GGXRD-R2/Baiken/Frame Data: Difference between revisions

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{{#lsth:GGXRD-R2/Baiken/Data|j.D Full}}
{{#lsth:GGXRD-R2/Baiken/Data|j.D Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Can YRC on 7F and attack will still come out
{{Description|14|text={{ColumnList |text=*Can YRC on 7F and attack will still come out
  }}
  }}
  }}
  }}
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{{#lsth:GGXRD-R2/Baiken/Data|Ground Throw Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Ground Throw Full}}
|-
|-
{{Description|14|{{ColumnList |text=*On successful throw, 14F window until the opponent lands
{{Description|14|text={{ColumnList |text=*On successful throw, 14F window until the opponent lands
*Stun: 30
*Stun: 30
}}
}}
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{{#lsth:GGXRD-R2/Baiken/Data|Blitz Attack Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Blitz Attack Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
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{{#lsth:GGXRD-R2/Baiken/Data|Blitz Attack Max Charge Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Blitz Attack Max Charge Full}}
|-
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{{Description|14|{{ColumnList |text=*Hitstop 30F
{{Description|14|text={{ColumnList |text=*Hitstop 30F
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slighty refills own Burst and slightly drains opponent's Burst on hit
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
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{{#lsth:GGXRD-R2/Baiken/Data|j.236K Full}}
{{#lsth:GGXRD-R2/Baiken/Data|j.236K Full}}
|-
|-
{{Description|14|*Frame Adv listed is for lowest IAD Tatami
{{Description|14|text=*Frame Adv listed is for lowest IAD Tatami
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Baiken/Data|63214K Full}}
{{#lsth:GGXRD-R2/Baiken/Data|63214K Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Can cancel into followps 2F onwards
{{Description|14|text={{ColumnList |text=*Can cancel into followps 2F onwards
*Guards high and mid attacks
*Guards high and mid attacks
}}
}}
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{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Hold either button to extend Azami duration
{{Description|14|text={{ColumnList |text=*Hold either button to extend Azami duration
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
*On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
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{{#lsth:GGXRD-R2/Baiken/Data|Guard Ground Azami}}
{{#lsth:GGXRD-R2/Baiken/Data|Guard Ground Azami}}
|-
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{{Description|14|{{ColumnList |text=*Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
{{Description|14|text={{ColumnList |text=*Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*On successful parry, hold button to cancel into Normal Azami
*On successful parry, hold button to cancel into Normal Azami
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{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > P Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > P Full}}
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{{Description|14|Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)
{{Description|14|text=Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)
  }}
  }}
|-
|-
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{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > K Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > K Full}}
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{{Description|14|{{ColumnList |text=*Can go through opponent
{{Description|14|text={{ColumnList |text=*Can go through opponent
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > D Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Ground Azami > D Full}}
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{{Description|14|{{ColumnList |text=*Can YRC on 25F and attack will still come out
{{Description|14|text={{ColumnList |text=*Can YRC on 25F and attack will still come out
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Baiken/Data|Air Azami Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Air Azami Full}}
|-
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{{Description|14|{{ColumnList |text=*Hold either button to extend Azami duration
{{Description|14|text={{ColumnList |text=*Hold either button to extend Azami duration
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*On successful parry, hold button to keep performing Azami
*On successful parry, hold button to keep performing Azami
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{{#lsth:GGXRD-R2/Baiken/Data|Guard Air Azami Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Guard Air Azami Full}}
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{{Description|14|{{ColumnList |text=*Can cancel guard into Azami during hitstop and blockstun
{{Description|14|text={{ColumnList |text=*Can cancel guard into Azami during hitstop and blockstun
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*Can cancel into followup attacks on successful parry during hitstop and blockstun
*On successful parry, hold button to cancel into Normal Azami
*On successful parry, hold button to cancel into Normal Azami
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{{#lsth:GGXRD-R2/Baiken/Data|Air Azami > S Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Air Azami > S Full}}
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{{Description|14|*Frame Adv listed is vs standing Sol
{{Description|14|text=*Frame Adv listed is vs standing Sol
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Baiken/Data|Air Azami > H Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Air Azami > H Full}}
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{{Description|14|*Frame Adv listed is vs standing Sol
{{Description|14|text=*Frame Adv listed is vs standing Sol
  }}
  }}
|-
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{{#lsth:GGXRD-R2/Baiken/Data|41236S Full}}
{{#lsth:GGXRD-R2/Baiken/Data|41236S Full}}
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{{Description|14|{{ColumnList |text=*39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
{{Description|14|text={{ColumnList |text=*39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
*Staggers opponent on ground hit (max 44F), frame adv +7~+30
*Staggers opponent on ground hit (max 44F), frame adv +7~+30
*Baiken goes into recovey animation 5F after attack touches opponent
*Baiken goes into recovey animation 5F after attack touches opponent
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{{#lsth:GGXRD-R2/Baiken/Data|41236H Full}}
{{#lsth:GGXRD-R2/Baiken/Data|41236H Full}}
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{{Description|14|{{ColumnList |text=*39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
{{Description|14|text={{ColumnList |text=*39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
*Staggers opponent on ground hit (max 44F), frame adv +7~+30
*Staggers opponent on ground hit (max 44F), frame adv +7~+30
*Baiken goes into recovey animation 5F after attack touches opponent
*Baiken goes into recovey animation 5F after attack touches opponent
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{{#lsth:GGXRD-R2/Baiken/Data|Kabari > P Full}}
{{#lsth:GGXRD-R2/Baiken/Data|Kabari > P Full}}
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{{Description|14|{{ColumnList |text=*On successful throw, 35F until opponent lands
{{Description|14|text={{ColumnList |text=*On successful throw, 35F until opponent lands
*Stun value 35
*Stun value 35
}}
}}
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{{#lsth:GGXRD-R2/Baiken/Data|236236S Full}}
{{#lsth:GGXRD-R2/Baiken/Data|236236S Full}}
|-
|-
{{Description|14|{{ColumnList |text=*Stun values: 0*2, 45
{{Description|14|text={{ColumnList |text=*Stun values: 0*2, 45
}}
}}
  }}
  }}
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{{#lsth:GGXRD-R2/Baiken/Data|IK Full}}
{{#lsth:GGXRD-R2/Baiken/Data|IK Full}}
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{{Description|14|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation 68F [5F+5F]
*IK Mode Activation 68F [5F+5F]
  }}
  }}

Revision as of 01:18, 23 February 2019

System Data


Normal Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
5K
c.S
f.S
5H
5D
6P
6K
6H
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
j.D
  • Can YRC on 7F and attack will still come out

Universal Mechanics

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
  • On successful throw, 14F window until the opponent lands
  • Stun: 30
Air Throw
Dead Angle Attack
Blitz Attack
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Tatami Gaeshi
236K
Air Tatami Gaeshi
j.236K
  • Frame Adv listed is for lowest IAD Tatami
Yozan Sen
j.623S
Suzuran
63214K
  • Can cancel into followps 2F onwards
  • Guards high and mid attacks
Ground Azami
S+H or 2S+H
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami > Followup is 1F (236236Hs) other followups are 3F
Guard > Azami
During Blockstun > S+H
  • Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
Kuchinashi
Ground Azami or Suzuran > P

Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)

Mawari-komi
Ground Azami or Suzuran > K
  • Can go through opponent
Sakura
Ground Azami or Suzuran > S
Rokkon Sogi
Ground Azami or Suzuran > H
Yasha Gatana
Ground Azami or Suzuran > D
  • Can YRC on 25F and attack will still come out
Air Azami
j.S+H
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
Guard > Air Azami
Guard > j.S+H
  • Can cancel guard into Azami during hitstop and blockstun
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
P Tsubaki
Air Azami > P
K Tsubaki
Air Azami > K
S Kykyo
Air Azami > S
  • Frame Adv listed is vs standing Sol
H Kykyo
Air Azami > H
  • Frame Adv listed is vs standing Sol
S Kabari
41236S
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
H Kabari
41236H
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
Himawari
Kabari > P
  • On successful throw, 35F until opponent lands
  • Stun value 35
Tetsuzan Sen
Kabari > S
Rokkon Sogi
Kabari > H

Overdrives

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Tsurane Zanzuwatashi
236236S
[236236D]
  • Stun values: 0*2, 45
Metsudo Kushoudou
Azami > 236236H

Instant Kill

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Garyo Tensei
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 68F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P 5K[+], 2K[+],, 6K c.S, 2s 5H, 2H, 6H 5D jump, Special
2P 5P[+], 2P[+], 6P 5K[+], 2K[+], 6K c.S, 2S 5H, 2H 5D Special
6P - - 2S 5H, 2H 5D jump, Special
5K 6P - c.S, 2S 5H, 2H 5D, 2D jump, Special
2K 6P 6K c.S, 2S 2H 5D Special
6K - - - - - Special
c.S 6P - 2S, f.S 5H, 2H 5D,2D jump, Special
f.S - - 2S 5H, 2H 5D jump, Special
2S - - - 5H, 2H 5D Special
5H - 6K - - 5D Special
2H - - - - - Special
6H - - - - 2D Special
5D - - - - - Homing Jump, Homing Dash
2D - - - - - jump, Special


-
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D jump, Special
j.S j.P - - j.H j.D Special
j.H - - - - - Special
j.D - - - - - -
  • 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 whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Baiken/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.