GGACR/Baiken/Frame Data

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System Data[edit]

Defense Modifier: x 1.18
Guts Rating: 5
Stun Resistance: 55
Prejump: 3
Backdash Time: 16
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): 53 / 50

Normal Moves[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5P 8 1.44 3 8 1 Mid CSJR 5 2 6 +2
5K 14 2.64 6 7 2 Mid SJR 8 5 6 +1
c.S 28 2.64 10 7 3 Mid SJR 8 2 11 +1
f.S 30 2.64 10 7 3 Mid SJR 9 6 8 0
5H 40 3.84 20 6 5 Mid SR 9 1 24 -6
6P 15,25 1.44x2 3x2 4x2 1,2 Mid SR, CJR 8 6(2)4 9 -3
  • Above knees invincible 1~13F
  • 2nd hit on block is a level 1 attack
  • 2nd floats opponent on hit (untechable for 20F)
6K 24 3.84 14 6 4 Mid SR 12 9 6 +2
  • Throw invincible 1~11F
  • Staggers opponent on ground CH (max 43F)
6H 56 3.84 20 6 5 Mid SJR 15 8 28 -17
  • Upper body invincible 15~34F
5D 20 3.84 15 20 5 High R 27 2 26 -9
2P 8 1.44 3 8 1 Mid CSR 6 3 7 0
  • Initial prorate 80%
2K 12 1.44 3 8 1 Low SR 5 5 6 -1
  • Initial prorate 80%
2S 32 2.64 10 7 3 Mid SR 11 3 9 +2
2H 18x3 2.64x3 10x3 7x3 3 Mid R 15 4(2)6(2)2 8 +4
  • 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 30 2.64 8 7 3 Low SJR 8 9 13 -8
  • Initial prorate 80%
j.P 10 1.44 3 8 1 High, Air SR 5 8 10 -
j.K 18 2.64 10 7 3 High, Air SJR 7 8 12 -
  • Floats opponent on hit (untechable for 25F)
j.S 32 2.64 10 7 3 High, Air SR 8 7 19 -
  • Attack is fully extended on 11F
j.H 40 3.84 20 6 5 High, Air SR 15 until Landing 0 -
  • Knocks down opponent on air hit (untechable for 20F)
j.D 50 3.84 14 8 4 High, Air RF 9 3 21+6 after landing -
  • Initial prorate 90%
  • blows back opponent on hit (untechable for 35F)
  • FRC timing 9~11F

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Throw 60 6.88 - 6x2 - 40 pixels - - - - -
  • Slides opponent on hit (untechable for 60F, slides for 46F)
  • Forced prorate 50%
Air Throw 60 4.00 - 6 - 88 pixels - - - - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R, JR 6 7(2)3 6 -4
  • Fully invincible 1~17F
  • Throw invincible 18~20F
  • Floats opponent on hit (untechable for 28F)
  • Jump cancelable from 2nd hit onwards
  • Initial prorate 50%

Special Moves[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Tatami Gaeshi
236K
40(late 20) 2.50/1.20 0 7 3 All F 15 17 16 -6
  • 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 Tatami Gaeshi
j.236K
40(late 20) 2.50/1.20 0 7 3 All F 18 - 16 after landing -
  • 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
24 1.50/3.60 3 12 3 Mid R 12 6 25 -17
  • 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
0,22x5,16 ?? ?? ?? 1 All RF 9 1 32 -
  • 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
- 3.75/- - - - - F - - Total: 34F -
  • Strike invincible 1~24F
  • Can pass through opponent during move
  • FRC timing 21~23F
  • see notes *1
Sakura
Guard > 412S
30 2.25/5.40 20 6 5 Mid RF 10 1 33 -16
  • 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
34 2.25/7.20 14 6 4 High, Air RF 19~ 2 14 + 10 after landing -15
  • Strike invincible 14~26F
  • FRC timing 4~6F
  • Knocks down opponent on ground hit (untechable for 35F)
  • Floats opponent high on CH (untechable for 70F)
  • Listed start-up is for pointblank distance
  • Startup changes depending on distance from opponent
  • see notes *1
Suzuran
63214K
- 2.00 - - - - - - - Total 30 -
  • 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
44 1.00/4.80 10 7 3 High, Air RF 6 12 15+11 after landing -25
  • 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
12 2.00/4.80 14 6 4 Mid R 20 11 15 +2
  • 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
41236H > S
  • 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
*1 Can be done during Baiken's guard hitstop

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Baku
Guard > 412D
30 - 20 6 5 Mid R 11 2 20 -3
  • TRANSLATION NEEDED
  • 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: Sakura
Baku > P
18 - 20 6 5 Mid R 6+9 3 40 -24
  • Opponent's Burst is disabled on hit
  • Forced prorate 50%
  • Can cancel into followup attacks 25~36F
  • Disables opponents jumping and dashing while they are flashing
  • see notes *2
Baku: Tsuki
Baku > K
18 - 20 6 5 Mid R 6+9 3 40 -24
  • Forced prorate 30%
  • Opponent's Burst is disabled on hit
  • Can cancel into followup attacks 25~36F
  • All hits are CH while opponent is flashing
  • see notes *2
Baku: Tsuru
Baku > S
18 - 20 6 5 Mid R 6+9 3 40 -24
  • Opponent's Burst is disabled on hit
  • Forced prorate 30%
  • Can cancel into followup attacks 25~36F
  • All of Baiken's moves become unblockable on hit while opponent is flashing
  • Unblockable effect disappears after a limited time or if Baiken lands a hit
  • see notes *2
P Follow Up
Baku: XXX > P
15 - - 6 4 - R 15 3 5 +10
  • Knocks down opponent on air hit
  • Listed Frame Adv is for standing hit
  • Opponent's P button is disabled while they are flashing
K Follow Up
Baku: XXX > K
10x2 - - 6 4 - R 18 3(6)3(7)5 8 -
  • Baiken is airborne 7~35F
  • 2nd hit knocks down opponent
  • Max 2 hits
  • Opponent's K button is disabled while they are flashing
S Follow Up
Baku: XXX > S
20 - - 6 5 - R 15 1 14 +5
  • Knocks down opponent on air hit
  • Dizzy modifier x0
  • Listed Frame Adv is for standing hit
  • Opponent's S button is disabled while they are flashing
H Follow Up
Baku: XXX > H
24 - - 6 5 - R 8 16 16 -
  • Baiken is airborne from 8F onwards
  • Floats opponent on hit (untechable for 40F)
  • Opponent's H button is disabled while they are flashing
D Follow Up
Baku: XXX > D
5x7 - - 7x7 3 - R 9 3(4)8 20 -
  • Knockdown opponent on hit
  • Opponent's D button is disabled while they are flashing
Triple Tatami Gaeshi
236D
30x3 ?? ?? ?? 1 All F 14 16 Total: 47 -3
  • 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
*2 1~42 invincible to strikes; causes stagger on hit (max 85F); causes knockdown on air hit

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Tsurane Sanzu Watashi
236236S
60x3 - 20x3 6x3 5 Mid R 7+1 6(9)5(11)2 22 -5
  • Strike invincible 1~9F
  • Untechable for 40F
  • 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Garyou Tensei
during IK Mode: 236236H
Fatal - 3 - - All - 7+10 While running 19 -15
  • IK Mode activation: 84F
  • Strike invincible 1~12F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 6H 5D Jump, Sp
2P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S - 5D Sp
6P - 6K - - 5D Jump, Sp
5K 6P - c.S, 2S - 5D Jump, Sp
2K 6P 6K c.S, f.S, 2S - 5D Sp
6K - - - 5H, 2H - Sp
c.S 6P - f.S, 2S 5H 5D, 2D Jump, Sp
f.S - - 2S - 5D Jump, Sp
2S - - f.S - 5D Sp
5H - - - - - Sp
2H - - - - - -
6H - - - - 2D Jump, Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H j.D Sp
j.H - - - - - Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png 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.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc