GGACR/Baiken/Frame Data

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System Data


Normal Moves

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
5K
c.S
f.S
5H
6P
  • Above knees invincible 1~13F
  • 2nd hit on block is a level 1 attack
  • 2nd floats opponent on hit (untechable for 20F)
6K
  • Throw invincible 1~11F
  • Staggers opponent on ground CH (max 43F)
6H
  • Upper body invincible 15~34F
5D
2P
  • Initial prorate 80%
2K
  • Initial prorate 80%
2S
2H
  • 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
  • Initial prorate 80%
j.P
j.K
  • Floats opponent on hit (untechable for 25F)
j.S
  • Attack is fully extended on 11F
j.H
  • Knocks down opponent on air hit (untechable for 20F)
j.D
  • Initial prorate 90%
  • blows back opponent on hit (untechable for 35F)
  • FRC timing 9~11F

Universal Mechanics

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
Throw
  • Slides opponent on hit (untechable for 60F, slides for 46F)
  • Forced prorate 50%
Air Throw
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • 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

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
Tatami Gaeshi
236K
  • 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
  • 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
  • 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
  • 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
  • Strike invincible 1~24F
  • Can pass through opponent during move
  • FRC timing 21~23F
  • see notes *1
Sakura
Guard > 412S
  • 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
  • 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
  • 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
  • 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
  • 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

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
Baku
Guard > 412D
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Knockdown opponent on hit
  • Opponent's D button is disabled while they are flashing
Triple Tatami Gaeshi
236D
  • 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

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
Tsurane Sanzu Watashi
236236S
  • Strike invincible 1~9F
  • Untechable for 40F
  • 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0

Instant Kill

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
Garyou Tensei
during IK Mode: 236236H
  • IK Mode activation: 84F
  • Strike invincible 1~12F

Gatling Table

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

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.