Baiken |
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Overview
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. Capable of wildly swinging the course of a match 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.
In most matchups she does not dictate the overt flow of the match and her gameplan revolves around understanding the opponent's offense and punishing them for it, which makes her a more difficult character to get started with. Her stun resistance is bad and her parry leaves her in counterhit state, which means mistakes can be devastating, and there are plenty of opportunities to make mistakes.
Baiken Baiken can switch between turtling and explosive offense quickly. Her unique parry and projectile make her defense strong, and once she has meter she can make the opponent explode with great mixups.
- Very high average damage in the corner, and solid corner carry/sideswap on many of her combos.
- Good at scoring 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.
- Can guardpoint and punish many moves with Suzuran.
- Very capable of playing defensive neutral and punishing predictable approaches.
- Good variety of ways to use meter.
- Bad stun resistance and a high-risk gameplan. 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.
- Aggressive space control methods are all slow and high-commitment.
- Easy to burst.
Unique Mechanics
Azami
- Azami is a special form of guard cancel move which negates all damage Baiken would take from an attack and can cancel into one of a number of followups. These followups not very safe on block, but they can come out in hitstop, which allows Baiken to be able to punish almost any attack.
- Kuchinashi - An anti-air leaping slash which launches on hit and is upper body invulnerable on startup.
- Mawarikomi - A sidestep which can be used to switch sides, or evade attacks.
- Sakura - A stationary stab which knocks the enemy away, and is invulnerable out of Azami.
- Rokkonsogi - A fast rushing slash with good horizontal reach.
- Yashagatana - A fireball which travels low to the ground.
- Tsubaki - A guard cancel which is unique to air Azami. A spinning, upwards-hitting counter attack which launches the enemy away on hit.
- Kikyou - A guard cancel which is unique to air Azami. A downwards smash which spikes the enemy down towards the ground on hit.
Suzuran
- Suzuran is a command dash which has a guard point and can be canceled into one of a number of follow ups, even in hitstop. Suzuran allows Baiken to access safer versions of her ground azami followups in neutral, which gives her access to strong combos and more options in the neutral game.
Learning Baiken
If you are learning Baiken for the first time, please refer to the Baiken Handbook. In this document, you will find the Baiken for Beginners section, as well as deeper insights into her mechanics.
In addition, the Baiken Discord Server is publicly open. Please feel free to join, browse the additional information within, and ask questions.
Normal Moves
5P
5K
5K |
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Baiken's principal low-commitment poke; similar to Sol 2S or Slayer 5K. 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 in combos and on block.
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c.S
c.S |
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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. Pretty slow for a c.S and doesn't hit very high, but reaches strangely far.
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f.S
f.S |
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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 manageable hurtbox extension (that only appears after the first 3 active frames) 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.
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5H
5H |
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Large attack that hits slightly above Baiken. Has low active frames but is only 3f worse than f.S on whiff.
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5D
5D |
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6P
6P |
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Fairly standard anti-air with good low profile properties. Active for longer than your average 6P and combos into S Kabari on aerial counterhit.
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6K
6K |
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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. Its frame advantage is amplified if it connects from further away and Baiken advances a bit before landing the hit (generally around +7). It's also a 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. Not as good against people who just get normal hit by mids on wakeup unless you special cancel it.
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6H
6H |
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Baiken's highest-damaging normal 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. You can buffer a half circle forward on 6H and hitconfirm into tatami or Kabari as appropriate. 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.
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2P
2P |
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Not very useful, especially compared to 5P. Mostly used as microdash 2P, because it is easier than microdash 5P.
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2K
2K |
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An all-around great low with long active frames, an abusive hitbox, good gatling options, and long cancel windows.
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2S
2S |
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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.
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2H
2H |
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The new 2H is a long-range high-damage button 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. Like the Ukyo Tachibana move it is a reference to, it is atrocious on whiff.
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2D
2D |
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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.
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j.P
j.P |
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Your main low-commitment air button.
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j.K
j.K |
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A launcher and occasional anti-air.
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j.S
j.S |
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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 antiair, but does not always give good reward on hit.
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j.H
j.H |
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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. 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).
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack P/K+H |
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Special Moves
Tatami
Tatami Gaeshi 236K (Air OK) |
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Azami
Azami S+H or 4S+H for Standing 2S+H or 1S+H for Crouching j.S+H or j.4S+H for Air |
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Suzuran
Suzuran 63214K |
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A command dash with a mid/high 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. Cannot do follow-ups while holding back. You can also YRC during suzuran, even when in hitstop, which sometimes lets you do stupid things like Raven but it is generally just better to just go into a followup instead of wasting meter on an inferior punish.
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Kuchinashi
Kuchinashi P after successful ground Azami catch or during Suzuran |
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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.
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.
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Mawarikomi
Mawarikomi K after successful Ground Azami catch or during Suzuran |
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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.
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.
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Sakura
Sakura S after successful ground Azami catch or during Suzuran |
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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.
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.
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Rokkonsogi
Rokkonsogi H after successful ground Azami catch or during Suzuran |
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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.
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, and it trades abusively which makes it a pretty good move for flailing with. On air hit, Rokkonsogi does not knock down, but gives Baiken enough time to jump and airthrow an air tech.
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Yashagatana
Yashagatana D After Successful Ground Azami Catch or Suzuran |
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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.
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Tsubaki
Tsubaki P or K After Successful Air Azami Catch |
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Kikyou
Kikyou S or H After Successful Air Azami Catch |
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Kabari
Kabari 41236Sor 41236H |
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Himarawi
Himawari Kabari > P |
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Himawari is a hard-hitting command grab that really is just a more elaborate way to express your disrespect for people. It takes forever to start up, and there is at least a 21 frame gap on block between Kabari and the grab, so you put yourself at a lot of risk just by trying it. In exchange, you get just around 30 more damage and a bit more meter gain than a regular corner throw combo. Try it if you think your opponent is downbacking and afraid, or if they really have no idea how to mash out of stagger and you just want to make them feel bad. Will occasionally grab people trying to blitz through Kabari > Tetsuzansen, but you really shouldn't rely on anything about this move.
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Tetsuzansen
Tetsuzansen Kabari > S |
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Tetsuzansen is the least risky follow-up from Kabari. The smallest gap from Kabari into Tetsuzansen is 8f, 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.
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Rokkonsogi
Rokkonsogi Kabari > H |
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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. Punishable on block, but leads to fairly good combos with RRC. The gap between Kabari>Rokkonsogi can get very small even on IB, so you can use it to beat people trying to IB Kabari and mash. 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 almost indistinguishable animations.
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Youzansen
Youzansen j.623S |
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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 or as a tech option because of its huge hitbox. All around an incredible move. You aren't playing Baiken until you start abusing it. 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. Good for catching characters that like to stall high in the air (e.g. Ramlethal).
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Overdrives
Tsurane Zanzuwatashi
Tsurane Sanzu-watashi 236236S/D |
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Baiken's reversal super. Has a very good horizontal hitbox for how fast it is, 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 it is exceptionally high-utility and competently fills a lot more roles than most characters' supers.
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Metsudo Kushoudou
Metsudo Kushoudou 236236H after a successful Ground or Air Azami catch or during Suzuran |
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Powerful super only available from Azami or Suzaran. Kushodo 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.
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Instant Kill
Garyo Tensei During IK Mode: 236236H |
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Roadmap
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