where they use that button. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Try to keep Axl locked down as tight as possible as any escape will lead to more RPS in neutral which can end badly for Baiken.
Defense
Axl has lackluster pressure scenarios, but they are very well at avoiding Hiiragi, as they will be spaced too far out to recieve the damage. Axl will likely attempt to reset to neutral over extending pressure sequences. He has access to j.HGuardHighStartup12Recovery25Advantage+3 (IAD), a fast overhead that combos into j.DGuardHighStartup10Recovery22Advantage+4 (IAD) for large damage against the wall, but this normal can be parried, even at the maximum height of the move.
Baiken
Baiken presents threatening abilities to counteract her own playstyle.
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Round Start
Neutral
Baiken's amazing normals control space very well, so moves like f.s and 2S end up being primary pokes in neutral as there isn't much she can do to contest them herself. Due to her poor anti-air game and amazing air game, air approaches are used to move around more freely and punish frugal usage of pokes and H Kabari.
Offense
Baiken threatens her own offense heavily with HiiragiGuard-Startup1Recovery32Advantage-, meaning blockstrings that normally go unpunished such as 2D-Tatami Gaeshi and c.s-2H are now vulnerable to parry. This makes pressure that isnt the primary mixup incredibly risky as not only does parry punish these strings, but attempting to counter it leaves her vulnerable to her 4 frame 5P as an Abare An attack during the opponent's pressure, intended to interrupt it.. Every knockdown is a Strike Throw situation due to parry and Tatami Gaeshi safejumps are the safest way to start the primary mixup.
IMPORTANT TO NOTE: An enemy Baiken's Tether will not act the same in combos as your own tether, the pull is not as strong as it would be normally, so adaptation is required to capitalize on the tether's abilities.
Defense
Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) in her mixup.
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
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Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Giovanna
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Goldlewis Dickinson
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Happy Chaos
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
I-No
Short Summary Goes Here.
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Round Start
Roundstart can be awkward and commital as yousanzen is the only option that outright beats I-No's 2s (aside from delayed hiiragi but only providing a far parry, not worth the trisk of attempting compared to just blocking the move), however this can be very risky and committal, you may wish to rely instead on options that trade and are safer to throw out to encourage the I-No to attempt other options to chase you down and avoid neutral where you can respond more appropriately
Neutral
Offense
Defense
Jack-O
Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over.
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Round Start
Neutral
Offense
Defense
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Leo Whitefang
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
May
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Millia Rage
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Nagoriyuki
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Potemkin
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Ramlethal Valentine
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Sin Kiske
Short Summary Goes Here.
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Frame Data • Counterstrategy • Reverse Matchup • [1]
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Sol Badguy
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
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Round Start
This is a matchup where far slash is very bad at roundstart, any interaction it may conribute to other options also cover and more, adjust to if teh testament is passive at roundstart due to the risk of losing the round over guessing wrong where they do well against Baiken in neutral and shift your options from rotating around primarily 2s and walkback 2h to either chasing them with j.s, j.d or air throw, or groudned options like h kabari, but beware of risk in the latter.
Neutral
Offense
Defense
Zato-1
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense