GGACR/Baiken

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< GGACR
Revision as of 21:09, 16 December 2019 by DQRF (talk | contribs) (→‎Instant Kill)
GGACR Baiken Nameplate.png
GGAC Baiken Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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.


 Baiken  Baiken fights at midrange, while meterlessly attacks while blocking, and can seal opponent's movement options and buttons.

Pros
Cons
  • Tensionless guard cancels.
  • Guard cancels can be performed during Blockstop.
  • Multiple excellent ways of breaking out of pressure.
  • Great Anti-Air and Air-to-Ground.
  • Instant overhead and Throw equate to a good mixup game.
  • Can seal opponent's options with Force Break.
  • Poor throw range.
  • Bad attack speed.
  • Very low health.
  • Poor stun resistance.
  • Below average midscreen damage without tension.

Unique Mechanics


Guard Cancel

Baiken can cancel into special moves during blockstop/blockstun.
Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/SXrgyAzjjJs

}}


Normals

5P
GGAC Baiken 5P.png
Take a hilt
GGXXACPR Baiken 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Baiken 5P.png
GGXXACPR Baiken 5P-Hitbox.png


  • 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
GGAC Baiken 5K.png
Combo starter, ocassional poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 8 5 6 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Baiken 5K.png
Combo starter, ocassional poke
GGXXACPR Baiken 5K-1-Hitbox.pngGGXXACPR Baiken 5K-2-Hitbox.png
Frames 8-10 • Frames 11-12


  • 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
GGAC Baiken cS.png
Better combo starter,
even leads to mixup
GGXXACPR Baiken cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 2 11 +1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Baiken cS.png
Better combo starter, even leads to mixup
GGXXACPR Baiken cS-Hitbox.png


  • 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
GGAC Baiken fS.png
Spacing Tool
GGXXACPR Baiken fS-1-Hitbox.png

Frames 9-11

GGXXACPR Baiken fS-2-Hitbox.png

Frames 12-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 9 6 8 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Baiken fS.png
Spacing tool
GGXXACPR Baiken fS-1-Hitbox.pngGGXXACPR Baiken fS-2-Hitbox.png
Frames 9-11 • Frames 12-14


  • f.5S has decent range and hit box, 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
GGAC Baiken 5H.png
Damage Tool
GGXXACPR Baiken 5H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 9 1 24 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Baiken 5H.png
Damage tool
GGXXACPR Baiken 5H-Hitbox.png


  • 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.
  • 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
GGAC Baiken 6P.png
High hitstun, good hitbox,
upper invul, fantastic overall
GGXXACPR Baiken 6P-1-Hitbox.png

1st hit (Frames 8-13)

GGXXACPR Baiken 6P-2-Hitbox.png

2nd hit (Frames 16-19)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15, 25 Mid 8 6(2)4 9 -3 1, 2 3×2 8, 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44×2 90% 1~13F Above Knees SR, SJR 9 10, 12 10, 20 11, 12
GGAC Baiken 6P.png
GGXXACPR Baiken 6P-1-Hitbox.pngGGXXACPR Baiken 6P-2-Hitbox.pngGGXXACPR Baiken 6P-3-Hitbox.png
1st hit (Frames 8-10) • 1st hit (Frames 11-13) • 2nd hit (Frames 16-19)
•2nd hit on block is a level 1 attack


  • 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.
  • Combos to youzansen or 6K or 623P on the ground.
  • Can be used as an option select throw to catch backdashes.
  • 2nd hit untechable for 20F.
6K
GGAC Baiken 5K.png
Bait their main option
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 12 9 6 +2 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 1~11F Throw SR 16 17 16 14
GGAC Baiken 5K.png
Throw bait
GGXXACPR Baiken 5K-1-Hitbox.pngGGXXACPR Baiken 5K-2-Hitbox.png
Frames 12-17 • Frames 18-20
•Staggers on ground CH (max 35F)


  • Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range.
  • Throw invincible 1~11F.
  • Staggers opponent on ground CH (max 43F).
  • Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
6H
GGAC Baiken 6H.png
Converts hits into pain
GGXXACPR Baiken 6H-1-Hitbox.png

Frames 15-18

GGXXACPR Baiken 6H-2-Hitbox.png

Frames 19-22

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
56 Mid 15 8 28 -17 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Baiken 6H.png
Converts hits into pain
GGXXACPR Baiken 6H-1-Hitbox.pngGGXXACPR Baiken 6H-2-Hitbox.png
Frames 15-18 • Frames 19-22


  • 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.
  • Upper body invincible 15~34F.
5D
GGAC Baiken 5D.png
Only the Japanese
can use Ki blasts
GGXXACPR Baiken 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 27 2 26 -9 5 15 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 Launch 48 18 15
GGAC Baiken 5D.png
GGXXACPR Baiken 5D-Hitbox.png


  • Baiken's Dust/Overhead.
2P
GGAC Baiken 2P.png
Um
GGXXACPR Baiken 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 6 3 7 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Baiken 2P.png
GGXXACPR Baiken 2P-Hitbox.png


  • Not very useful, doesn't count as a low.
  • Initial prorate 80%.
2K
GGAC Baiken 2K.png
Samurai don't usually watch the feet
GGXXACPR Baiken 2K-1-Hitbox.png

Frames 5-7

GGXXACPR Baiken 2K-2-Hitbox.png

Frames 8-9

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% SR 9 10 10 11
GGAC Baiken 2K.png
GGXXACPR Baiken 2K-1-Hitbox.pngGGXXACPR Baiken 2K-2-Hitbox.png
Frames 5-7 • Frames 8-9


  • Baiken's fastest low attack.
  • Initial prorate 80%.
2S
GGAC Baiken 2S.png
A disjoint a day
keeps the doctor away
GGXXACPR Baiken 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 11 3 9 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Baiken 2S.png
GGXXACPR Baiken 2S-Hitbox.png


  • Very good hitbox.
  • Only gatlings into 5S and can only combo into tatami on CH or on crouching opponents.
2H
GGAC Baiken 2H.png
Samurai Cyclone

Frames 15 - ??

GGXXACPR Baiken 2H-2-Hitbox.png

Frames ?? - ??

GGXXACPR Baiken 2H-3-Hitbox.png

Frames ?? - ??

GGXXACPR Baiken 2H-4-Hitbox.png

Frames ?? - 30

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×3 Mid 15 4(2)6(2)2 8 +4 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 R 13 Stagger 24 26 6
GGAC Baiken 2H.png
GGXXACPR Baiken 2H-2-Hitbox.pngGGXXACPR Baiken 2H-3-Hitbox.pngGGXXACPR Baiken 2H-4-Hitbox.png
1st hit (Frames 15-16)
2nd hit (Frames 23-24) • 1st hit (Frames 17-18)
2nd hit (Frames 25-26) • 1st hit (Frames 21-22)
3rd hit (Frames 29-30)
•1st and 2nd hits vacuum on hit or block, 3rd hit vacuums on air hit
•Staggers for a max of 24F


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

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
GGAC Baiken 2D.png
JUMP CANCELLABLE LOW
GGXXACPR Baiken 2D-1-Hitbox.png

Frames 8-11

GGXXACPR Baiken 2D-2-Hitbox.png

Frame 12

GGXXACPR Baiken 2D-3-Hitbox.png

Frame 13-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 8 9 13 -8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SJR 13 Down 14 13
GGAC Baiken 2D.png
GGXXACPR Baiken 2D-1-Hitbox.pngGGXXACPR Baiken 2D-2-Hitbox.pngGGXXACPR Baiken 2D-3-Hitbox.png
Frames 8-10 • Frames 11-13 • Frames 14-16


Amazing normal which reaches far both horizontally and vertically hits low, can be jump canceled 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
GGAC Baiken jP.png
Good horizontal reach and speed
GGXXACPR Baiken jP-1-Hitbox.png

Frames 5-8

GGXXACPR Baiken jP-2-Hitbox.png

Frames 9-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 8 10 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Baiken jP.png
GGXXACPR Baiken jP-1-Hitbox.pngGGXXACPR Baiken jP-2-Hitbox.png
Frames 5-8 • Frames 9-12


  • Extremely fast air poke.
  • Very poor GB-, use sparingly in combos.
j.K
GGAC Baiken jK.png
Started the trend of
low level normals with
huge amounts of hitstun
GGXXACPR Baiken jK-1-Hitbox.png

Frames 7-10

GGXXACPR Baiken jK-2-Hitbox.png

Frames 11-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 7 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 25 13
GGAC Baiken jK.png
GGXXACPR Baiken jK-1-Hitbox.pngGGXXACPR Baiken jK-2-Hitbox.png
Frames 7-10 • Frames 11-14


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
GGAC Baiken jS.png
Mace to the Face
GGXXACPR Baiken jS-1-Hitbox.png

Frames 8-11

GGXXACPR Baiken jS-2-Hitbox.png

Frames 12-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 8 7 19 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Baiken jS.png
GGXXACPR Baiken jS-1-Hitbox.pngGGXXACPR Baiken jS-2-Hitbox.png
Frames 8-11 • Frames 12-14


  • Very generous hitbox, this move is great for zoning in the air.
j.H
GGAC Baiken jH.png
Prime Jump in
GGXXACPR Baiken jH-1-Hitbox.png

Frames 15-16

GGXXACPR Baiken jH-2-Hitbox.png

Frames 17-Landing

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 15 Until landing 0 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 20 15
GGAC Baiken jH.png
Prime Jump in
GGXXACPR Baiken jH-1-Hitbox.pngGGXXACPR Baiken jH-2-Hitbox.png
Frames 15-16 • Frames 17-Landing


  • 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.
  • Active for as many frames as it takes for Baiken to reach the ground
  • Untechable for 20F on air hit.
j.D
GGAC Baiken jD.png
Everybody's favorite:
the Dragon Cannon
GGXXACPR Baiken jD-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 High/Air 9 3 21+6 after landing 4 11 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% RF 16 Launch 35 14 9~11F
GGAC Baiken jD.png
Everybody's favorite:
the Dragon Cannon
GGXXACPR Baiken jD-Hitbox.png
•Blows back opponent on hit


  • Blows back opponent on hit, untechable for 35F.
  • 90% initial hit proration.


Universal Mechanics

Ground Throw
GGAC Baiken throw.png
Poor range but converts from anywhere
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 40 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6.88 Forced 50% Launch 60 + Slide 46
GGAC Baiken throw.png


  • 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).
Air Throw
GGAC Baiken airThrow.png
Sink the hook
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Baiken airThrow.png
•Sends opponent on opposite side of throw direction


  • Wallbounces opponent on hit (untechable for 60F)
Dead Angle Attack
GGAC Baiken 6P.png
JUMP CANCELLABLE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 6 7(2)3 6 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~17F All
18~20F Throw
JR 13 Launch 28 13
GGAC Baiken 6P.png
GGXXACPR Baiken 6P-1-Hitbox.pngGGXXACPR Baiken 6P-2-Hitbox.pngGGXXACPR Baiken 6P-3-Hitbox.png
Frames 6-9 • Frames 10-12 • Frames 15-17
•Max 1 hit


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
GGAC Baiken 236K.png
Flooring the Damage
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236K
Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 [20] All 15 24 9 -6 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 90% F 13 Launch [14] 32 + WBounce 13 23~26F
GGAC Baiken 236K.png
GGACR Baiken 236K Hitbox 1.pngGGACR Baiken j236K Hitbox.pngGGACR Baiken 236K Hitbox 2.pngGGACR Baiken 236K Hitbox 3.pngGGACR Baiken 236K Hitbox 4.pngGGACR Baiken 236K Hitbox 5.pngGGACR Baiken 236K Hitbox 6.pngGGACR Baiken 236K Hitbox 7.png
Ground: Frames 15-17 • Air: Frames 18-20 • Ground: Frames 18-20
Air: Frames 21-23 • Ground: Frames 21-23
Air: Frames 24-26 • Ground: Frames 24-25, 28-29
Air: Frames 27-29 • Ground: Frames 26-27, 30-31
Air: Frames 30-32 • Ground: Frames 32-35
Air: Frames 33-35 • Ground: Frames 36-38
Air: Frames 36-Landing
•Values in [] are for late hit (After 6th active frame)
•On CH untechable for 100F
•Tatami disappears immediately if Baiken is hit

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.

Air


j.236K
Air Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 [20] All 18 Until landing+16 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 90% F 13 Launch [14] 36 + WBounce 6 [13] 18~19F
GGACR Baiken j236K.png
•Values in [] are for late hit (After 6th active frame)
•Tatami disappears immediately when Baiken is hit

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.

In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.

Wallbounces opponent on hit (36F untechable time) if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. Floats opponent on any CH (untechable for 100F) (not on Frame Data). FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.

Youshijin
623P
GGAC Baiken 412P.png
Looks like a Dragon Punch when Baiken really doesn't need one.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623P
Youshijin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 12 6 25 -17 3 10 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 70% R 13 Launch 48 36 6
GGAC Baiken 412P.png
Launcher
GGACR Baiken 623P Hitbox 1.pngGGACR Baiken 623P Hitbox 2.pngGGACR Baiken 623P Hitbox 3.png
Frame 12 • Frames 13-14 • Frames 15-17
•Untech time is 48F for 1st hitbox, 36F for 2nd and 3rd hitboxes


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
GGACR Baiken Zakuro.png
AA Pinwheel; will whiff if the opponent is already pretty low.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's j.H. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.

1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.

Mawarikomi
Guard + 412K
GGAC Baiken 412K.png
The Samurai Shuffle
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Sakura
Sakura
Guard + 412S
GGAC Baiken 412S.png
A blossom of petals from a raging woman
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). Initial prorate 85%. FRC timing 10~11F. See notes *1.

Ouren
Guard + 412H
GGAC Baiken 412H.png
HIRYU NO TSUKI
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Suzuran
63214K
GGAC Baiken 63214K.png
Channeling her inner Anji
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214K
Suzuran
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- 4~25F High Guardpoint
GGAC Baiken 63214K.png
Channeling her inner Anji
GGACR Baiken 63214K-hitbox.png
•Can cancel into Zakuro, Mawarikomi, Sakura, Ouren, Baku 10~29F or after guarding an attack


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
GGAC Baiken j623S.png
MIXUP CITY, POPULATION: YOU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.623S
Youzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 6 12 15+11 after landing -25 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 1~3F Strike RF 13 Launch 28 13 3~4F
GGAC Baiken j623S.png
Mixup City
Population: You
GGACR Baiken j623S Hitbox 1.pngGGACR Baiken j623S Hitbox 2.pngGGACR Baiken j623S Hitbox 3.pngGGACR Baiken j623S Hitbox 4.pngGGACR Baiken j623S Hitbox 5.pngGGACR Baiken j623S Hitbox 6.png
Frames 6-7 • Frames 8-9 • Frames 10-11 • Frames 12-13 • Frames 14-15 • Frames 16-17
•Baiken is in CH state during move
•Baiken is in crouching state during landing recovery
•Fastest possible TK Youzansen has startup 9F


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
GGAC Baiken 41236H.png
Read a book from NRS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236H
Kabari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 20 11 15 +2 4 14 3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 80% R 16 Stagger 33 36 + Slide 27 14
GGAC Baiken 41236H.png
Read a book from NRS
GGACR Baiken 41236H Hitbox 1.pngGGACR Baiken 41236H Hitbox 2.pngGGACR Baiken 41236H Hitbox 3.pngGGACR Baiken 41236H Hitbox 4.png
Frames 20-21 • Frames 22-24 • Frames 25-27 • Frames 28-30
•Pulls opponent in on hit or block
•Enters recovery on hit or block (Total 14F)
•Hitting opponent during first two or last one active frame will cause recovery to be 15F
•Can cancel into Tetsuzansen from 34~39F when whiffed, or 4~9F after hit or block
•Staggers for a max of 33F


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
GGAC Baiken tetsuzansen.png
GGACR Baiken tetsuzansen-2.png
The one true Anti-Air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236H > S
Tetsuzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 15 Mid 12 3(11)4 16 -17 4 14×2 6, 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/9.60×2 Forced 90%, Forced 80% 1~5F All
6~11F Throw
RF 16 Launch 32 14 12~13F
GGACR Baiken tetsuzansen-2.png
The one true Anti-Air
GGACR Baiken 41236HS Hitbox 1.pngGGACR Baiken 41236HS Hitbox 2.png
1st hit (Frames 12-14) • 2nd hit (Frames 26-29)
•Listed Frame Adv is when 2nd hit misses


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
Baku
Guard + 412D
GGAC Baiken 412D.png
Sticks and Stones
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1

Baku: XXX
Baku -> P/K/S
GGAC Baiken bakuTsuki.png
Even the playing field: you're missing an arm after all
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

P Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. Forced Prorate 50%.
K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. The forced prorate applies even to following hits which do not combo from this move. Forced Prorate 30%.
S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. Forced Prorate 30%.

Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F. See notes *2.

Follow Up
Baku:XXX -> P/K/S/H/D
GGAC Baiken followupP.png
P
GGAC Baiken followupK.png
K
GGAC Baiken followupS.png
S
GGAC Baiken followupH.png
H
GGAC Baiken followupD.png
D
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


412D > X > P
P Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 Mid 15 3 5 +9 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 16 17 80 14
GGAC Baiken followupP.png
P
GGACR Baiken 412DXP Hitbox.png
P
•Opponent's P button is disabled while they are flashing
K


412D > X > K
K Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10×2 High/Air, Mid 18 3(6)3(7)5 8 +4 4 11, 14 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 16 17, Launch 40 14
GGAC Baiken followupK.png
K
GGACR Baiken 412DXK Hitbox 1.pngGGACR Baiken 412DXK Hitbox 2.pngGGACR Baiken 412DXK Hitbox 3.png
K: 1st hit (Frames 18-20) • K: 1st hit (Frames 27-29) • K: 2nd hit (Frames 37-41)
•Baiken is airborne 7~35F
•Auto Jump Install
•Max 2 hits
•Opponent's K button is disabled while they are flashing
S


412D > X > S
S Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 15 1 14 +4 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 18 19 40 15
GGAC Baiken followupS.png
S
GGACR Baiken 412DXS Hitbox.png
S
•Dizzy modifier x0
•Opponent's S button is disabled while they are flashing
H


412D > X > H
H Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 8 16 16 -13 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 18 Launch 40 15
GGAC Baiken followupH.png
H
GGACR Baiken 412DXH Hitbox.png
H
Click here for animated hitboxes
•Baiken is airborne from 8F onwards
•Auto Jump Install
•Opponent's H button is disabled while they are flashing
D


412D > X > D
D Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5×7 Mid 9 3(4)8 20 -7 3 10×7 7×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 13 Launch 60 13
GGAC Baiken followupD.png
D
GGACR Baiken 412DXD Hitbox 1.pngGGACR Baiken 412DXD Hitbox 2.pngGGACR Baiken 412DXD Hitbox 3.png
D: 1st hit (Frames 9-11) • D: 1st hit (Frames 16-17) • D: 2nd-7th hits (Frames 18-23)
•Opponent's D button is disabled while they are flashing

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.

Triple Tatami Gaeshi
236D
GGACR Baiken 236D.png
Raise the floor
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
Triple Tatami Gaeshi
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 14 16 Total 47 -3 1 0 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×3 90% F 9 Launch 32 + WBounce 0×2, 11 20~22F
GGACR Baiken 236D.png
Raise the floor
GGACR Baiken 236K Hitbox 1.pngGGACR Baiken 236K Hitbox 2.png
Active frames 1-3 • Active frames 4-6
•Untechable on CH for 100F
•Baiken is in CH state 1~22F
•2nd Tatami appears on 19F, 3rd on 24F
•Each Tatami is active for 6F
•Frame Adv. is when the 3rd Tatami is blocked
•Tatamis disappear if Baiken is hit


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
GGAC Baiken 236236S.png
The Last Blade
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236S
Tsurane Sanzu Watashi
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60×3 Mid 7+1 6(9)5(11)2 22 -5 5 20×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F Strike R 18 19 40 15
GGACR Baiken 236236S-1.pngGGACR Baiken 236236S-2.pngGGACR Baiken 236236S-3.png
Heaven • Earth • Man
GGACR Baiken 236236S Hitbox 1.pngGGACR Baiken 236236S Hitbox 2.pngGGACR Baiken 236236S Hitbox 3.pngGGACR Baiken 236236S Hitbox 4.pngGGACR Baiken 236236S Hitbox 5.png
1st hit (Frames 8-10) • 1st hit (Frames 11-13) • 2nd hit (Frames 23-24) • 2nd hit (Frames 25-27) • 3rd hit (Frames 39-40)
•Dizzy modifier per hit: 1st = x0, 2nd = x0.5, 3rd = x1.0


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
GGAC Baiken IK1.png
where does the scenery even come from
GGAC Baiken IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Maruken enter Japan Mikado - Retired Insane execution and strategic play Link
Kuni enter Japan Mikado - Retired - Link

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Baiken/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.