GGXRD-R2/Baiken/Frame Data

From Dustloop Wiki
 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 Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 +2 5 2 6 CSJ 144 8 3 8 YRP
5K Mid 1 -1 7 5 8 SJ 264 14 6 7 YRP
c.S Mid 2 -4 9 2 16 SJ 264 28 10 7 YRP
f.S Mid 2 -7 9 6 15 SJ 264 30 10 7 YRP
5H Mid 4 -5 11 2 22 S 384 44 20 6 YRP
5D High 4 -9 25 2 26 - Initial: 80% 384 20 20 20 YRP
6P Mid 2 -8 9 7 15 SJ 1-4 Upper Body
5-8 Above knee
9-11 Low profile
264 30 10 7 YRP
6K Mid 3 +2 12 9 6 S 1-11 Throw 384 24 14 6 YRP
6H Mid 4 -17 14 8 28 S 384 52 20 6 YRP
2P Mid 0 ±0 6 3 7 CS Initial: 80% 144 8 3 8 YRP
2K Low 0 -1 5 5 6 S Initial: 70% 144 12 3 8 YRP
2S Mid 2 -2 11 3 13 S 264 32 10 7 YRP
2H Low 4 -9 17 6 22 S 10~42F Above knees 384 48 20 6 YRP
2D Low 2 -11 8 9 16 SJ Initial: 80% 264 30 10 7 YRP
j.P High/Air 0 5 8 10 CS 144 10 12 8 YRP
j.K High/Air 2 7 8 12 SJ 264 18 10 7 YRP
j.S High/Air 2 8 7 19 S 264 32 10 7 YRP
j.H High/Air 4 15 Until L 0 S 384 40 20 6 YRP
j.D High/Air 3 12 3 26 + 6 after landing 384 38 14 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 70000 0 +66 1 Forced: 50% 0, 480 0, 60 NA 6, 0 R
Air Throw Air Throw: 192500 0 1 Forced: 65% 0, 480 0,60 NA 6, 0 R
DAA All 2 -8 11 7 15 1~17 All Initial: 50% -5000 / 264 25
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50F: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236K All 2 -4 15 17 Total 45 250/120 40 2 7 YRP
j.236K All 2 Up to +19 20 Until Ground Until landing + 12 250/120 40 2 7 YRP
Ground Azami 1 12~100 Total 34~122 Parry 1~100F 0/100
Guard > Ground Azami 1 3 Total 46 Parry 1-3~8F 0/100
Ground Azami > P Mid 2 -34 12 6 32+6 after landing 1-11f Upper Body Initial: 70% 150/360 42 3 7 Azami:R
Suzuran:YRP
Ground Azami > K Total 30 Azami: 1~16F All 250/- Suzuran:YRP
Ground Azami > S Mid 4 Azami: -14
Suzuran: -8
17 2 Azami: 31
Suzuran: 25
Azami: 1~18F Strike 150/360 30 20 6 Azami:R Suzuran:YRP
Ground Azami > H Mid 4 Azami: -9
Suzuran: -2
13~23 4 Azami: 24
Suzuran: 17
Azami: Initial 85% 150/360 40 20 6 Azami:R
Suzuran:YRP
Ground Azami > D All 0 +5 33 Total 48 150/120 25 2 8 YRP
Air Azami 1 11~100 Total 35~124 + 6 after landing Parry 1~100F -/100
Guard > Air Azami 1 3 Total Until Landing + 6 Parry 1~3F -/100
Air Azami > P All 2 9 11 16 Initial: 80% 150/480 44 10 7 R
Air Azami > K All 2 14 10 16 Initial: 80% 150/480 44 10 7 R
Air Azami > S All 2 -15 19 Until Landing Until L+26 Initial: 80% 200/480 40 10 7 R
Air Azami > H All 2 -15 22 Until Landing Until L+26 Initial: 80% 200/480 40 10 7 R
63214K Total 28 4~25F Guard High 200/-
41236S Mid 3 +2 26 11 14 100/480 30 14 6 YRP
41236H Mid 3 +2 21 11 14 - 100/480 30 14 6 YRP
Kabari > P Ground Throw: 90000 +86 36 1 53 Initial:70% -/480 0, 70 NA 6, 8 YRP
Kabari > S Mid 3 -2 22 3 16 1-8 All
9-21 Throw
200/960 36 14 6 YRP
Kabari > H Mid 3 -7 14 3 21 150/960 30 14 6 YRP
j.623S High/Air 2 -17 6 12 14+ 6 after Landing 100/480 44 10 7 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236S Mid 4 -7 6+1 6(18)6(26)3 23 1~7F All -5000/0 45×2,55
[56×2,68]
20 6 Tsurane Sanzuwatashi
Azami > 236236H All 4 -40 6+1 3 35+21 after L 1~9F All -5000/0 80, 70 20 6

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -37 9+27
[5+22]
16 38 9~51F All
[5~42F All]
DESTROY 14 6

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

Navigation

 Baiken


To edit frame data, edit values in GGXRD-R2/Baiken/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information