GGX/Baiken

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< GGX

Overview

Overview
cool tatami mat
GGX Baiken Nameplate.png
GGX Baiken Portrait.png
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

 Baiken

Pros
Cons
  • 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: BakuGGAC Baiken 412D.pngGuardMidStartup6+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

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 2 6 +2
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 6 6 -2
Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2 11 +1
Level Guard Bar+ Guard Bar-
2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 6 8 0
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 7 0
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 5 5 6 -1
Level Guard Bar+ Guard Bar-
1

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 11 3 9 +2
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 15 Until landing 0
Level Guard Bar+ Guard Bar-
3

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
60 40 pixels
Level Guard Bar+ Guard Bar-

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 KouGGAC Anji Kou.pngGuardMidStartup2Recovery11+8 after landingAdvantage-41, and  Jam's DivekickGGAC Jam j2K.pngGuardHigh/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

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 5+8 72 6 -10 1~4F All
5~8F Strike
Level Guard Bar+ Guard Bar-
1
  • IK Mode activation: 54F
  • On block or after reaching corner enters recovery animation: 19F

Navigation

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