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{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
!| <big>Guilty Bits Character Intro</big> | !| <big>Guilty Bits Character Intro</big> | ||
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|caption=Take a hilt | |caption=Take a hilt | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|5P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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).<br /> | *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).<br /> | ||
*It cancels into 2K, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen). | *It cancels into 2K, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen). | ||
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|caption=Combo starter, ocassional poke | |caption=Combo starter, ocassional poke | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|5K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
}} | }} | ||
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|caption=Better combo starter, even leads to mixup | |caption=Better combo starter, even leads to mixup | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|c.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Used often in combos as it chains to f.5S, 2D, 5H, and can be jump cancelled.<br /> | *Used often in combos as it chains to f.5S, 2D, 5H, and can be jump cancelled.<br /> | ||
*This allows a 2D/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.<br /> | *This allows a 2D/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.<br /> | ||
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|caption=Spacing Tool | |caption=Spacing Tool | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|f.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*f.5S has decent range and hit box, but will only combo to tatami from a counter-hit or on a crouching hit box.<br /> | *f.5S has decent range and hit box, but will only combo to tatami from a counter-hit or on a crouching hit box.<br /> | ||
*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.<br /> | *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.<br /> | ||
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|caption=Damage Tool | |caption=Damage Tool | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*5H is one of Baiken's high damage moves in AC due to its low GB- value. Though 5H is not as good as 6HS, it is a faster alternative.<br /> | *5H is one of Baiken's high damage moves in AC due to its low GB- value. Though 5H is not as good as 6HS, it is a faster alternative.<br /> | ||
*Combos into tatami mat on the ground and against a low airborne opponent.<br /> | *Combos into tatami mat on the ground and against a low airborne opponent.<br /> | ||
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|caption=High hitstun, good hitbox, upper invul, fantastic all around | |caption=High hitstun, good hitbox, upper invul, fantastic all around | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|6P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters, but still head invulnerable from the first frame.<br /> | *Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters, but still head invulnerable from the first frame.<br /> | ||
*Combos to youzansen or 6K or 623P on the ground.<br /> | *Combos to youzansen or 6K or 623P on the ground.<br /> | ||
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|caption=Bait their main option | |caption=Bait their main option | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|6K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range. | *Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range. | ||
*Throw invincible 1~11F. | *Throw invincible 1~11F. | ||
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|caption=Converts hits into pain | |caption=Converts hits into pain | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|6H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancelable on hit (unlike 5H). | *Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancelable on hit (unlike 5H). | ||
*It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce. | *It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce. | ||
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|caption=Only the Japanese can use Ki blasts | |caption=Only the Japanese can use Ki blasts | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|5D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Baiken's Dust/Overhead. | *Baiken's Dust/Overhead. | ||
}} | }} | ||
}} | }} | ||
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|caption=Um | |caption=Um | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|2P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Not very useful, doesn't count as a low. | *Not very useful, doesn't count as a low. | ||
*Initial prorate 80%. | *Initial prorate 80%. | ||
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|caption=Samurai don't usually watch the feet | |caption=Samurai don't usually watch the feet | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|2K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Baiken's fastest low attack. | *Baiken's fastest low attack. | ||
*Initial prorate 80%. | *Initial prorate 80%. | ||
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|caption=Keep-a-way | |caption=Keep-a-way | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Very good hitbox. | *Very good hitbox. | ||
*Only gatlings into 5S and can only combo into tatami on CH or on crouching opponents. | *Only gatlings into 5S and can only combo into tatami on CH or on crouching opponents. | ||
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|caption=A big pressure tool | |caption=A big pressure tool | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|2H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A normal which can only be chained into from 6K, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank. | A normal which can only be chained into from 6K, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank. | ||
*Can be used to force the opponent to cross over during untech time | *Can be used to force the opponent to cross over during untech time | ||
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|caption=<big>ALSO JUMP CANCELLABLE</big> | |caption=<big>ALSO JUMP CANCELLABLE</big> | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami. | Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami. | ||
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|caption=Good horizontal reach and speed | |caption=Good horizontal reach and speed | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Extremely fast air poke. | *Extremely fast air poke. | ||
*Very poor GB-, use sparingly in combos. | *Very poor GB-, use sparingly in combos. | ||
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|caption=Started the trend of low level normals with huge amounts of hitstun | |caption=Started the trend of low level normals with huge amounts of hitstun | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos. | Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos. | ||
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|caption=Mace to the Face | |caption=Mace to the Face | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Very generous hitbox, this move is great for zoning in the air. | *Very generous hitbox, this move is great for zoning in the air. | ||
}} | }} | ||
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|caption=Prime Jump in | |caption=Prime Jump in | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Highest damage air normal, and favorable GB-, using this move as much as possible in combos is key. | *Highest damage air normal, and favorable GB-, using this move as much as possible in combos is key. | ||
*Can also be good to use as a meaty. | *Can also be good to use as a meaty. | ||
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|caption=Everybody's favorite, the Dragon Cannon | |caption=Everybody's favorite, the Dragon Cannon | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Blows back opponent on hit, untechable for 35F. | *Blows back opponent on hit, untechable for 35F. | ||
*90% initial hit proration. | *90% initial hit proration. | ||
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<br clear=all/> | <br clear=all/> | ||
== | ==Universal Mechanics== | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|caption=Poor range but converts from anywhere | |caption=Poor range but converts from anywhere | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Her grab range is the second worst in the game (tied with Millia, second worst to Chipp). | *Her grab range is the second worst in the game (tied with Millia, second worst to Chipp). | ||
*Causes ground slide, and can be followed up when in the corner (untechable for 60F, slides for 46F). | *Causes ground slide, and can be followed up when in the corner (untechable for 60F, slides for 46F). | ||
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|caption=Sink the hook | |caption=Sink the hook | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Wallbounces opponent on hit (untechable for 60F) | *Wallbounces opponent on hit (untechable for 60F) | ||
}} | |||
}} | |||
====== ====== | |||
{{MoveData | |||
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]] | |||
|image=GGAC_Baiken_6P.png | |||
|caption=<big>JUMP CANCELLABLE</big> | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|DAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Yes, Baiken has a Dead Angle. Despite the prorate, the fact that it can be jump cancelled keeps it safe on block and converts into minute damage or knockdown. Still not as good as Baku so you'll almost never use it, but it's there. | |||
''Fully invincible 1~17F. Throw invincible 18~20F. Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%.'' | |||
}} | }} | ||
}} | }} | ||
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|caption=Flooring the Damage | |caption=Flooring the Damage | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:GGACR/Baiken/Data|236K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches. | Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches. | ||
''Wallbounces opponent on ground hit (36F untechable time) if it hits during 1~6F of Active Frames. Floats opponent on air hit (untechable for 32F). Floats opponent on CH (untechable for 100F). FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.'' | ''Wallbounces opponent on ground hit (36F untechable time) if it hits during 1~6F of Active Frames. Floats opponent on air hit (untechable for 32F). Floats opponent on CH (untechable for 100F). FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.'' | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:GGACR/Baiken/Data|j.236K}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in. | Has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in. | ||
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|caption=Looks like a Dragon Punch when Baiken really doesn't need one. | |caption=Looks like a Dragon Punch when Baiken really doesn't need one. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|623P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Formerly her P Guard Cancel, Youshujin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close. | Formerly her P Guard Cancel, Youshujin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close. | ||
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|caption=AA Pinwheel; will whiff if the opponent is already pretty low. | |caption=AA Pinwheel; will whiff if the opponent is already pretty low. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Guard 412P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami. | Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami. | ||
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|caption=The Samurai Shuffle | |caption=The Samurai Shuffle | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Guard 412K }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox. | Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox. | ||
''Strike invincible 1~24F. Can pass through opponent during move. FRC timing 21~23F. See notes *1'' | ''Strike invincible 1~24F. Can pass through opponent during move. FRC timing 21~23F. See notes *1'' | ||
}} | |||
}} | }} | ||
====== ====== | ====== ====== | ||
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|caption=A blossom of petals from a raging woman | |caption=A blossom of petals from a raging woman | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Guard 412S }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Sakura has some of the best reward of Baiken's GCs despite lacking invincibility. It's her fastest meterless guard cancel, leads to damage with the FRC, and hits straight in front of her. Best between slow, beefy hits. A good option when the opportunity is recognized, just don't get it baited, though. | Sakura has some of the best reward of Baiken's GCs despite lacking invincibility. It's her fastest meterless guard cancel, leads to damage with the FRC, and hits straight in front of her. Best between slow, beefy hits. A good option when the opportunity is recognized, just don't get it baited, though. | ||
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|caption=HIRYU NO TSUKI | |caption=HIRYU NO TSUKI | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Guard 412H }} | |||
{{!}}- | |||
{{Description|7|text= | |||
A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. On counter hit, it will net a huge reward since it'll launch them straight up with a large amount of untechable time. It will also cross up the opponent depending on the distance, netting an overall good reward. Like the others, it's unsafe if blocked. | A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. On counter hit, it will net a huge reward since it'll launch them straight up with a large amount of untechable time. It will also cross up the opponent depending on the distance, netting an overall good reward. Like the others, it's unsafe if blocked. | ||
}} | }} | ||
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|caption=Channeling her inner Anji | |caption=Channeling her inner Anji | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|63214K }} | |||
{{!}}- | |||
{{Description|7|text= | |||
A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure. | A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure. | ||
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|caption=MIXUP CITY, POPULATION: YOU | |caption=MIXUP CITY, POPULATION: YOU | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|j.623S }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun. | Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun. | ||
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|caption=Read a book from NRS | |caption=Read a book from NRS | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|41236H }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit. | Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit. | ||
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|caption=The one true Anti-Air | |caption=The one true Anti-Air | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|41236H > S }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited. | Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited. | ||
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|caption=Sticks and Stones | |caption=Sticks and Stones | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|Guard 412D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Your absolute best tool for getting out of pressure. Save the first frame, invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd. | Your absolute best tool for getting out of pressure. Save the first frame, invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd. | ||
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|caption=Even the playing field: you're missing an arm after all | |caption=Even the playing field: you're missing an arm after all | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|412D > P }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time. | Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time. | ||
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|caption5=D | |caption5=D | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=P}} | |||
{{#lsth:GGACR/Baiken/Data|412D > X > P}} | |||
{{!}}- | |||
{{AttackVersion|name=K}} | |||
{{#lsth:GGACR/Baiken/Data|412D > X > K}} | |||
{{!}}- | |||
{{AttackVersion|name=S}} | |||
{{#lsth:GGACR/Baiken/Data|412D > X > S}} | |||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:GGACR/Baiken/Data|412D > X > H}} | |||
{{!}}- | |||
{{AttackVersion|name=D}} | |||
{{#lsth:GGACR/Baiken/Data|412D > X > D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button, i.e. using the P follow-up prevents the opponent from using the P button. The D follow up is especially useful, as it locks the opponent out of their Burst by removing the ability to use the Dust button for as long as the previous follow-up's debuff is applied. | The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button, i.e. using the P follow-up prevents the opponent from using the P button. The D follow up is especially useful, as it locks the opponent out of their Burst by removing the ability to use the Dust button for as long as the previous follow-up's debuff is applied. | ||
}} | }} | ||
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|caption=Raise the floor | |caption=Raise the floor | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|236D }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless. | Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless. | ||
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|caption=The Last Blade | |caption=The Last Blade | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|236236S }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall. | Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall. | ||
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|image2=GGAC_Baiken_IK2.png | |image2=GGAC_Baiken_IK2.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Baiken/Data|IK }} | |||
{{!}}- | |||
{{Description|7|text= | |||
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage. | Actually not too bad of an IK, active during the entire run, covering a great bit of the stage. | ||
}} | }} |
Revision as of 22:12, 24 April 2019
Baiken |
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Overview
Baiken is an original Guilty Gear character known for strong defensive options and controlling space. She is a raging, livid samurai searching for That Man out of revenge.
She is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.
Strengths and Weaknesses
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Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/SXrgyAzjjJs
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Normals
5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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A normal which can only be chained into from 6K, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
1st and 2nd hits pull in opponent on hit or block. 1st-3rd hits stagger opponent on hit (max 24F). Hitstop 6F. Pulls in opponent in air. Untechable for 26F |
2D |
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Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami. Initial prorate 80%. |
j.P |
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j.K |
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Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos. Floats opponent on hit (untechable for 25F). |
j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Yes, Baiken has a Dead Angle. Despite the prorate, the fact that it can be jump cancelled keeps it safe on block and converts into minute damage or knockdown. Still not as good as Baku so you'll almost never use it, but it's there. Fully invincible 1~17F. Throw invincible 18~20F. Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%. |
Specials
Tatami Gaeshi 236K air OK |
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Youshijin 623P |
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Formerly her P Guard Cancel, Youshujin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close. Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable for 48F on ground hit, on air hit for 36F). Attack is fully extended on 15F. |
Zakuro Guard + 412P |
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Mawarikomi Guard + 412K |
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Sakura Guard + 412S |
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Ouren Guard + 412H |
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Suzuran 63214K |
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A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure. Suzuran is completely vulnerable to lows and throws, however. During the autoguard, opponents can easily react to having their quick normals being blocked, and simply cancel into a low, jump, or RC to block anything that you wish to follow with. If the Baiken player chooses to simply end and throw, this can be jumped away from or thrown before Suzuran ends. If it gets hit low, they simply get to convert. Still, Suzuran is a powerful option when used properly. Autoguards High attacks 4~25F. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku after guarding an attack. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku 9~24F. |
Youzansen j.623S |
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Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun. Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It also has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos. It is, however, extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can covert. Terrifying. Throw invincible 1~3F. Floats opponent on hit (untechable for 28F). Baiken is in CH state during move. Baiken is in crouching state during landing recovery. FRC timing 3~4F. Fastest possible TK Youzansen has startup 9F. |
Kabari 41236H |
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Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit. Initial prorate 80%. Staggers opponent on ground hit (max 33F). The chain stops when it hits; Recovery begins 3F after the move hits. Pulls opponent in on hit or block. Can cancel into Tetsuzansen from 34~40F when whiffed, or from 4~9F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F). |
Tetsuzansen Kabari -> S |
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Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited. Fully invincible 1~5F. Throw invincible 6~11F. Floats opponent on hit (untechable for 32F). 1st hit has forced proration 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses. |
Force Breaks
Baku Guard + 412D |
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Baku: XXX Baku -> P/K/S |
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Follow Up Baku:XXX -> P/K/S/H/D |
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Triple Tatami Gaeshi 236D |
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Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless. Initial prorate 90%. Wallbounces opponent on hit (untechable for 32F, on CH for 100F). Baiken is in CH state 1~22F. 1st and 2nd hit have hitstop 0F. FRC timing 20~22F. Frame Adv. is when the 3rd Tatami is blocked. 1st Tatami has 6 active frames. Tatamis disappears if Baiken is hit. |
Overdrives
Tsurane Sanzu Watashi 236236S |
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Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall. Strike invincible 1~9F. Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0. |
Instant Kill
Garyou Tensei in IK mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •