GGXRD-R2/Baiken

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Baiken
GGXRDR2 Baiken Portrait.png

Defense Modifier: x1.12

Guts Rating: 4

Weight: [105] Light

Stun Resistance: 55

Jump Startup: 3F

Backdash Time 16F / Invul: 1-8F

Wakeup (Face Up/Down): 25F / 21F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Countering

Overview[edit]

Baiken returns to Xrd reworked into a high-risk high-reward power character with a solid mix of high-damage offense and good defensive space-control, but just like in her earlier appearances her key strength is her versatile defense and her ability to counterattack while blocking. With a successful guard cancel that leads into reliable okizeme and dangerous mixup, Baiken is a credible threat with huge potential for massive comebacks. If left unchecked, Baiken can keep pressure on the opponent through her variety of offensive RPS tools, crank RISC and quickly snowball out of control.

However, Baiken is a glass cannon with a gameplan based around reading what the opponent is going to do and dedicating herself to stopping that motion. Since her parry leaves her in counter hit state, an unsuccessful Azami can be devastating, especially considering Baiken's low stun resistance.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Very high average damage in the corner, and solid corner carry on many of her combos.
  • Good at fishing for counterhits, and gets huge damage from many counterhit confirms.
  • Good okizeme and a strong, high-reward mixup game.
  • Exploits RISC well and can crank the RISC gauge very rapidly if not quickly dealt with.
  • A guard cancellable parry and a solid metered DP make for a strong defensive spread of options.
  • Very capable of playing defensive neutral and punishing predictable approaches.
  • Can guardpoint through many moves with Suzuran.
  • The 2nd lowest stun resistance behind Dizzy/Chipp. Pays dearly for mistakes and bad decisions.
  • Poor lockdown without meter; cannot keep opponents blocking without having to make risky callouts against jumps and backdashes.
  • Unimpressive damage from her good pokes without tension, a good counterhit, or the opponent in the corner.
  • Ground normals are frequently outclassed in speed and range by footsie characters.
  • Guard cancel is significantly more difficult than in previous games.
  • Aggressive space control methods are all slow and high-commitment.


Normal Moves[edit]

5P[edit]
5P
GGXRD Baiken 5P.png
Knock knock
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 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.

  • Can be cancelled into itself, 2P, 2K or 5K on whiff


5K[edit]
5K
GGXRD Baiken 5K.png
Deceptively far-reaching
Damage Guard Startup Active Recovery Frame Adv.
14 Mid 7 5 8 -1

5K is Baiken's principal low-commitment poke, and functions similarly to moves like Sol 2S or. It has a decently far-reaching hitbox that hits slightly above Baiken, has deceptively far reach, and does not have much hurtbox extension. Has good active frames and recovery, and moves Baiken forward slightly which helps counteract cumulative pushback in combos and on block. Will sometimes cause low pokes (e.g Sin 2S) to whiff because of how it raises her front leg off the ground.

  • Is +1 on FD block, which allows you to get away with some pressure resets if you confirm the situation correctly.
  • Used in the more stable Kuchinashi juggles.
  • Decently large gatling and special cancel windows


c.S[edit]
c.S
GGXRD Baiken c.S.png
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 9 2 16 -4

Close slash has the main advantage of better gatling options than f.S, particularly into 2D. You will mostly be using it as an intermediary part of blockstrings or as combo fodder. It has a nasty tendency to whiff on airborne opponents, however. Pretty slow for a c.S and doesn't hit very high, but reaches strangely far and will catch a backdash every now and then. Always combos into rokkonsogi.

The hitbox extends all the way to the floor, so it will sometimes catch low profiling moves like Stroke the Big Tree.


f.S[edit]
f.S
GGXRD Baiken f.S.png
Strong, highly active disjoint.
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 9 6 15 -7

Far slash is a fairly fast, far poke, but is generally either slightly slower or shorter than other characters f.S buttons. Its main advantage over your average f.S is its small hurtbox extension and great active frames. Still, it is negative on block on its own and has fairly low reward at max range without a counterhit, meter or crouching confirm.

  • Combos into Tatami Gaeshi on crouching hit, and 2H on counterhit. Like all lv2 moves, it combos into S Kabari on aerial counterhit.
  • Jump cancelleable on hit or block.


5H[edit]
5H
GGXRD Baiken 5H.png
Stronger, less active disjoint
Damage Guard Startup Active Recovery Frame Adv.
44 Mid 11 2 22 -5
  • Large attack that hits slightly above Baiken. Has Low active frames but only 3f worse than f.S on whiff.
  • Faster and easier to use alternative to 6H in combos. Not as high damage as 6H but still hits pretty hard.
  • Lots of pushback on block. A decent choice to terminate pressure with.
  • Can gatling into 6K, but the 6K only connects on point blank normal block and is only really useful to salvage your blocked backthrow mash.


5D[edit]
5D
GGXRD Baiken 5D.png
Puffball
Damage Guard Startup Active Recovery Frame Adv.
20 High 25 2 26 -9
  • Decently sized Dust that's also a good disjoint.
  • Can be YRC'd, though this causes it to lose its overhead qualities. It is still a level 4 YRC'ed projectile and so gives absurd frame advantage, but don't expect it to catch any backdashes or jumps.
  • With YRC it sets up f-shiki overheads with airdash normals if blocked standing (which it usually will be).


6P[edit]
6P
GGXRD Baiken 6P.png
Now comes with a hitbox on her breasts
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 9 7 15 -8

Fairly standard anti-air with good low profile properties. Active for longer than your average 6P and combos into S Kabari on aerial counterhit.

  • Moves Baiken forward slightly
  • Good counterpoking tool
  • The throw OS option with the best vertical range, but lasts a few more frames than c.S and 6K.


6K[edit]
6K
GGXRD Baiken 6K.png
Staggers like a kick to the gut should
Damage Guard Startup Active Recovery Frame Adv.
24 Mid 12 9 6 +2~+10

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. Has a very generous special cancel window and is one of Baiken's few ways to create ambiguous situations on block. Its frame advantage is amplified if it connects from further away and Baiken advances a bit before landing the hit (generally around +7). Despite its usually high frame advantage, it pushes the opponent farther than it advances Baiken, so you can't constantly throw this out on a blocking opponent.

  • The throw OS option of choice against people mashing backthrow.
  • Throw invulnerable on startup frames [11]
  • Staggers on ground counterhit
  • Strong meaty 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.


6H[edit]
6H
GGXRD Baiken 6H.png
Baiken Smash!
Damage Guard Startup Active Recovery Frame Adv.
52 Mid 14 8 28 -17

Big damage normal that is mostly combo fodder, but can be used similarly to Sol's 6H as a tool to fish for counterhits that lead into big damage. On counterhit it causes a groundbounce that allows it to combo into S Kabari or juggles with a delayed cancel into Kuchinashi. The hitbox is deceptively small and it has very long recovery, which makes it not a good neutral tool, but its long active frames and high damage make it quite good as a risky meaty that can often catch the shorter backdashes.

Gatlings into 2D, which can catch people trying to upback away from 6H Kabari, and is used in some combos.


2P[edit]
2P
GGXRD Baiken 2P.png
Fist bump
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 6 3 7 0

Not very useful, especially compared to 5P. Microdash 2P is an easier substitute for microdash 5P. Lowers her hurtbox slightly more than any of her other fast buttons as he leans forward to do the punch, which has its uses in fringe cases where you need to crouch under some things.

  • Whiff cancels into 2K, which lets it catch a lot of reversal backdashes.
  • Gatlings into everything 5P gatlings into except for 6H.
  • Hurtbox extends throughout the length of her arm during active frames.


2K[edit]
2K
GGXRD Baiken 2K.png
Mind your feet
Damage Guard Startup Active Recovery Frame Adv.
12 Low 5 5 6 -1
  • Tied for Baiken's fastest normal, and her go-to low.
  • Deceptively disjointed hitbox.


2S[edit]
2S
GGXRD Baiken 2S.png
Riskier than it used to be
Damage Guard Startup Active Recovery Frame Adv.
32 Mid 11 3 13 -2

Safe ender for blockstrings and a decent low-risk low-reward poke, but has a tendency to get counterpoked. It's dangerous to throw this out in situations where the screen gets filled with actives (e.g. Zato's Drill, Elphelt's low grenade toss), and its generally unreliable when it comes to beating moves unless completely spaced. Now that 2S has more recovery, it is more of a commitment to throw out pre-emptively and is largely just there for when you want the range of 5H without the long recovery.

  • Extends Baiken's hurtbox along the chain before it becomes active.


2H[edit]
2H
GGXRD Baiken 2H.png
Roll under all the stun edges
Damage Guard Startup Active Recovery Frame Adv.
48 Low 17 6 22 -9

The new 2H is a long range high damage combo starter that hits low and moves Baiken forward. It has a fairly strong low-profile hurtbox that goes under most fireballs, dead angles, aerial normals, and some pokes. However, it is atrocious on whiff, to the point where if Baiken low profiles an opponent's deadangle with 2H she is still at frame disadvantage after the ensuing mutual whiff.

  • Long active frames and a forgiving special cancel window. One of the easier normals to tatami YRC out of.
  • Very slow startup, beware of getting counterhit.
  • Has a hurtbox extension along the blade that only appears once it goes active, so it will tend to trade. Attack lv4 makes it usually ok on trades.


2D[edit]
2D
GGXRD Baiken 2D.png
Get hit by all the stun edges
Damage Guard Startup Active Recovery Frame Adv.
30 Low 8 9 16 -11

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.

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.

  • Can be jump cancelled
  • Can be used in really specific situations as an anti-air tool (for example, against I-no's hoverdash).


j.P[edit]
j.P
GGXRD Baiken j.P.png
Basically Sol's j.P ... but this one actually has some recovery
Damage Guard Startup Active Recovery Frame Adv.
10 High/Air 5 8 10 -
  • The fastest air normal for Baiken and has very good active frames. Good throw OS choice in the air. Great anti-air too.
  • After a knockdown, can be used as a cross-up by passing the fallen oponent with an air dash.
  • Useful for attacking from an instant air dash, followed with S and then K, but be careful with the short range of the P.


j.K[edit]
j.K
GGXRD Baiken j.K.png
Hopkicks
Damage Guard Startup Active Recovery Frame Adv.
18 High/Air 7 8 12 -
  • Baiken's only jump cancellable air normal
  • Can be used in many situations as a combo starter, since it launches on grounded hit for a lot of hitstun and combos into practically everything if it launches.
  • Highest upwards reach on her air normals. The hitbox covers the entirety of her raised leg including the thigh, which allows it to hit standing opponents from an airdash initiated from very near.


j.S[edit]
j.S
GGXRD Baiken j.S.png
Ol'reliable
Damage Guard Startup Active Recovery Frame Adv.
32 High/Air 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. From low altitudes, j.S is quite difficult to antiair 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 airthrow. 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.


j.H[edit]
j.H
GGXRD Baiken j.H.png
PAIRON SWORD!
Damage Guard Startup Active Recovery Frame Adv.
40 High/Air 15 Until Landing Until Landing -

As one of the few level 4 air normals in the game, j.H is more or less always plus on block on a good aerial approach, which makes it a good jump in option. Its usefulness is slightly limited by the awkwardness of the best special cancel it offers in air tatami, and the hitbox structure tending to put you inside throw range on airdash approaches, but it some very good reward on hit, as well as decent hitbox coverage and good frame advantage on block in most cases. Hits fairly deep and doesn't need to be timed, so it will blow up mistimed 6Ps. It is also active forever and so is incredibly irritating to airthrow once i gets going..

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).

  • Very good frame advantage from safejumps.
  • Baiken dedicates herself to this pose until she hits the enemy or the ground.
  • Can be special cancelled on hit. Buffering 6236 after j.H makes it easier to confirm into tatami or yozansen.
  • Completing the special cancel into air tatami on a grounded opponent is possible unless the move connects while Baiken has downward aerial momentum.


j.D[edit]
j.D
GGXRD Baiken j.D.png
Hits overhead
Damage Guard Startup Active Recovery Frame Adv.
38 High/Air 12 3 26 + 6 after landing -
  • The staple of Baiken's corner dustloops. Does good damage and has long untech time that allows for followups.
  • Knockdown 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.
  • Can be used as an f-shiki/fuzzy overhead from j.S and j.K. Requires 50 meter to combo from if used in this manner.
  • Can be YRC'd starting on frame 7 and the move will still come out as a projectile instead of as a strike, and loses its overhead properties. Retains its momentum stalling properties if YRC'd, so j.D YRC can also be used to navigate around strong lows. The hitstop properties of projectile j.D are used in some j.D RRC combos.
  • Wallbounces. Ending combos with post-wallbounce j.D knockdowns enables corner crossups.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Baiken GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
60 Ground Throw 1 - - -
  • A decent throw that launches the opponent far away.
  • Can be followed up for approx 150 damage in the corner, otherwise requires an RC to followup after. 50% forced proration.
  • Since her 6H rarely catches jumps and is punishable if preemptively neutral jumped, it is fairly important to option select forward throw with one of her other buttons.
  • Grabs are important to opening up opponents with Baiken as her other mixups often require meter. The option to tick throw is there, but she can also do her armored run for a suprisingly effective grab setup.


Air Throw[edit]
Air Throw
GGXRD Baiken AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
60 Air Throw 1 - - -
  • Fairly standard air throw; launches downward.
  • Sideswitches, which has interesting implications for the risk/reward involved in going for airthrows. It makes airthrow higher reward when cornered as it throws your opponent into the corner, and lower risk as well since Baiken can option select it with one of her strong aerial buttons like j.P.
  • Cannot be followed up after without RC.


Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Baiken 6P.png
Damage Guard Startup Active Recovery Frame Adv.
25 Mid 11 7 15 -8
  • Identical in appearance to 6P
  • Useful dead angle due to being fairly large and pushing Baiken forward slightly
Blitz Attack[edit]
Blitz Attack
P/K+H
GGXRD Baiken Blitz.png
Baiken does strike a cool pose, though
Damage Guard Startup Active Recovery Frame Adv.
50 Mid (15~50)+13 3 hit:11 Whiff:20 -2 (+5 max charge)
  • Standard blitz attack.
  • Not often used due to Azami basically being a free, usually superior version of blitz. The rejection effect is still useful in certain matchups and situations.
  • The main advantage of Blitz over azami is that it is possible to option select it with a properly timed fuzzy blitz, but it is not possible to time a 'fuzzy azami'.


Special Moves[edit]

Tatami[edit]
Tatami Gaeshi
236K (Air OK)
GGXRD Baiken TatamiGaeshi.png
Scream it from the mountaintops.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 40 Mid 15 - Total 45 -4

Your most versatile special. Tatamis push damage in combos, control space in neutral, counterpoke, frametrap, start combos and end blockstrings. With 25 meter Baiken can YRC on frame 6 and the move will still come out. YRC tatami gaeshi is Baiken's safest pressure extender, one of her best combo starters, and is useful in neutral to close distance relatively quickly or retreat safely. Confirmed correctly, counterhit tatami gaeshi and normal hit YRC Tatami allow Baiken to convert into huge damage or significant corner carry.

  • On counterhit, leads to Kuchinashi juggles anywhere on screen, or links into S Kabari up close. YRC tatami as a starter leads to 200-250 damage combos anywhere on all characters.
  • Very active, and good for controlling the space right in front of Baiken. Will often clip characters' hurtbox extensions, but using it carelessly will cause attentive opponents to dash in and take their turn on you. The flop hitbox from earlier games is now purely vertical and does not extend to when the tatami actually falls down. The most it will do is shield you from a projectile occasionally.
  • Level 2 normals (c.S, f.S, 2S, 6P) combo into tatami on crouching characters. If the cancel is done as quickly as possible, c.S/f.S/2S/6P > Tatami also naturally catches jump startup and has a 2f YRC window that makes for a good pressure reset.
  • With level 4 normals like 6H, 5H and 2H, creating gaps for frametraps and YRC is only possible if the special cancel is initiated at least 4f after hitstop ends. Requires practice.
Air 40 Mid 20 - Until Landing+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.

  • One of Baiken's best combo starters.
  • Has a flop hitbox that lasts until the tatami touches the ground and does 20 damage.
  • Air tatami frame advantage depends on height, whether the first (launching) hit connects, and how late the mat touches the opponent. The lowest airdash tatamis can have frame advantage up to +17
  • Input 236956K for the fastest possible forward airdash tatami (also known as a kire tatami)
  • Input 236956K+P to whiff j.P instead of j.K if you mess up the input.


Azami[edit]
Azami
S+H or 4S+H for Standing
2S+H or 1S+H for Crouching
j.S+H or j.4S+H for Air
GGXRD Baiken Azami.png
Hold it, HOLD IT, aaaaaand... perfect!
Damage Guard Startup Active Recovery Frame Adv.
- - 1 12~100F(Hold) Total 34~122 -
  • Can be held
  • After the initial press of S+H, only one of S+H needs to be held to preserve the Azami hold: e.g. S+H > (hold S) mash H will give an immediate Rokkonsogi.
  • Can be guard canceled into from Blockstun. Guard cancelled Azami cannot be held unless timed exactly to an incoming attack and behaves more like a parry than a stance. Guard cancelled Azami has a distinctive red sparking animation.
  • The window for a successful guard cancelled parry is 3-7 frames; red azami catches from frames 1-8 if held.
  • A successful Azami catch can be cancelled into block
  • All Azami followups can be executed and come out during hitstop
  • Standing Azami catches: Mids, Highs
  • Crouching Azami catches: Mids, Lows
  • Air Azami catches: Mids, Lows, Highs
  • Azami cannot parry unblockables like Slayer's Undertow or Potemkin's Slide Head

Azami is the new chassis for Baiken's trademark guard cancel mechanic. It is a parry that can be activated in neutral or during blockstun, and on a successful catch allows Baiken to act during the period of time where characters are frozen as moves make contact to emphasize the hit effects, and execute a number of followups. This makes her able to punish moves that are normally safe since Baiken can act during hitstop, the remaining active frames of the caught move, and also its recovery. Used correctly, Azami can allow you to completely destabilize your opponents' offense, force your opponent to make dangerous guesses, command an inordinate amount of respect in neutral and in pressure, and make incredible comebacks. Used incorrectly, Azami can easily lose matches.


Suzuran[edit]
Suzuran
63214K
GGXRD Baiken Suzuran.png
Not quite Fuujin, but it'll do
Damage Guard Startup Active Recovery Frame Adv.
N/A - - - Total 28 -

A command dash with full upper body guardpoint for most of its duration, Suzuran allows Baiken to use Azami followups in neutral and combos. Suzuran can cancel into the ground Azami follow-ups by pressing their respective buttons during the run. Plinking the inputs for the follow-ups causes the follow-up to come out quickly.

  • Has a distinctive audio cue that opponents can react to unless cancelled early. Delaying the cancel lets Baiken armor through moves or use the audio cue to frametrap people mashing throw in anticipation of suzuran throw.
  • Guardpoints highs and mids from frames 4-25, but loses to lows. Suzuran can be YRCed to end it quickly.
  • Can be used to reset pressure, or to rush up and throw.


Kuchinashi[edit]
Kuchinashi
P after successful ground Azami catch or during Suzuran
GGXRD Baiken Kuchinashi.png
"Gap Opener" ... but its a combo ender.
Version Damage Guard Startup Active Recovery Frame Adv.
Azami 42 Mid 12 6 32+6 After landing -34

Azami Kuchinashi is Baiken's fastest meterless guard cancel and gives a guaranteed punish on most moves in the game if done fast enough. However it has no invulnerability, is prone to getting low-profiled, and knocks Baiken down if it trades. Best used against airborne opponents, since Kuchinashi's knockdown trajectory leaves Baiken at a slight advantage even if it trades against an airborne opponent.Because of the way hitstop option selects work, Azami Kuchinashi is also your go-to followup for when you want to Azami your opponent's safejump.

  • Initial proration: 70%
  • Has upper body invulnerability that ends as soon as the move becomes active
  • The only Azami followup that is not grounded throughout. Use this as a hard callout if your opponent has taken to throwing your azami followups.
  • On CH, gives hard knockdown and launches opponents long enough to begin air combos
Version Damage Guard Startup Active Recovery Frame Adv.
Suzuran 42 Mid 12 6 32+6 After landing -34

Suzuran Kuchinashi is Baiken's best combo ender, and because of the relative position it leaves you to your opponent, gives somewhat better okizeme than Rokkonsogi. It Links into 5P, 2K or 5K (and slower normals if it connects later into active frames) and if used as a combo extender, gives fairly reliable corner carry in midscreen combos. Kuchinashi usually gives knockdown, but if used against opponents too high in the air in long combos, will allow them to tech.

  • Initial proration: 70%
  • Has upper body invulnerability that ends as soon as the move becomes active
  • On CH, gives hard knockdown and launches opponents long enough to begin air combos
  • Can be used as a high-commitment antiair against characters trying to stall in the air above you (e.g. Zato).


Mawarikomi[edit]
Mawarikomi
K after successful Ground Azami catch or during Suzuran
GGXRD Baiken Mawarikomi.png
 "Wraparound"

Float like a butterfly

Version Damage Guard Startup Active Recovery Frame Adv.
Azami N/A - - - Total 30 -

The evasive option out of Azami. When used in this capacity, it is strike invulnerable for over half its duration, but can be thrown at any point in its duration. Azami Mawarikomi cannot be YRCed, but if used correctly gives Baiken enough time to sidestep and throw opponents. Also good for getting around projectiles like Venom's balls and getting out of the corner, as it allows Baiken to effectively negate the hitstop-based advantage projectiles offer.. Generally weak to YRC and is best used intermittently now that it is not her only invulnerable guard cancel option. Use to dodge big normals with bad recovery.

Azami Mawarikomi interacts interestingly with Azami's hitstop properties, in that if activated immediately on a strike the invulnerability frames of Mawarikomi will effectively be wasted in hitstop, when Baiken was not in danger of being hit anyway. This means a fast Mawarikomi should be used with the aggressive intention to step in and throw, and delayed Mawarikomi with the intention of making a big recovery normal whiff.

  • Azami version is strike invulnerable from frames 1-16, and cannot be YRCed.
Version Damage Guard Startup Active Recovery Frame Adv.
Suzuran N/A - - - Total 30 -

Suzuran Mawarikomi has no invulnerability but will sometimes evade slow normals. Primarily used to switch sides on okizeme, especially after Rokkonsogi knockdowns, but this sacrifices okizeme quality. Since it is possible to superjump over opponents after rokkonsogi and get a safejump mixup, Suzuran mawarikomi in this capacity is only good for when you have meter to spare for tatami yrc on okizeme, or when the spacing is too awkward for a superjump mixup.

  • Can be YRCed.


Sakura[edit]
Sakura
S after successful ground Azami catch or during Suzuran
GGXRD Baiken Sakura.png
"Silk Tear" ... but its a stab.
Version Damage Guard Startup Active Recovery Frame Adv.
Azami 30 Mid 17 2 31 -14

Azami Sakura is strike invulnerable from startup to active frames and is 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 RRC'ed on block to swing tempo, and on counter hit, it leads into monstrous damage and corner carry. Sakura's downsides are that it is relatively slow, and will only give guaranteed counterhits on moves with exaggerated hitstop (e.g Sol's Fafnir, Blitz Attacks); otherwise you will have to rely on your opponent continuing to press buttons to score your big counterhits.

  • On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner.
  • Knocks down on grounded normal hit.
  • The Hitbox is very long, but deceptively thin for both versions, whiffing airborne or low-profiling opponents in most cases.
Version Damage Guard Startup Active Recovery Frame Adv.
Suzuran 30 Mid 17 2 25 -8

Suzuran Sakura has no invulnerability and the same slow startup as Azami Sakura, making its usefulness limited to being a hard callout against opponents mashing in blockstrings. A good option to go for opponents who only react to suzuran with backthrow mash. It is negative on block and quite punishable on instant block. Use sparingly.

  • On Counter Hit, knocks opponent midscreen, causes ground tumble, and wall sticks in the corner.
  • Is slightly disadvantageous on normal hit and does not knock down.


Rokkonsogi[edit]
Rokkonsogi
H after successful ground Azami catch or during Suzuran
GGXRD Baiken Rokkonsogi.png
 "Six Roots Slice"

Sting like a bee

Version Damage Guard Startup Active Recovery Frame Adv.
Azami 40 Mid 13~23 4 24 -9

Azami Rokkonsogi is an overall very reliable option out of azami, and is the hardest for opponents to navigate around due to its generally fast speed, and good hitbox coverage. However it has no invulnerability, meaning it is best used on slow, beefy hits. On normal hit it knocks down and on counter hit it launches the opponent and leads into highly damaging combos midscreen or in the corner.

  • Switches sides with opponent
  • Launches on CH
  • As of 2.10, Rokkonsogi traverses about 75% of the screen
  • Can only be RRCed on hit
Version Damage Guard Startup Active Recovery Frame Adv.
Suzuran 40 Mid 13~23 4 Total: 30~43 -2~+1

Suzuran Rokkonsogi is fairly safe on block, but is usually slightly negative. It is used in blockstrings, to convert into knockdowns from range, and to chase down opponents. Suzuran Rokkonsogi also launches on counter hit for huge damage. It can also be used in neutral against unsuspecting opponents or as a medium-risk whiff punish. On air hit, Rokkonsogi does not knock down, but gives Baiken enough time to jump and airthrow an air tech.

  • Switches sides with opponent
  • Launches on CH
  • As of 2.10, Rokkonsogi traverses about 75% of the screen
  • Punishable by jabs on instant block, especially if used close to the opponent. Max range Rokkonsogi is slightly positive on block.


Yashagatana[edit]
Yashagatana
D After Successful Ground Azami Catch or Suzuran
GGXRD Baiken Yashagatana.png
"Guardian Deity Sword" ... but its a gun
Damage Guard Startup Active Recovery Frame Adv.
25 Mid 33 - Total 48 +5~+20

Yashagatana is a very unconventional fireball. It has incredibly slow startup and no evasive potential, but travels quickly and goes under the majority of the projectiles in the game. However it travels much faster than Baiken can run or airdash and is a level 0 attack, meaning that if used at long range its frame advantage cannot be exploited. This means it cannot be used like most other fireballs, and is primarily a counter-fireball used to annoy people trying to zone and give you time to close some distance.

Suzuran Yashagatana also has an added use as a gimmicky pressure reset due to its frame advantage at close range and insignificant pushback. It has the advantage over Kabari of not being weak to blitz, but is much more easily mashed or jumped out of.

  • Staggers on counter hit
  • Can YRC both versions of Yashagatana on frame 25 and the projectile will still come out


Tsubaki[edit]
Tsubaki
P or K After Successful Air Azami Catch
GGXRD Baiken Tsubaki.png
Spin to win
Damage Guard Startup Active Recovery Frame Adv.
44 Mid P:9 K:14 P:11 K:10 16 + 5 after landing -

Tsubaki is one of the big reasons why air azami is often better than ground azami. P-Tsubaki is your most reliable air-Azami followup, and a pretty absurdly strong move overall. its incredibly quick startup for a move that comes out during hitstop means that if done quickly it will crush even level 0 moves right out of hitstop. However neither version has much in the way of downward hitbox, so you will have to rely on Kikyou in some situations, such as if you Azami low profiling anti-airs. Even then, Tsubaki's active frames last for such an absurdly long time that if you delay it a little, Tsubaki actives will sometimes outlast the upper body invul on 6Ps and beat them.

  • P version has her do the spin slash in place
  • K Version has her move forward while doing the spin slash to give it more reach
  • On counter hit launches high enough to continue into combos


Kikyou[edit]
Kikyou
S or H After Successful Air Azami Catch
GGXRD Baiken Kikyou.png
"Devil Split"
Damage Guard Startup Active Recovery Frame Adv.
40 Mid S: 19 H: 22 Until landing Until L +26 -

Kikyou is slow, easily beaten by multihit moves and gatlings, immensely unsafe on block and is best used sparingly. On normal hit it it gives knockdown. On counterhit Kikyou will groundbounce and leads into good combos.

  • The stalling effect of Kikyo allows it to bait some gatlings into antiairs, such as Chipp c.S>6P.
  • S version is a stall-then-fall from where Baiken currently is.
  • H version is identical to S version, but moves forward slightly before falling.


Kabari[edit]
Kabari
41236S/H
GGXRD Baiken Kabari H.png
"Mosquito Net"
GGXRD Baiken Kabari S.png
Everyone and their dog bursts this
Version Damage Guard Startup Active Recovery Frame Adv.
H 30 Mid 21 11 14 +2
  • The old ground level chain.
  • Plus on block, resets relative distance, and cranks the risc gauge well, making it a good pressure reset. Kabari is -2 on instant block and can be low profiled by quite a few moves, so don't be predictable with it.
  • Links into 5K and all faster normals on grounded normal hit.
  • Takes time to come out, but comes out extremely quickly when active.
Version Damage Guard Startup Active Recovery Frame Adv.
S 30 Mid 26 11 14 +2
  • The new Anti-Air version. Leads into good damage on hit anywhere on screen.
  • +7 on air FD block, and drains a good amount of meter.
  • Good for techtrapping, but not something you want to whiff. It's a strike, so it can clash with buttons but not projectiles.
  • Takes time to come out, but comes out extremely quickly when active. Slower to start up than H Kabari.


Himarawi[edit]
Himarawi
Kabari > P
GGXRD Baiken Himarawi.png
"Free Match"

Baiken with the RKO outta nowhere!

Damage Guard Startup Active Recovery Frame Adv.
0, 70 Ground Throw 36 1 53 -
  • Powerful command grab.
  • High startup, but like Kabari, moves quickly once initiated.
  • Good mixup and damage, especially if the opponent has been conditioned to expect further pressure.
  • Easily comboed after


Tetsuzansen[edit]
Tetsuzansen
Kabari > S
GGXRD Baiken Tetsuzansen.png
"Iron Cutting Fan"
Damage Guard Startup Active Recovery Frame Adv.
36 Mid 22 3 16 -2

Tetsuzansen is the least risky follow-up from Kabari. The smallest gap from Kabari into Tetsuzansen is 6f, meaning you can get jabbed out of startup and put in a bad situation, but when spaced, Kabari>Tetsuzansen is a dangerous frametrap on many characters due to the disproportionate reward on trades. On hit, Tetsuzansen builds a good amount of meter, making it good in combos when you can use it. If it clips opponents jumping away late after a blocked Kabari, Tetsuzansen can lead into big combos that build a lot of meter.

Much of the old utility of Tetsuzansen as an emergency move is gone due to its almost doubled startup, but it still has some invulnerability and is throw invulnerable until active frames start, meaning it can be used to call out people mashing throws after being pulled into close range by Kabari, or throwing high recovery normals to try to punish a whiffed Kabari.

  • Full invul frames 1-8, Throw invul frames 1-22
  • -6 on Instant block, meaning some characters can reliably instant block its predictable timing and punish.
  • Launches upwards, leading to air combos and dustloops in the corner.
  • Huge hitbox, and can be used to catch airborne opponents. Tetsuzansen is +5 if air FD-ed.


Rokkonsogi[edit]
Rokkonsogi
Kabari > H
GGXRD Baiken Rokkonsogi.png
"Six Roots Slice"
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 14 3 21 -7

Kabari Rokkonsogi is good for confirming far grounded Kabari hits into knockdown, as a risky low-reward callout against opponents trying to back jump out of Kabari pressure, and for tagging opponents rushing to whiff punish a missed S kabari. Quite punishable on block. It is possible to simply link a Suzuran Rokkonsogi after Kabari instead to mask the frame disadvantage and fish for Azami counterhits, since the two have indistinguishable animations.

  • Unlike Suzaran/Azami Rokkonsogi, Kabari Rokkonsogi will not cross up if it connects.
  • Very minus on block, unlike Suzaran/Azami Rokkonsogi.


Youzansen[edit]
Youzansen
j.623S
GGXRD Baiken Youzansen.png
"Fancy Fan Slash"
Damage Guard Startup Active Recovery Frame Adv.
44 High 6 12 14 +11 after landing -15

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 kneed, 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 meter, 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 toll because of the way it alters Baiken's aerial momentum. All around an incredible move. You aren't playing Baiken until you start abusing it.

Since Yozansen covers a lot of aerial space and is also Baiken's only aerial move that hits above and behind her, it has a fringe use as a moderately risky antiair against opponents directly above her.

  • Input 62369S, 623693S or 632473S for TK Yozansen.
  • As of Rev 2.10, it is possible to combo into 5P, 2K or 5K(lightweights only) from a counterhit yozansen on most of the cast, which can lead to good damage in the corner.
  • Her hurtbox becomes incredibly small during move startup and then expands as the move becomes active. This lets it dodge lows if Tiger kneed and makes it hard to stuff.
  • Has some limited use as a high-commitment air-to-air for covering awkward angles. Do note that the hitbox takes a time 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.
  • The startup of Youzansen stalls Baiken's aerial momentum, which can be used to and can be YRCed to leave her suspended low in the air.


Overdrives[edit]

Tsurane Zanzuwatashi[edit]
Tsurane Zanzuwatashi
236236S/D
GGXRD Baiken TsuraneZanzuwatashi1.png
"Three Consecutive Slashes"
GGXRD Baiken TsuraneZanzuwatashi2.png
Heaven, Earth, Man
Version Damage Guard Startup Active Recovery Frame Adv.
Normal
236236S
45,40,43 Mid 6+1 6(18)6(26)3 23 -7
Burst
236236D
56,50,53 Mid 6+1 6(18)6(26)3 23 -7

Baiken's reversal super. Has a very good horizontal hitbox, but can be jumped over. Horrendous on whiff, but can be YRCed. 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 is exceptionally high-utility competently fills a lot more roles than most characters' supers.

  • Fully invulnerable on startup, and quite fast. However, since Baiken's best mixups are usually tied to meter, opting to use it has implications for the potency of your offense later on in a match.
  • Punishable between hits if blocked. If the second hit is instant blocked, the third hit can be backdashed for a potentially nasty punish.


Metsudo Kushoudou[edit]
Metsudo Kushoudou
236236H after a successful Ground or Air Azami catch or during Suzuran
GGXRD Baiken MetsudoKushoudou1.png
"Nine Paths of Nirvana"
Damage Guard Startup Active Recovery Frame Adv.
80,63 Mid 5+1 - Total: -40

Powerful super only available from Azami or Suzaran. Koshodo is the fastest azami followup by a large margin, which allows it to punish where the other followups would be too slow. Very good at stealing rounds and commanding respect from opponents who expected the slower followups.

  • Does more damage than regular Tsurane, and usually does slightly less damage than Burst Tsurane. Metsudo okizeme is a lot more one-dimensional than Tsurane oki.
  • Can be yrc'd during startup, leaving Baiken just above the ground, leading to an instant overhead for 25% meter (needs 75% to be able to do, but only expends 25%).
  • First QCF can be buffered before beginning Suzuran. Inputs like 23632146K+H will give immediate Koshodos. The fastest suzuran Kushodo has Baiken stay in Suzuran for one frame before this move begins.


Instant Kill[edit]

Garyo Tensei
During IK Mode: 236236H
GGXRD Baiken IK1.png
"The Finishing Step"
GGXRD Baiken IK2.png
Now with 100% more shamisen
Damage Guard Startup Active Recovery Frame Adv.
DESTROY All 9+27
[5+22]
16 38 -37
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]
  • Animation is the same as Suzuran.
  • Fairly easy to combo into unlike previous games, otherwise a more or less normal IK.



Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc