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System Data
Normal Moves
Universal Mechanics
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 | ||||
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Tatami Gaeshi 236K | ||||||||||
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Air Tatami Gaeshi j.236K | ||||||||||
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Youshijin 623P | ||||||||||
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Zakuro Guard > 412P | ||||||||||
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Mawarikomi Guard > 412K | ||||||||||
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Sakura Guard > 412S | ||||||||||
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Ouren Guard > 412H | ||||||||||
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Suzuran 63214K | ||||||||||
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Youzansen j.623S | ||||||||||
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Kabari 41236H | ||||||||||
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Tetsuzansen 41236H > S | ||||||||||
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- *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 | ||||
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Baku Guard > 412D | ||||||||||
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Baku: Sakura Baku > P | ||||||||||
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Baku: Tsuki Baku > K | ||||||||||
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Baku: Tsuru Baku > S | ||||||||||
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P Follow Up Baku: XXX > P | ||||||||||
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K Follow Up Baku: XXX > K | ||||||||||
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S Follow Up Baku: XXX > S | ||||||||||
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H Follow Up Baku: XXX > H | ||||||||||
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D Follow Up Baku: XXX > D | ||||||||||
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Triple Tatami Gaeshi 236D | ||||||||||
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- *2 1~42 invincible to strikes; causes stagger on hit (max 85F); causes knockdown on air hit
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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