Overview
Damage Received Mod |
x1.18 |
Guts Rating |
4/5 |
Gravity Mod |
x1 |
Stun Resistance |
60 |
Prejump |
2F |
Backdash |
17F (1~9F Strike Invuln) |
Wakeup Timing |
24F (Face Up)/ 36F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Fastest Attack |
Reversals |
- Free Guard Cancels: Baiken's guard cancels allow her to act during blockstun, forcing the opponent to play more cautiously, even on offense. Many matchups may require opponents to end their pressure early or go for safer but less rewarding options.
- Hits like a truck:
- Strong mixups:
- Sealing Magic: BakuGuardMidStartup6+3Recovery46Advantage-30, her Guard Cancel Overdrive, inflicts one of several powerful debuffs on hit, including, but not limited to increasing the damage the opponent takes and sealing their special moves, potentially putting them on the backfoot during their own pressure.
- Limited meterless conversions: Many of Baiken's normals have limited gatlings, and often rely on close proximity, counter hits, or crouch confirms to convert into combos.
- Meter-hungry:
- Below-average health: Baiken has below-average effective health. Letting an opponent slip through her defenses could be catastrophic.
Normal Moves
5P
5K
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 2 | 11 | +1 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
f.S
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
44 | Mid | 11 | 2 | 22 | -5 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Dust Attack
S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
45 | High | 29 | 2 | 26 | -9 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
2P
2K
2S
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×3 | Mid | 8 | 7(2)6(2)2 | 15 | -9 |
- Can be gatlinged into from any normal attack but 6P and H normals
- Uncancellable outside of RC
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
Sweep
2S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 8 | 9 | 9 | -4 |
- Can only be gatlinged into from c.S, minimizing FDC potential
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
15, 25 | Mid | 8 | 6(2)4 | 9 | -3 | 1~13F Upper Body |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1, 2 |
- Jump cancel on 2nd hit only
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
66 | Mid | 14 | 8 | 28 | -17 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | High/Air | 5 | 8 | 10 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18 | High/Air | 7 | 8 | 12 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | High/Air | 9 | 10 | 14 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | All | 6 | 7(2)3 | 6 | -4 | 1~5F All 6~17F Strike |
The other Baiken page can make all the plausible deniability arguments it wants for having a rainbow text "JUMP-CANCELLABLE DEAD ANGLE ATTACK" caption, this universal option is entirely overshadowed by Baiken with 50 meter being able to do the same with Sakura (412S) but better, safer, and more rewarding in every way. DAA has a marginally better hitbox for catching jumping opponents, but Baiken's 6P still doesn't have a great AA hitbox, so you really shouldn't bother with this.
May be an alternative to Baku as a metered option that's faster and would lead to more damage but combos from Dead Angle can't lead to a kill. Even with its better AA hitbox and faster startup, it's more likely to whiff than Sakura in general.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
Special Moves
Tatami Gaeshi
236K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K | 40 [20] | All | 15 | 17 | 15 | -5 | |
j.236K | 40 [20] | All | 21 | Until landing+12 |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236K | 2 | ||
j.236K | 2 |
236K:
- Values in [] are for late hit (after 6th active frame)
- Disappears if Baiken is hit
j.236K:
- Values in [] are for late hit (after 6th active frame)
- Disappears if Baiken is hit
Youzansen
j.623S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
44 | High/Air | 5 | 16 | 11 | 1~7F Strike |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
- Every ground option except blocking is disabled for 9F if landing without FD
Suzuran
63214K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 28 | 4~25F High Guardpoint |
Unlike in later titles, Baiken cannot cancel Suzuran into Guard Cancel specials, making all of them unable to be used in combos or raw in neutral.
Fortunately, it still sees use as it recovers quite quickly with guardpoint against Mid and High attacks until it ends, allowing it to semi-safely advance and potentially punish high-recovery moves. It still loses to lows and throws, however, which are already options people want to use liberally against Baiken.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
Guard Cancels
Zakuro
412P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×6 | Mid | 11 | 16 | 13 | -7 | 1~13F Strike |
A guard cancel option with a large anti-air hitbox, quick startup, and invuln, making blocking > Zankuro a solid situational anti-air where 6P or other options may fail. Unfortunately, it doesn't operate as a hitgrab that makes it function consistently on hit as opposed to later titles and doesn't grant a knockdown, leading it to have inconsistent reward and no okizeme when successful.
Opponents closest to the center of the pinwheel when the move is first active will get struck by more hits than if they were first hit near the edges.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
Mawarikomi
412K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 28 | 1~16F Strike |
Guard cancel dodge, allowing for Baiken to remain in a defensive position and potentially get out of the corner or close in on zoning attempts. Its raw invulnerability is somewhat obsolete due to Sakura taking about as long & being about as punishable by astute opponents, but Sakura has a hitbox which leads to a combo if successful and can be Roman Cancelled if baited and blocked. It is still helpful especially in the aforementioned situations, though without the ability to use guard cancels in neutral, it is difficult to take advantage of its strengths unless an opportunity is handed to you.
Level | Guard Bar+ | Guard Bar- |
---|---|---|
Sakura
412S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 19 | 4 | 32 | -17 | 1~19F Strike |
Invulnerable guard cancel with a strike hitbox, but quite slow & has a thin, misleadingly short hitbox that isn't active for very long. Does allow for a conversion on hit and an especially good one on Counterhit, though for typical Sakura duties it's much too slow to punish things that you couldn't already punish just by waiting out the blockstun.
Due to the additional expense and lack of safety caused from Baku, a lack of an H guard cancel, and it being an enhanced invuln window giving it overlap with K guard cancel, Baiken's guard cancels are notably less versatile than in other entries. This overall results in Sakura attempting to fulfill many niches at once and is solid across the board - especially for a meterless way to get out of blockstun; but its mostly universal application results in a less diverse or specialized array of options for Baiken to use.
- Staggers on hit for ()F, staggers on counterhit for ()F
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Overdrives
Tsurane Sanzu Watashi
236236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60×3 | Mid | 7+1 | 6(12)6(13)3 | 22 | -6 | 1~9F Strike |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Baku
463214X while guarding
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | Mid | 6+3 | 3 | 46 | -30 | 1~14F Strike |
Metered guard cancel option that is very quick with a large hitbox & solid invuln, though it's very unsafe if someone manages to block or bait it and it doesn't lead to much damage or followup on hit. It does, however, apply a debilitating Curse debuff depending on which button was used to execute it:
P Curse: Disables the opponent's ability to jump.
K Curse: Disables the opponent's ability to use any kind of special attack. This includes Baiken's own guard cancels, Dead Angle Attacks, Overdrives, Instant Kill activation & execution, Anji's autoguard followup KouGuardMidStartup2Recovery11+8 after landingAdvantage-41, and Jam's DivekickGuardHigh/AirStartup9Recovery8 after landingAdvantage-.
S Curse: Lowers the opponent's damage output by 50%.
H Curse: Increases damage taken by the opponent by 50%.
- All curses last for 480F (8 seconds)
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
- In CH state during move
- Curse lasts for 480F
Instant Kill
Garyou Tensei
During IK Mode: 236236H