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

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: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)
: '''Su''' = Overdrives (aka: Supers)
==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)


==Navigation==
==Navigation==

Revision as of 22:46, 15 August 2019

System Data


Normal Moves

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

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 (13f and faster followups will combo).
  • 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

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
  • Untechable for 44f on hit (Baiken is +14 on earliest hit)
Air Tatami Gaeshi
j.236K
  • Frame Advantage listed is for lowest IAD Tatami
Yozan Sen
j.623S
Suzuran
63214K
  • Can cancel into followps 2F onwards. E.g. fastest Suzuran Kuchinashi is 13f effective startup.
  • 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 possible Azami > Followup is 1F
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 possible Azami > Followup is 1F
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 52
Tetsuzan Sen
Kabari > S
Rokkon Sogi
Kabari > H

Overdrives

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

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)


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)

Navigation

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.

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