GGACR/Baiken/Frame Data: Difference between revisions

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{{#lsth:GGACR/Baiken/Data|Nav}}
<center>{{Character Label|GGACR|Baiken|size=42px}}</center>
{{GGACR/CharacterLinks}}
 
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{Template:FrameDataGlossary-GGACR}}
<br style="clear:both;"/>
==[[GGACR/Frame Data|System Data]]==
==[[GGACR/Frame Data|System Data]]==
{{#lsth:GGACR/Baiken/Data|SystemData}}
{{#cargo_query:tables=ggacrCharacters
<br clear=all/>
|fields=ROUND(defense,2)=Damage Received Modifier,guts=Guts Rating,guardBalance=Guard Balance,CONCAT("1/", guardRecovery, "F")=Guard Recovery,weight=Gravity Mod,stunResistance=Stun Resist,CONCAT(wakeupFaceDown,"F")=Wakeup Face Down,CONCAT(wakeupFaceUp,"F")=Wakeup Face Up
==Normal Moves==
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|format=table
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=5P|subtitle=}}
{{#lsth:GGACR/Baiken/Data|5P Full}}
|-
{{AttackVersion|name=5K|subtitle=}}
{{#lsth:GGACR/Baiken/Data|5K Full}}
|-
{{AttackVersion|name=c.S|subtitle=}}
{{#lsth:GGACR/Baiken/Data|c.S Full}}
|-
{{AttackVersion|name=f.S|subtitle=}}
{{#lsth:GGACR/Baiken/Data|f.S Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lsth:GGACR/Baiken/Data|5H Full}}
|-
{{AttackVersion|name=6P|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|6P Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Above knees invincible 1~13F
*2nd hit on block is a level 1 attack
*2nd floats opponent on hit (untechable for 20F)
}}
}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Advanced Character Stats" data-collapsetext="Hide Advanced Character Stats">{{clear}}
===Ground Movement Values===
{{#cargo_query:tables=ggacrCharacters
|fields=walkSpeedForwards=Forwards Walk Speed,walkSpeedBackwards=Backwards Walk Speed,initialDashSpeed=Initial Dash Speed,dashAcceleration=Dash Acceleration,friction=Friction
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Backdash Values===
{{AttackVersion|name=6K|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lsth:GGACR/Baiken/Data|6K Full}}
|fields=backdashDuration=Backdash Duration,CONCAT("1~",backdashInvulnerability,"F")=Backdash Invuln,backdashVX=Backdash Horizontal Speed
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description
|format=table
|18|text=
{{ColumnList |text=
*Throw invincible 1~11F
*Staggers opponent on ground CH (max 43F)
}}
}}
===Jump Values===
{{#cargo_query:tables=ggacrCharacters
|fields=CONCAT(prejump,"F")=Prejump,numberOfJumps=Number of Jumps,jumpVY=Jump vY,jumpGravity=Jump Gravity,CONCAT(jumpDuration,"F")=Jump Duration,jumpVXForwards=Forwards Jump vX,jumpVXBackwards=Backwards Jump vX
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
====High Jump Values====
{{AttackVersion|name=6H|subtitle=|rowspan=2}}
{{#cargo_query:tables=ggacrCharacters
{{#lsth:GGACR/Baiken/Data|6H Full}}
|fields=CONCAT(prejump,"F")=Prejump,highJumpVY=High Jump vY,highJumpGravity=High Jump Gravity,CONCAT(highJumpDuration,"F")=High Jump Duration,highJumpVXFowards=Forwards High Jump vX,highJumpVXBackwards=Backwards High Jump vX
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{Description
|format=table
|18|text=
{{ColumnList |col=1 |text=
*Upper body invincible 15~34F
}}
}}
===Air Dash Values===
{{#cargo_query:tables=ggacrCharacters
|fields=numberOfAirDashes=Number of Air Dashes,CONCAT(airDashStartup,"F")=Forwards Air Dash Startup,CONCAT(airDashForwardsDuration,"F")=Forwards Air Dash Duration,airDashForwardsSpeed=Forwards Air Dash Speed,CONCAT(airDashBackwardsStartup,"F")=Backwards Air Dash Startup,CONCAT(airDashBackwardsDuration,"F")=Backwards Air Dash Duration,airDashBackwardsSpeed=Backwards Air Dash Speed,minimumRisingAirDashHeight=Minimum Rising Airdash Height
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
===Tension Gain Values===
{{AttackVersion|name=5D|subtitle=}}
{{#cargo_query:tables=ggacrCharacters
{{#lsth:GGACR/Baiken/Data|5D Full}}
|fields=walkForwardsTensionGain=Forwards Walk,runTensionGain=Run,jumpForwardsTensionGain=Forwards Jump,airDashForwardsTensionGain=Forwards Air Dash
|-
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
{{AttackVersion|name=2P|subtitle=|rowspan=2}}
|format=table
{{#lsth:GGACR/Baiken/Data|2P Full}}
|-
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
}}
===Proximity Ranges===
{{#cargo_query:tables=ggacrCharacters
|fields=closeSlashProximityRange=Close Slash Proximity Range,,groundThrowRange=Ground Throw Range,airThrowRange=Air Throw Range
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}
}}
|-
</div>{{clear}}
{{AttackVersion|name=2K|subtitle=|rowspan=2}}
 
{{#lsth:GGACR/Baiken/Data|2K Full}}
==Normal Moves==
|-
{{GGACR-FullFrameDataTable|moveType=normal}}
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=2S|subtitle=}}
{{#lsth:GGACR/Baiken/Data|2S Full}}
|-
{{AttackVersion|name=2H|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|2H Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|2D Full}}
|-
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=j.P|subtitle=}}
{{#lsth:GGACR/Baiken/Data|j.P Full}}
|-
{{AttackVersion|name=j.K|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.K Full}}
|-
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Floats opponent on hit (untechable for 25F)
}}
}}
|-
{{AttackVersion|name=j.S|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.S Full}}
|-
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Attack is fully extended on 11F
}}
}}
|-
{{AttackVersion|name=j.H|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.H Full}}
|-
{{Description
|18|text=
{{ColumnList |col=1 |text=
*Knocks down opponent on air hit (untechable for 20F)
}}
}}
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.D Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Initial prorate 90%
*blows back opponent on hit (untechable for 35F)
*FRC timing 9~11F
}}
}}
|-
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=other}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Throw|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Ground Throw Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Slides opponent on hit (untechable for 60F, slides for 46F)
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Air Throw Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Wallbounces opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|DAA Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=special}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Tatami Gaeshi|subtitle=236K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|236K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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 Tatami Gaeshi|subtitle=j.236K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.236K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Youshijin|subtitle=623P|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|623P Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Zakuro|subtitle=Guard > 412P|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Guard 412P Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*1st hit has initial prorate 75%
*2nd hit has forced prorate 75%
*Baiken is in CH state 1~11F
*FRC timing 12~13F
}}
}}
|-
{{AttackVersion|name=Mawarikomi|subtitle=Guard > 412K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Guard 412K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Strike invincible 1~24F
*Can pass through opponent during move
*FRC timing 21~23F
* see notes *1
}}
}}
|-
{{AttackVersion|name=Sakura|subtitle=Guard > 412S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Guard 412S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Ouren|subtitle=Guard > 412H|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Guard 412H Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Suzuran|subtitle=63214K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|63214K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Youzansen|subtitle=j.623S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|j.623S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Kabari|subtitle=41236H|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|41236H Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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)
}}
}}
|-
{{AttackVersion|name=Tetsuzansen|subtitle=41236H > S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|41236H > S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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==
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=forcebreak}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Baku|subtitle=Guard > 412D|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|Guard 412D Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Baku: Sakura|subtitle=Baku > P|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > P Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Baku: Tsuki|subtitle=Baku > K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Baku: Tsuru|subtitle=Baku > S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=P Follow Up|subtitle=Baku: XXX > P|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > X > P Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Knocks down opponent on air hit
*Listed Frame Adv is for standing hit
*Opponent's P button is disabled while they are flashing
}}
}}
|-
{{AttackVersion|name=K Follow Up|subtitle=Baku: XXX > K|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > X > K Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Baiken is airborne 7~35F
*2nd hit knocks down opponent
*Max 2 hits
*Opponent's K button is disabled while they are flashing
}}
}}
|-
{{AttackVersion|name=S Follow Up|subtitle=Baku: XXX > S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > X > S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=H Follow Up|subtitle=Baku: XXX > H|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > X > H Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Baiken is airborne from 8F onwards
*Floats opponent on hit (untechable for 40F)
*Opponent's H button is disabled while they are flashing
}}
}}
|-
{{AttackVersion|name=D Follow Up|subtitle=Baku: XXX > D|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|412D > X > D Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Knockdown opponent on hit
*Opponent's D button is disabled while they are flashing
}}
}}
|-
{{AttackVersion|name=Triple Tatami Gaeshi|subtitle=236D|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|236D Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*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==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=super}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Tsurane Sanzu Watashi|subtitle=236236S|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|236236S Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*Strike invincible 1~9F
*Untechable for 40F
*1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0
}}
}}
|-
|}


==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=instantkill}}
|-
{{FrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Garyou Tensei|subtitle=during IK Mode: 236236H|rowspan=2}}
{{#lsth:GGACR/Baiken/Data|IK Full}}
|-
{{Description
|18|text=
{{ColumnList |text=
*IK Mode activation: 84F
*Strike invincible 1~12F
}}
}}
|-
|}


==Gatling Table==
==Gatling Table==
Line 551: Line 87:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=5P}}
| <span style="color:green">5P</span>, 2P, 6P || 5K, 2K, 6K || c.S, f.S, 2S || 6H || 5D || Jump, Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}}, 6K || c.S, f.S, 2S || 6H || 5D || Jump, Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=2P}}
| 5P, <span style="color:green">2P</span>, 6P || 5K, 2K, 6K || c.S, f.S, 2S || - || 5D || Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}}, 6K || c.S, f.S, 2S || - || 5D || Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=6P}}
| - || 6K || - || - || 5D || Jump, Sp
| - || 6K || - || - || 5D || Jump (2nd hit), Special, Super
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=5K}}
| 6P || - || c.S, 2S || - || 5D || Jump, Sp
| 6P || - || c.S, f.S, 2S || - || 5D || Jump, Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=2K}}
| 6P || 6K || c.S, f.S, 2S || - || 5D || Sp
| 6P || 6K || c.S, f.S, 2S || - || 5D || Special, Super
|-
|-
! 6K
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=6K}}
| - || - || - || 5H, 2H || - || Sp
| - || - || - || 5H, 2H || - || Special, Super
|-
|-
! c.S
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=c.S}}
| 6P || - || f.S, 2S || 5H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 2S || 5H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=f.S}}
| - || - || 2S || - || 5D || Jump, Sp
| - || - || 2S || - || 5D || Jump, Special, Super
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=2S}}
| - || - || f.S || - || 5D || Sp
| - || - || f.S || - || 5D || Special, Super
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=5H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=2H}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=6H}}
| - || - || - || - || 2D || Jump, Sp
| - || - || - || - || 2D || Jump, Special, Super
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=2D}}
| - || - || - || - || - || Jump, Sp
| - || - || - || - || - || Jump, Special, Super
|-
|-
|}
|}
Line 601: Line 137:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Sp
| j.P || j.K || j.S || j.H || j.D || Special
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=j.K}}
| j.P || - || j.S || - || j.D || Jump, Sp
| j.P || - || j.S || - || j.D || Jump, Special
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=j.S}}
| j.P || - || - || j.H || j.D || Sp
| j.P || - || - || j.H || j.D || Special
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=j.H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=Baiken|input=j.D}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
:'''X''' = X is available on hit or block
:<span style="color:green">'''Green''' = Available on whiff</span>
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
 
: '''Su''' = Overdrives (aka: Supers)
==Navigation==
==Navigation==
{{#lsth:GGACR/Baiken/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{#lst:GGACR/Navigation}}
{{Navbar-GGACR}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Baiken]]

Latest revision as of 05:22, 13 December 2023

 Baiken


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.18 5 1.0 1/5F 1.1 55 21F 25F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
2.8 2.7 8.0 0.35 105

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~9F 8.5

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 23.0 1.1 43F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 25.0 1.1 47F 5.0 5.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 17F 16.5 6F 12F 12.5 30

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 40 88

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 5 2 6 +2 8 3 8 9 10 10 11 N/A
5K Mid 2 SJR 2.64 8 5 6 +1 14 6 7 11 12 12 12 N/A
c.S Mid 3 SJR 2.64 8 2 11 +1 28 10 7 13 14 14 13 N/A
f.S Mid 3 SJR 2.64 9 6 8 0 30 10 7 13 14 14 13 N/A
5H Mid 5 SR 3.84 9 1 24 -6 40 20 6 18 19 18 15 N/A
5D High 5 R 3.84 27 2 26 -9 20 15 20 18 Launch 48 18 15 N/A
6P Mid 1, 2 SR, SJR 1.44×2 8 6(2)4 9 -3 15, 25 3×2 8, 5 90% 1~13F Above Knees 9 10, 12 10, 20 11, 12 N/A
6K Mid 4 SR 3.84 12 9 6 +2 24 14 6 1~11F Throw 16 17 16 14 N/A
6H Mid 5 SJR 3.84 15 8 28 -17 56 20 6 18 19 18 15 N/A
2P Mid 1 CSR 1.44 6 3 7 0 8 3 8 80% 9 10 10 11 N/A
2K Low 1 SR 1.44 5 5 6 -1 12 3 8 80% 9 10 10 11 N/A
2S Mid 3 SR 2.64 11 3 9 +2 32 10 7 13 14 14 13 N/A
2H Mid 3 R 2.64×3 15 4(2)6(2)2 8 +4 18×3 10×3 7×3 13 Stagger 24 26 6 N/A
2D Low 3 SJR 2.64 8 9 13 -8 30 8 7 80% 13 Down 14 13 N/A
j.P High/Air 1 SR 1.44 5 8 10 10 3 8 9 10 10 11 N/A
j.K High/Air 3 SJR 2.64 7 8 12 18 8 7 13 Launch 25 13 N/A
j.S High/Air 3 SR 2.64 8 7 19 32 8 7 13 14 14 13 N/A
j.H High/Air 5 SR 3.84 15 Until landing 0 40 15 6 18 19 20 15 N/A
j.D High/Air 4 RF 3.84 9 3 21+6 after landing 50 11 8 90% 16 Launch 35 14 9~11F

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 40 pixels 6.88 60 6×2 Forced 50% Launch 60 + Slide 46
Air Throw 88 pixels 4.00 60 6 Forced 50% 60 + WBounce
Dead Angle Attack All 3 JR 0.52 6 7(2)3 6 -4 25 10 7 50% 1~17F All
18~20F Throw
13 Launch 28 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236K Tatami Gaeshi All 3 F 2.50/1.20 15 24 9 -6 40 [20] 0 7 90% 13 Launch [14] 32 + WBounce 13 23~26F
j.236K Air Tatami Gaeshi All 3 F 2.50/1.20 18 Until landing+16 40 [20] 0 7 90% 13 Launch [14] 36 + WBounce 6 [13] 18~19F
j.623S Youzansen High/Air 3 RF 1.00/4.80 6 12 15+11 after landing -25 44 8 7 1~3F Strike 13 Launch 28 13 3~4F
623P Youshijin Mid 3 R 1.50/3.60 12 6 25 -17 24 10 12 70% 13 Launch 48 36 6 N/A
63214K Suzuran 2.00/- Total 30 4~25F High Guardpoint N/A
41236H Kabari Mid 4 R 2.00/4.80 20 11 15 +2 12 14 3 80% 16 Stagger 33 36 + Slide 27 14 N/A
41236H > S Tetsuzansen Mid 4 RF 2.00/9.60×2 12 3(11)4 16 -17 36, 15 14×2 6, 10 Forced 90%, Forced 80% 1~5F All
6~11F Throw
16 Launch 32 14 12~13F
Guard > 412P Zakuro All 1 RF 2.50/0, 2.50×6 9 1 32 0, 22×5, 16 3 8, 6×6 Initial 75%, Forced 75% Down 11 12~13F on hit
Guard > 412K Mawarikomi F 3.75/- Total 34 1~24F Strike 21~23F
Guard > 412S Sakura Mid 5 RF 2.25/5.40 10 1 34 -16 30 20 15 1~8F Above Knees 18 Stagger 50 40 + WStick 20 15 10~11F
Guard > 412H Ouren All 4 RF 2.25/7.20 19~ 2 14+16 after landing -15 34 14 6 70% 1~3F High Profile
14~26F Strike
16 Launch 35 14 4~6F

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
Guard > 412D Baku Mid 5 R 11 2 20 -3 30 20 6 1~12F Strike 18 27 18 15 N/A
412D > P/K/S Baku: Sakura/Tsuki/Tsuru Mid 5 R 6+9 3 40 -24 18 20 6 P: Forced 50%
K/S: Forced 30%
1~42F Strike 18 Stagger 85 60 15 N/A
412D > X > P P Followup Mid 4 R 15 3 5 +9 15 14 6 16 17 80 14 N/A
412D > X > K K Followup High/Air, Mid 4 R 18 3(6)3(7)5 8 +4 10×2 11, 14 6×2 16 17, Launch 40 14 N/A
412D > X > S S Followup Mid 5 R 15 1 14 +4 20 20 6 18 19 40 15 N/A
412D > X > H H Followup High/Air 5 R 8 16 16 -13 24 15 6 18 Launch 40 15 N/A
412D > X > D D Followup Mid 3 R 9 3(4)8 20 -7 5×7 10×7 7×7 13 Launch 60 13 N/A
236D Triple Tatami Gaeshi All 1 F -/0.24×3 14 16 Total 47 -3 30×3 0 10×3 90% 9 Launch 32 + WBounce 0×2, 11 20~22F

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236S Tsurane Sanzu Watashi Mid 5 R 7+1 6(9)5(11)2 22 -5 60×3 20×3 6×3 1~9F Strike 18 19 40 15

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Garyou Tensei All 1 7+10 72 6 -10 Fatal 3 1~12F Strike 9 11

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Baiken 5P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 6H 5D Jump, Special, Super
2PGGAC Baiken 2P.pngGuardMidStartup6Recovery7Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S - 5D Special, Super
6PGGAC Baiken 6P.pngGuardMidStartup8Recovery9Advantage-3 - 6K - - 5D Jump (2nd hit), Special, Super
5KGGAC Baiken 5K.pngGuardMidStartup8Recovery6Advantage+1 6P - c.S, f.S, 2S - 5D Jump, Special, Super
2KGGAC Baiken 2K.pngGuardLowStartup5Recovery6Advantage-1 6P 6K c.S, f.S, 2S - 5D Special, Super
6KGGAC Baiken 5K.pngGuardMidStartup12Recovery6Advantage+2 - - - 5H, 2H - Special, Super
c.SGGAC Baiken cS.pngGuardMidStartup8Recovery11Advantage+1 6P - f.S, 2S 5H 5D, 2D Jump, Special, Super
f.SGGAC Baiken fS.pngGuardMidStartup9Recovery8Advantage0 - - 2S - 5D Jump, Special, Super
2SGGAC Baiken 2S.pngGuardMidStartup11Recovery9Advantage+2 - - f.S - 5D Special, Super
5HGGAC Baiken 5H.pngGuardMidStartup9Recovery24Advantage-6 - - - - - Special, Super
2HGGAC Baiken 2H.pngGuardMidStartup15Recovery8Advantage+4 - - - - - -
6HGGAC Baiken 6H.pngGuardMidStartup15Recovery28Advantage-17 - - - - 2D Jump, Special, Super
5DGGAC Baiken 5D.pngGuardHighStartup27Recovery26Advantage-9 - - - - - Homing Jump
2DGGAC Baiken 2D.pngGuardLowStartup8Recovery13Advantage-8 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Baiken jP.pngGuardHigh/AirStartup5Recovery10Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC Baiken jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGAC Baiken jS.pngGuardHigh/AirStartup8Recovery19Advantage- j.P - - j.H j.D Special
j.HGGAC Baiken jH.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special
j.DGGAC Baiken jD.pngGuardHigh/AirStartup9Recovery21+6 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Baiken/Data.
Systems Pages