GGAC/Baiken/Frame Data

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Statistics[edit]

  • Life Defense: 1.18
  • Guts Rating: 5
  • Guard Defense: 1
  • Stun Resistance: 55
  • Gravity: 1.10
  • Rising Time (face-up): 36
  • Rising Time (face-down): 32
  • Jump Speed: 3
  • Forward Dash Recovery: Baiken's dash recovery animation has feet invulnerability.


Normals[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 8 1.44 3 8 1 HLF cCJR 5 2 6 +2 --
K 14 2.64 6 7x2 2 HLF CJR 8 5 6 +1 --
c.S 28 2.64 10 7 3 HLF CJR 9 2 11 +1 --
f.S 30 2.64 10 7 3 HLF CJR 9 6 8 0 --
H 48 3.84 20 6 5 HLF CR 10 1 24 -6 --
6P 15,25 1.44x2 3x2 8,7 1,2 HLF CR, CJR 8 6(2)4 9 -3
  • 1-13 high invincible/second hit on block is a level 1 attack
6K 24 3.84 14 6 4 HLF CR 12 9 6 +2
  • 1-11 throw invincible/on CH stagger max 43 frames
6H 56 3.84 20 15 5 HLF CJR 15 8 28 -17
  • Upper Body Invincible on frames 15-34
Dust 20 3.84 15 20 5 HF R 25 2 26 -9 --
DA 25 2.64 10 7 3 All JR 6 7(2)3 6 -4
  • 1-17 invincible
  • 18-20 throw invincible
  • floats (28)
  • Jump cancellable from 14th frame
  • prorate 50%
2P 8 1.44 3 8 1 HLF CR 6 3 7 0
  • Prorate 80%
2K 12 1.44 3 8 1 LF CR 5 5 6 -1
  • Prorate 80%
2S 32 2.64 10 7 3 HLF CR 11 3 9 +2 --
2H 18x3 2.64x3 10x3 7x3 3 HLF R 15 4(2)6(2)2 8 +4
  • 1-2 hits pull in effect
  • 1-3 hits stagger effect (max 24)
  • Hit stop 6
2D 30 2.64 8 7 3 LF CJR 8 9 13 -8
  • Prorate 70%
j.P 10 1.44 3 8 1 HA CR 7 4 9 - --
j.K 18 2.64 10 7 3 HA CJR 7 8 12 -
  • floats (28)
j.S 32 2.64 10 7 3 HA CR 8 7 19 -
  • (fully extended frame 11)
j.H 40 3.84 20 6 5 HA CR 15 Ground 0 - --
j.D 50 3.84 14 8 4 HA RF 9 3 21 -
  • blowback 45
  • landing recovery 6
  • FRC timing 9-11
Throw 60 6.88 - 6x2 - 40dot - - - - -
  • Slide
  • untechable (60/slide 46)
  • prorate 50%
Air Throw 60 4.00 - 6 - 88dot - - - - -
  • Wall bounce (60)
  • prorate 50%

Specials[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tatami Gaeshi
236K
40(late 20) 2.50/1.20 0 7 3 All F 15 17 16 -6
  • 1-6 floats and vacuum effect (30)
  • 7-17 floats and vacuum on air hit
  • CH untechable
  • FRC timing 23-26
  • tatami disappears immediately when Baiken is hit
Tatami Gaeshi (Air)
j.236K
40(late 20) 2.50/1.20 0 7 3 All F 18 - 16 after land -
  • 1-6 wall bounce effect (27)
  • air hit wall bounce effect (27)
  • FRC timing 18-19
  • tatami disappears immediately when Baiken is hit
Youshijin
Guard + 412P
24 1.50/3.60 3 6 3 HLF R 12 6 22 -18
  • 1-5 invincible
  • 6-14 knee-up invincible
  • on guard level 1
  • Hit stop 6
  • air hit float effect (46)
  • CH untechable
  • prorate 70%
  • attack is fully extended frame 15
  • see notes *1
Mawarikomi
Guard + 412K
- 3.75/- - - - - F - - Entire 24 -
  • 1-16 strike invincible
  • passes through opponent until move ends
  • FRC Timing 13-15
  • see notes *1
Sakura
Guard + 412S
30 2.25/5.40 20 6 5 HLF F 17 2 33 -16
  • 1-19 strike invincible
  • stagger effect (max 50)
  • prorate 85%
  • FRC timing 17-18
  • see notes *1
Ouren
Guard + 412H
34 2.25/7.20 14 6 4 HA R 19~ 2 14+land 10 -9
  • Standing hit untechable
  • CH hit float+untechable (70)
  • (untechable 35?)
  • Listed start-up is for pointblank distance
  • startup changes depending on distance from opponent
Suzuran
63214K
- 2.00 - - - - - - - whole 30 -
  • 4-25 high guard
  • when guarding can do guard cancel moves
Youzansen
j.623S
44 1.00/4.80 10 7 3 HA RF 6 12 15 -25
  • 1-3 raise
  • hit rise effect (28)
  • CH state
  • crouch state during recovery
  • FRC timing 3-4
  • fastest TK youzansen has start-up of 9
Kabari
41236H
12 2.00/4.80 14 6 4 HLF R 21 11 14 +2
  • On ground hit, staggers (max:33)
  • On downed hit, untechable: 24
  • On hit or block, vaccum effect
  • On frames 35-40 when whiffed, or frames 4-9 after hit or block, can cancel into followup (Tetsuzansen)
  • Fully extended on frame 29
Tetsuzansen
? S
36,15 2.00/9.60x2 14x2 6,10 4 HLF RF 12 3(11)4 16 -17
  • 1-5 fully invincible
  • 6-11 invincible to throws
  • Floats on hit
  • untechable: 32.

Forced proration, 1st hit: 90%, 2nd hit: 80%

  • FRC: 12-13 F
  • Listed frame advantage is when 2nd hit fails to connect

Force Breaks[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Baku
Guard + 412D
30 -25% 20 6 5 HLF R 11 2 16 +1
  • 2-12 invincible to strikes. (Unsure of next line, I'd need to see the move to anglicize it properly)
  • On standing hit, bends them back
  • On hit, Burst cannot be used (no blue bursting it, acts like a super hit)
  • CH state till end of recovery
  • 12~ Follow up attacks possible
  • see notes *1
Baku: Sakura
? P
18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
  • On hit, cannot be blue bursted
  • Forced proration: 50%
  • Allows Followup attack input from 25-36
  • On hit, disables opponents jumping and dashing for a limited time
  • see notes *2
Baku: Tsuki
? K
18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
  • On hit, cannot be blue bursted
  • Forced proration: 51%
  • Allows Followup attack input from 25-36
  • On hit, all hits act as counterhits for a limited time
  • see notes *2
Baku: Tsuru
? S
18 -25% 20 6 5 HLF R 6+flash9 3 40 -24
  • On hit, cannot be blue bursted
  • Forced proration: 51%
  • Allows Followup attack input from 25-36
  • On hit, all of Baiken's moves become unblockable
  • Unblockable effect disappears after a certain period of time passes, or if Baiken lands a hit
  • see notes *2
P Follow Up
? P
15 - - 6 4 - R 15 3 5 +10
  • On air hit, knocks down
  • Listed frame advantage is for a standing hit
  • For the duration of the effect, Opponent cannot use P button
K Follow Up
? K
10x2 - - 6 4 - R 18 3(6)3(7)5 8 -
  • Airborne: 7-35
  • 2nd hit knocks down
  • Max 2 hits
  • For the duration of the effect, Opponent cannot use K button
S Follow Up
? S
20 - - 6 5 - R 15 1 14 +5
  • On air hit, Plummets and downs opponent
  • Does no dizzy
  • Listed frame advantage is for a standing hit
  • For the duration of the effect, Opponent cannot use S button
H Follow Up
? H
24 - - 6 5 - R 8 16 16 -
  • Airborne: 8~
  • Floats on hit, untechable: 40
  • For the duration of the effect, Opponent cannot use H button
D Follow Up
? D
5x7 - - 7x7 3 - R 9 3(4)8 20 -
  • On hit, knocks down
  • For the duration of the effect, Opponent cannot use D button

Supers[edit]

Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tsurane Sanzu Watashi 236236H 60x3 -50% 20x3 6x3 5 HLF R 7+flash1 6(9)5(11)2 22 -5
  • 1-9F, invincible to strikes
  • On down hit, untechable: 40F
  • 1st hit does no dizzy, 2nd hit: dizzy multiplier x0.3, 3rd hit: x1.0

Instant Kill[edit]

Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Garyou Tensei 236236H Fatal - 3 - - All - 7+flash10 While she's running 19 -15
  • (active 84 frames?)
  • 1-12 invincible strikes

Gatling Chart[edit]

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.5S, f.5S, 2S 6H 5D j, sp
2P 5P, 2P, 6P 6K c.5S, f.5S, 2S - 5D sp
6P - - - - 5D j, sp
5K - - c.5S, f.5S, 2S - 5D j, sp
2K 6P 6K c.5S, f.5S, 2S 2H 5D sp
6K - - - 5H, 2H - sp
c.5S 6P - f.5S, 2S - 5D, 2D j, sp
f.5S - - 2S - - j, sp
2S - - f.5S - 5D sp
5H - - - - - sp
2H - - - - - -
6H - - - - 2D j, sp
5D - - - - - homing jump
2D - - - - - j, sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S - j.D j, sp
j.S j.P - - j.H j.D sp
j.H - - - - j.D sp
j.D - - - - - -


Guilty Gear XX Accent Coree
Click [*] for character's frame data
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