GGXRD-R2/Baiken/Frame Data

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 Baiken


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Baiken x1.12 4 3F [105] Light 16F (1~8F invuln) 32 25F 21F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 8 3 8 Mid 0 CSJ 144 5 2 6 +2
5K 14 6 7 Mid 1 SJ 264 7 5 8 -1
c.S 28 10 7 Mid 2 SJ 264 9 2 16 -4
f.S 30 10 7 Mid 2 SJ 264 9 6 15 -7
5H 44 20 6 Mid 4 S 384 11 2 22 -5
5D 20 20 20 Initial: 80% High 4 - 384 25 2 26 -9
6P 30 10 7 Mid 2 SJ 264 9 7 15 -8 1-4 Upper Body
5-8 Above knee
9-11 Low profile
6K 24 14 6 Mid 3 S 384 12 9 6 +2 1-11 Throw
6H 52 20 6 Mid 4 S 384 14 8 28 -17
2P 8 3 8 Initial: 80% Mid 0 CS 144 6 3 7 ±0
2K 12 3 8 Initial: 70% Low 0 S 144 5 5 6 -1
2S 32 10 7 Mid 2 S 264 11 3 13 -2
2H 48 20 6 Low 4 S 384 17 6 22 -9 10~42F Above knees
2D 30 10 7 Initial: 80% Low 2 SJ 264 8 9 16 -11
j.P 10 12 8 High/Air 0 CS 144 5 8 10
j.K 18 10 7 High/Air 2 SJ 264 7 8 12
j.S 32 10 7 High/Air 2 S 264 8 7 19
j.H 40 20 6 High/Air 4 S 384 15 Until L 0
j.D 38 14 7 High/Air 3 384 12 3 26 + 6 after landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 60 NA 6, 0 Forced: 50% Ground Throw: 70000 0 0, 480 1 +66
Air Throw Air Throw 0,60 NA 6, 0 Forced: 65% Air Throw: 192500 0 0, 480 1
DAA Dead Angle Attack 25 Initial: 50% All 2 -5000 / 264 11 7 15 -8 1~17 All
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50F: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236K Tatami Gaeshi 40 2 7 All 2 250/120 15 17 Total 45 -4
j.236K Air Tatami Gaeshi 40 2 7 All 2 250/120 20 Until Ground Until landing + 12 Up to +19
Ground Azami Azami 0/100 1 12~100 Total 34~122 Parry 1~100F
Guard > Ground Azami Azami (Guard) 0/100 1 3 Total 46 Parry 1-3~8F
Ground Azami > P Kuchinashi 42 3 7 Initial: 70% Mid 2 150/360 12 6 32+6 after landing -34 1-11f Upper Body
Ground Azami > K Mawarikomi 250/- Total 30 Azami: 1~16F All
Ground Azami > S Sakura 30 20 6 Mid 4 150/360 17 2 Azami: 31
Suzuran: 25
Azami: -14
Suzuran: -8
Azami: 1~18F Strike
Ground Azami > H Rokkonsogi 40 20 6 Azami: Initial 85% Mid 4 150/360 13~23 4 Azami: 24
Suzuran: 17
Azami: -9
Suzuran: -2
Ground Azami > D Yashagatana 25 2 8 All 0 150/120 33 Total 48 +5
Air Azami Air Azami -/100 1 11~100 Total 35~124 + 6 after landing Parry 1~100F
Guard > Air Azami Air Azami (Guard) -/100 1 3 Total Until Landing + 6 Parry 1~3F
Air Azami > P P Tsubaki 44 10 7 Initial: 80% All 2 150/480 9 11 16
Air Azami > K K Tsubaki 44 10 7 Initial: 80% All 2 150/480 14 10 16
Air Azami > S S Kikyou 40 10 7 Initial: 80% All 2 200/480 19 Until Landing Until L+26 -15
Air Azami > H H Kikyou 40 10 7 Initial: 80% All 2 200/480 22 Until Landing Until L+26 -15
63214K Suzuran 200/- Total 28 4~25F Guard High
41236S S Kabari 30 14 6 Mid 3 100/480 26 11 14 +2
41236H H Kabari 30 14 6 Mid 3 - 100/480 21 11 14 +2
Kabari > P Himawari 0, 70 NA 6, 8 Initial:70% Ground Throw: 90000 -/480 36 1 53 +86
Kabari > S Tetsuzansen 36 14 6 Mid 3 200/960 22 3 16 -2 1-8 All
9-21 Throw
Kabari > H Rokkonsogi 30 14 6 Mid 3 150/960 14 3 21 -7
j.623S Youzansen 44 10 7 High/Air 2 100/480 6 12 14+ 6 after Landing -17

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236S 45×2,55
[56×2,68]
20 6 Mid 4 -5000/0 6+1 6(18)6(26)3 23 -7 1~7F All
Azami > 236236H Metsudo Kushoudou 80, 70 20 6 All 4 -5000/0 6+1 3 35+21 after L -40 1~9F All

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Garyo Tensei DESTROY 14 6 All 3 9+27
[5+22]
16 38 -37 9~51F All
[5~42F All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Baiken 5P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
2PGGXRD Baiken 2P.pngGuardMidStartup6Recovery7Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H 5D Special, Super
6PGGXRD Baiken 6P.pngGuardMidStartup9Recovery15Advantage-8 - - 2S 5H, 2H 5D Jump, Special, Super
5KGGXRD Baiken 5K.pngGuardMidStartup7Recovery8Advantage-1 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Baiken 2K.pngGuardLowStartup5Recovery6Advantage-1 6P 6K c.S, f.S, 2S 2H 5D Special, Super
6KGGXRD Baiken 6K.pngGuardMidStartup12Recovery6Advantage+2 - - - - - Special, Super
c.SGGXRD Baiken c.S.pngGuardMidStartup9Recovery16Advantage-4 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Baiken f.S.pngGuardMidStartup9Recovery15Advantage-7 - - 2S 5H, 2H 5D Jump, Special, Super
2SGGXRD Baiken 2S.pngGuardMidStartup11Recovery13Advantage-2 - - - 5H, 2H 5D Special, Super
5HGGXRD Baiken 5H.pngGuardMidStartup11Recovery22Advantage-5 - 6K - - 5D Special, Super
2HGGXRD Baiken 2H.pngGuardLowStartup17Recovery22Advantage-9 - - - - - Special, Super
6HGGXRD Baiken 6H.pngGuardMidStartup14Recovery28Advantage-17 - - - - 2D Special, Super
5DGGXRD Baiken 5D.pngGuardHighStartup25Recovery26Advantage-9 - - - - - Homing Jump, Homing Dash
2DGGXRD Baiken 2D.pngGuardLowStartup8Recovery16Advantage-11 - - - - - Jump, Special, Super
-
Air Gatlings
P K S H D Cancel
j.PGGXRD Baiken j.P.pngGuardHigh/AirStartup5Recovery10Advantage- j.P j.K j.S j.H j.D Special
j.KGGXRD Baiken j.K.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Baiken j.S.pngGuardHigh/AirStartup8Recovery19Advantage- j.P - - j.H j.D Special
j.HGGXRD Baiken j.H.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special
j.DGGXRD Baiken j.D.pngGuardHigh/AirStartup12Recovery26 + 6 after landingAdvantage- - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Changelog

streamable.com hitboxes are at 50% speed and are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 16.08.2019, alt src: https://mega.nz/#F!EqpwVSKK!9WPqf5CdKE9RFUsJ018_Zg missing: Guard > Azami; Blitzshield(not charged), Dead Angle Attack

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To edit frame data, edit values in GGXRD-R2/Baiken/Data.
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