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Overview
Baiken is an original Guilty Gear character known for strong defensive options and controlling space.
She is set apart from the cast due to her guard cancels that allow Baiken to attack during block stun without tension. This enables her to break out of pressure and limit the opponent's options.
Baiken typically fights utilizing her main projectile, tatami gaeshi (the green mat), which launches the opponent and allows her to combo. With tension, Baiken will almost always grab decent damage and a knockdown from her Accent Core combos.
Guts Rating: 5
Defense Modifier: x1.21
Stun Resistance: 55
Weight: Extremely Light
Strengths: Tensionless guard cancels
Weaknesses: Low defense, small throw range, speed
Move List
- See also: Baiken Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
8
|
1.44
|
3
|
8
|
1
|
HLF
|
cCJR
|
5
|
2
|
6
|
+2
|
- 5P is a good point-blank poke, and probably Baiken's best tick-throw poke (due to the move's plus frames and low hitstop due to lv.1).
- It cancels into 2K, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).
|
|
5K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
14
|
2.64
|
6
|
7×2
|
2
|
HLF
|
CJR
|
8
|
5
|
6
|
+1
|
- This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.
|
|
c.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
9
|
2
|
11
|
+1
|
- Used often in combos as it chains to f.5S, 2D, 5H, and can be jump cancelled.
- This allows a 2D/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits
- On many standing characters, you can combo c.5S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
|
|
f.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
9
|
6
|
8
|
0
|
- f.5S has decent range and priority, but will only combo to tatami from a counter-hit or on a crouching hit box.
- This means it is usually used only in combos (although 2D is typically a better substitute) or in poking against someone far and low in the air.
- Similarly to c.5S, f.5S also combos to a low j.D on many standing hit boxes. This is key because it allows Baiken to continue combos from much further away on the ground.
|
|
5H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
48
|
3.84
|
20
|
6
|
5
|
HLF
|
CR
|
10
|
1
|
24
|
-6
|
- 5H is one of Baiken's biggest damage moves in AC due to its low GB- value.
- Combos into tatami mat on the ground and against a low airborne opponent.
- From a 5H counter-hit, Baiken can continue the combo with kabari (chain) from quite far.
- Beware using 5H from neutral, because the move only actively hits for one frame and has a large recovery.
|
|
6P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
15,25
|
1.44×2
|
3×2
|
8,7
|
1,2
|
HLF
|
CR, CJR
|
8
|
6(2)4
|
9
|
-3
|
- Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters.
- Combos to youzansen on the ground or j.P in the air.
- Can be used as an option select throw to catch backdashes.
|
|
Throws
Special Moves
Tatami Gaeshi 236K air OK
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Ground
|
40(late 20)
|
2.50/1.20
|
0
|
7
|
3
|
All
|
F
|
15
|
17
|
16
|
-6
|
Air
|
40(late 20)
|
2.50/1.20
|
0
|
7
|
3
|
All
|
F
|
18
|
--
|
16 after land
|
--
|
|
Force Breaks
Overdrives
Tsurane Sanzu Watashi 236236S
|
|
Instant Kill
Strategy
Combos
Alternate Color Chart
Navigation
Click [★] for character's full frame data