GGReload/Baiken

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Baiken
GGReload Baiken Portrait.jpg

Defense Modifier: x1.18

Guts Rating: 5

Weight: Lightest (x1.10)

Stun Resistance: 55

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~9F

Wake-Up (Face Up/Down): 36F / 32F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Baiken P.png
GGReload Baiken K.png
GGReload Baiken S.png
GGReload Baiken H.png
GGReload Baiken D.png
GGReload Baiken Start.png
SP
GGReload Baiken P(Sp).png
GGReload Baiken K(Sp).png
GGReload Baiken S(Sp).png
GGReload Baiken H(Sp).png
GGReload Baiken D(Sp).png
GGReload Baiken Start(Sp).png

Overview

Baiken is a character known for strong defensive options and controlling space. 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.

Strengths and Weaknesses


Strengths Weaknesses
  • 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.
  • 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 three special moves during blockstop/blockstun: Youshijin, an anti-air, Mawarikomi, a crossup dash with invincibility to slip past the opponent's offense, and Sakura, a sort of reversal that powers through the opponent's offense and grants a knockdown on hit, but is unsafe unless FRC'd.
What makes Baiken's guard cancel property really scary, though, is her Baku Overdrive series.

Curses

Through her guard cancel Overdrive Baku, Baiken can apply one of four curses upon the opponent that go from disabling their specials to making them take more damage. With their lighting fast startup and large invulnerability, the opponent must be exceedingly wary of executing multi-hit moves or applying careless extended pressure even more so than before when Baiken has access to 50 Tension.


Normals

5P
GGAC Baiken 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSJR 5 2 6 +2

Baiken's fastest normal, and hits both standing and crouching characters alike. Great for tick throws due to its frame advantage, can be jump cancelled for TK Youzansens and gatlings into 2K and 2D. Baiken has a very difficult to deal with high/low/throw/frametrap mixup available from 5P which only gets weaker later on.

5K
GGAC Baiken 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Mid SJR 8 5 6 +1

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 10 2 11 +1

Used often in combos as it chains to f.S, 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.S that hits. On many standing characters, you can combo c.S 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 9 6 8 ±0

f.S has decent range and hitbox, 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.S, f.S also combos to a low j.D on many standing hitboxes. This is key because it allows Baiken to continue combos from much further away on the ground.

5H
GGAC Baiken 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 Mid SR 11 2 22 -5

5H is one of Baiken's high damage moves due to its low GB- value. Though 5H is not as good as 6HS, it is a faster alternative. Combos into tatami on the ground and against a low airborne opponent. From a 5H counter-hit, Baiken can continue the combo with Kabari from quite far. Beware using 5H from neutral, because the move only actively hits for two frames and has a large recovery.

5D
GGAC Baiken 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High R 25 2 26 -9

Decently sized Dust that's also a good disjoint. Slow to start up and fairly unsafe.

6P
GGAC Baiken 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15,25 Mid SJR 8 6(2)4 9 -3

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.

1-13 Upper body invul.

6K
GGAC Baiken 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SR 12 9 6 +2

6K is Baiken's best pressure normal, since it is positive on block, moves her forwards, lifts her hurtbox over most lows, and all practical gatlings into 6K leave very small gaps (3f). 6K is fairly hard to challenge once it gets going, though it has slow startup. Almost always used to OS throw on the ground (6K+HS), due to Baiken's extremely poor grab range. Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move though because it loses grab invincibility during active frames. It's also a strong option when opponents are throw-happy and you don't have time to set up air tatami. Blows up a lot of backdashes if done almost meaty. Not as good against people who just get normal hit by mids on wakeup unless you special cancel it. Strong frametrap option vs fuzzy throw, especially against characters with slow 5H/throw OSes. Pushes the opponent farther than it advances Baiken, so you can't constantly throw this out on a blocking opponent.

1~11F Throw invul. Staggers opponent on ground CH (max 43F).

6H
GGAC Baiken 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
66 Mid SR 14 8 28 -18

Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancellable on hit (unlike 5H). It has a very slow startup, however, and can be a challenge to place: the hitbox is deceptively small and it has very long recovery, which makes it not a good neutral tool, but it will sometimes catch backdashes or people running in to you. Usually used to pick up opponent during wall bounce.

2P
GGAC Baiken 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSJR 6 3 7 ±0

Not very useful, especially compared to 5P. Mostly used as microdash 2P, because it is easier than microdash 5P.

Initial prorate 80%.

2K
GGAC Baiken 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 5 5 6 -1

An all-around great low with long active frames, an abusive hitbox, good gatling options, and long cancel windows. Tied for Baiken's fastest normal, and her go-to low. Inches her forwards, which is useful in combos.

Initial prorate 80%.

2S
GGAC Baiken 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid SR 11 2 9 +2

Very good hitbox. Safe ender for blockstrings and a good low-risk low-reward poke. Only gatlings into c./f.S and can only combo into tatami on CH or on crouching opponents.

2H
GGAC Baiken 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22*3 Mid JR 8 7(2)6(2)2 15 -9

Jump cancellable for the first two hits. Floats opponent on CH. Knocks down opponent on ground CH.

2D
GGAC Baiken 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SJR 8 9 13 -8

Useful combo starter followed with Tatami, and the low half of Baiken's high/low mixup out of 5P/5K/5S. Once you make your opponent afraid of youzansen, you will find they get hit by 2D a lot more, leading into jump cancel conversions. Like most sweeps with decent range, it is also good for mashing with, but where Baiken's 2D stands out from most good abare sweeps is its surprisingly high hitbox, which makes it better against low-crush options than most sweeps, and an overall strong option in matchups like vs. I-No. The hitbox and hurtbox are both still quite tall, so don't expect to low-profile anything. Hardly unsafe on block since it cancels into Tatami.

Initial prorate 70%.

j.P
GGAC Baiken jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High/Air SR 5 8 10 -

Your main low-commitment air button. Extremely fast air poke, Baiken's fastest air normal and has very good active frames. Good throw OS choice in the air. Great anti-air too. Very poor GB-, use sparingly in combos.

j.K
GGAC Baiken jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 High/Air SJR 7 8 12 -

Baiken's only jump cancellable 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, except on CH. Staple for combos.

Floats opponent on hit (untechable for 25F). Knocks down opponent on ground CH.

j.S
GGAC Baiken jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High/Air SR 8 7 19 -

One of her furthest reaching air normals. The fact that it's faster than j.D, keeps momentum, and its angle make it a good tool to swoop in with from neutral, provided you've spaced it well. With some spacing j.S becomes quite difficult to anti-air, but does not always give good reward on hit. Large, abusive disjointed hitbox makes this a good jump in option. Will beat 6Ps if done deep enough, or clash if spaced far enough. Airdash j.S will whiff on all crouching characters and leave you vulnerable to an air throw. Pay attention to if your opponent crouches in neutral and mix it up with a delayed j.S.

Good zoning tool. The downward angle makes it a great retreating air-to-air. The disjointed hitbox and quick startup make it very hard to challenge while advancing.

j.H
GGAC Baiken jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High/Air SR 15 Until L Until L -

Highest damage air normal after j.D, 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. Being an attack level 5 normal, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Takes some finesse to use properly, but it gives some very good reward on hit and good frame advantage on block. Hits very deep and doesn't need to be timed, so it will blow up mistimed 6Ps. It is also active forever which can be very useful when you are trying to beat airthrows or high-invuln backdashes.

Because of the high commitment nature of this move, it is best to option select forward air-throws with one of Baiken's other air buttons (usually j.P).

Untechable for 20F on air hit.

j.D
GGAC Baiken jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 High/Air RF 12 3 26+6L -

The staple of Baiken's corner Dustloops. Does good damage and has long untech time that allows for followups. Gives quite a lot of untech time and corner carry when used mid-screen. j.D knockdowns are highly position-sensitive and require you to plan your combos carefully to actually get knockdown.

Blows back opponent on hit, untechable for 35F. Wall bounces opponent on air hit. Knocks down opponent on ground hit.


Universal Mechanics

Ground Throw
GGAC Baiken throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Throw: 45 Pixels - - - - -

Her grab range is the second worst in the game (tied with Millia, second worst to Chipp).

Blows back and knocks down opponent on hit. Initial prorate 50%.

Air Throw
GGAC Baiken airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 110 Pixels - - - - -

Knocks down opponent on hit. Initial prorate 50%.

Dead Angle Attack
GGAC Baiken 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All JR 6 7(2)3 6 -4

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.

1~17F Full invul. 18~20F Throw invul. Wall bounces opponent on hit. Jump cancelable from 15F onwards. Initial prorate 50%.


Specials

Tatami Gaeshi
236K air OK
GGAC Baiken 236K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 40 (late 20) All F 15 17 14 -4

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 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.

Floats opponent if it hits within the first 6F. Knocks down opponent on CH. FRC timing 23~26F. Attack disappears immediately when Baiken is hit.

Air 40 (late 20) All F 19 - Until L+12 -

The air version is great for okizeme, chasing down opponents, or catching opponents chasing you down. Retreating air tatamis allow you to evade and create space while also baiting opponents into bad situations. Advancing airdash tatamis are generally high risk ways of forcing an approach on an opponent, or resetting pressure on unsuspecting opponents, and can also be used to set up dangerous fuzzy overhead/low/delayed low mixups in the corner. In combos, with the FRC, it tends to lead to some of Baiken's most damaging combo strings.

Floats opponent if it hits within the first 6F. FRC timing 18~19F. Attack disappears immediately when Baiken is hit.

Youshijin
Guard + 412P
GGAC Baiken 412P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid R 13 6 22 -18

It has a small amount of early invulnerability, which means it can serve as an anti air since its hitbox extends very high. Can also be used to punish multi-hit moves, or moves that force CH state, since a CH hit launches for a full combo for a much better reward compared to Sakura.

1~5F Full invul. Hitstop 6F. Initial prorate 70%. Floats and knocks down opponent on CH. Attack is fully extended on 15F.

Mawarikomi
Guard + 412K
GGAC Baiken 412K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F - - Total 28 -

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. Can be very useful, but you'll need to exercise judgement since it doesn't actually have a hitbox.

1~5F Full invul. 6~16F Strike invul. Can pass through opponent during move. FRC timing 21~23F.

Sakura
Guard + 412S
GGAC Baiken 412S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid RF 17 2 31 -16

One of Baiken's best ways of commanding respect from opponents. You use this to brute force through hitboxes, projectile-covered approches, and plenty of other unfavourable situations. With 50 Meter it can be RC'ed on block to swing tempo. Sakura's downsides are that it is relatively slow, and very unsafe without 25 Tension to FRC.

1~5 Full invul. 6-19F Strike invul. FRC timing 10~11F. Knocks down opponent on ground hit.

Suzuran
63214K
GGAC Baiken 63214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 28 -

A command dash with full upper body autoguard for most of its duration. 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 or just throw you out of the dash.

4~25F Guard Point.

Youzansen
j.623S
GGAC Baiken j623S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High/Air R 6 12 13+11L -11

The foundation of Baiken's high/low mixup and one of the simplest ways for Baiken to close out a match. Youzansen makes for a terrifyingly fast overhead when Tiger Knee'd, with the fastest possible TK Youzansen being a 9F overhead that can come out of any jump cancellable normal as well as after positive-on-block moves, or even as a hard callout against low-mashing opponents. With 50 Tension, Youzansen leads into huge damage when used in the corner and good damage and corner carry when used midscreen. Can be used as an unorthodox mobility tool because of the way it alters Baiken's aerial momentum or as a tech option because of its huge hitbox. It's also an enormous move that comes out in 6f, covers all areas around her over the next 12 frames, shrinks her hurtbox during startup and trades abusively because of its very extended CH hitstun. Punishable on air IB but generally not on normal block in air-to-air confrontations. On ground block, however, Baiken is left wide open for a punish. Good for catching characters that like to stall high in the air. Her hurtbox becomes incredibly small during move startup and then expands as the move becomes active. This lets it dodge lows if Tiger Knee'd and makes it hard to stuff. Also useful as an air-to-air for covering awkward angles. The hitbox takes some time (around 2-3f) to move upwards, so the move is effectively a bit slower if you use it to hit above you. The hit itself does decent damage and can be used to end combos where you would not have gotten a knockdown anyway.

1~3F Strike invul. Floats opponent on hit (untechable for 28F). Knocks down opponent on CH. Baiken is in crouching state during landing recovery. Fastest possible TK Youzansen has startup 9F.

Kabari
41236H
GGAC Baiken 41236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 All R 21 11 14 +2

Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, or for ending blockstrings occasionally 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.

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 4-8F after opponent gets hit/blocks. Fully extended on 28F. Pulls in on air hit (untechable for 36F).

Tetsuzansen
Kabari -> S
GGReload Baiken Tetsuzansen.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Mid R 12 3 31 -17

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 occasion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.

1~5F Full invul. 6~12F Strike invul. Knocks down opponent on hit.


Overdrives

Tsurane Sanzu Watashi
236236H
GGAC Baiken 236236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60*3 Mid R 7+1 6(12)6(13)3 22 -6

Baiken's reversal super. Has a very good horizontal hitbox, but can be jumped over. Strike invulnerable on startup and quite fast, horrendous on whiff. Good for salvaging knockdowns from awkwardly-spaced combos, forcing your way through frametraps and unsafe oki, pushing damage in combos with the burst version, and even for whiff punishing. Tsurane doesn't do any one thing exceptionally well but it is exceptionally high-utility and competently fills a lot more roles than most characters' supers. It is relatively safe and the pushback makes it very difficult to punish if the opponent lets themselves block all three hits, but it is actually punishable between hits. If the second hit is Instant Blocked, the third hit can be backdashed for a potentially nasty punish.

1~9F Strike invul. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.

Baku
Baku
Guard + 463214P/K/S/H
GGAC Baiken 412D.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Kame 10 Mid R 6+0 1 28 -12

P followup. Disables opponent's jump on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Rin 10 Mid R 6+0 1 28 -12

K followup. Disables opponent's special attacks on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Ryuu 10 Mid R 6+0 1 28 -12

S followup. Opponent's attacks deals half damage on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Ootori 10 Mid R 6+0 1 28 -12

H followup. Opponent takes 1.5 damage on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.


Instant Kill

Garyou Tensei
in IK mode: 236236H
GGAC Baiken IK1.png
GGAC Baiken IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 7+10 70 6 -9

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


Navigation


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