GGXRD-R2/Baiken/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x1.18

Guts Rating: 4

Weight: Light

Stun Resistance: 55

Jump Startup: 3

Backdash Time 16 / Invul: 1-8


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 8 - - - 0 Mid CSJ YRP 5 2 6 +2 - Click!
5K 14 - - - 1 Mid SJ YRP 7 5 8 -1 - Click!
c.S 28 - - - 2 Mid SJ YRP 9 2 16 -4 - Click!
f.S 30 - - - 2 Mid SJ YRP 9 6 15 -7 - Click!
HS 44 - - - 4 Mid S YRP 11 2 22 -5 - Click!
5D 20 - - Initial 80% 4 High - YRP 25 2 26 -9 - Click!
6P 30 - - - 2 Mid SJ YRP 9 7 15 -8 5-11 Upper Body Click!
6K 24 - - - 3 Mid S YRP 12 9 6 +2 1-11 Throw Click!
6HS 52 - - - 4 Mid S YRP 14 8 28 -17 - Click!
2P 8 - - Initial:80% 0 Mid CS YRP 6 3 7 ±0 - Click!
2K 12 - - Initial:70% 0 Low S YRP 5 5 6 -1 - Click!
2S 32 - - - 2 Mid S YRP 11 3 13 -2 - Click!
2HS 48 - - - 4 - - YRP 17 6 22 -9 - Click!
2D 30 - - Initial:70% 2 Low SJ YRP 8 9 16 -11 - Click!
j.P 10 - - - 0 High CS YRP 5 8 10 - - Click!
j.K 18 - - - 2 High SJ YRP 7 8 12 - - Click!
j.S 32 - - - 2 High S YRP 8 7 19 - - Click!
j.HS 40 - - - 4 High S YRP 15 - Total Until L - - Click!
j.D 38 - - - 3 High - YRP 12 3 26 + 6 after landing - - Click!
  • 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 60 - - Forced: 50% 0 Ground Throw: ?? - R 1 - - - - Click!
  • On successful throw, 14F window until the opponent lands
Air Throw 60 - - Forced: 65% 0 Air Throw: ?? - R 1 - - - - Click!
Dead Angle Attack 25 -5000 / 264 - Initial: 50% 2 All - - 11 - Total 32 -8 - Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - Click!
  • 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
50 - - - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - Click!
  • 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
40 - - - 2 - - - 15 - Total 45 -4 - -
Air Tatami Gaeshi
j.236K
40 - - - 2 - - - 20 - Until L + 12 - - -
Yozan Sen
j.623S
44 - - - 2 High - YRP 6 12 14 + 11 after Landing -12 - -
Suzuran
63214K
- - - - - - - - - - Total 28 - Guard ?~?F -
  • Can cacnel into folloups 2F owards
  • Guards high and mid attacks
Ground Azami
S+H or 2S+H
- - - - - - - - - - Total 34-122 - Guard 1F onwards? -
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful guard
  • On successful guard, can cancel into attacks during hitstop and blockstun
  • On successful guard, hold button to keep performing Azami
  • Fastest Azami > Followup is 3F?
Guard > Azami
During Blockstun > S+H
- - - - - - - - - - Total 34-122 - Guard 1-3F -
  • Can cancel into followup attacks on successful guard
  • On successful guard, can cancel into attacks during hitstop and blockstun
  • On successful guard, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 3F?
Kuchinashi
Ground Azami or Suzuran > P
42 - - Initial: 65% 2 - - - 12 - Total 49+6 after L -30 - -
Mawari-komi
Ground Azami or Suzuran > K
- - - - - - - - - - Total 30 - - -
Sakura
Ground Azami or Suzuran > S
30 - - - 4 - - - 17 - Azami: Total 49
Suzuran: Total 43
Azami: -14
Suzuran: -8
- -
Rokkon Sogi
Ground Azami or Suzuran > H
40 - - - 4 - - - 13~23 - Total: 30~43 +1~-2 - -
Yasha Gatana
Ground Azami or Suzuran > D
25 - - - - - - - 33 - Total 48 +5 - -
Air Azami
j.S+H
- - - - - - - - - - Total 35~Until L+10 - Guard 1F onwards? -
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful guard
  • On successful guard, can cancel into attacks during hitstop and blockstun
  • On successful guard, hold button to keep performing Azami
  • Fastest Azami > Followup is 3F?
Guard > Air Azami
Guard > j.S+H
- - - - - - - - - - Total 35~Until L+10 - Guard 1-3F -
  • Can cancel into followup attacks on successful guard
  • On successful guard, can cancel into attacks during hitstop and blockstun
  • On successful guard, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 3F?
P Tsubaki
Air Azami > P
44 - - Initial: 80% 2 Mid - - 9 11 16 + 5 Landing - - -
K Tsubaki
Air Azami > K
44 - - Initial: 80% 2 Mid - - 14 10 16 + 5 Landing - - -
S Kykyo
Air Azami > S
40 - - Initial:80% 2 - - - 19 Until Landing Until L+26 - - -
H Kykyo
Air Azami > H
40 - - Initial:80% 2 Mid - - 22 Until Landing Until L+26 - - -
S Kabari
41236S
30 - - - 3 Mid - YRP 26 11 14 +2 - -
H Kabari
41236H
30 - - - 3 Mid - YRP 21 11 14 +2 - -
Himawari
Kabari > P
0, 70 - - Initial:70% - Ground Throw: - YRP 36 1 53 - - -
  • On successful throw, 35F until opponent lands
Tetsuzan Sen
Kabari > S
36 - - - 3 Mid - YRP 22 3 16 -2 - -
Rokkon Sogi
Kabari > H
30 - - - 3 Mid - YRP 14 3 21 -7 - -

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]
45,0,55
[56,0,68]
- - - 4 - - - 6+1 - - -7 - -
Metsudo Kushoudou
Ground Azami > 236236H
0, 70 - - - 4 - - - 5+1 - Total: 5+38+21 after L -40 - -
Air Metsudo Kushoudou
Air Azami > 236236H
0, 70 - - - 4 - - - 5+1 - Total: 5+Until L + 21 - - -

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:
DESTROY - - - 3 - - - 9+27
[5+22]
- - -37 - -
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation68F [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 - 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 - - - - - 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)

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