System Data
Normal Moves
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 | |||||||||||||
| |||||||||||||
Air Throw | |||||||||||||
Dead Angle Attack | |||||||||||||
Blitz Attack | |||||||||||||
| |||||||||||||
Blitz Attack Max Charge | |||||||||||||
|
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 | |||||||||||||
| |||||||||||||
Air Tatami Gaeshi j.236K | |||||||||||||
| |||||||||||||
Yozan Sen j.623S | |||||||||||||
Suzuran 63214K | |||||||||||||
| |||||||||||||
Ground Azami S+H or 2S+H | |||||||||||||
| |||||||||||||
Guard > Azami During Blockstun > S+H | |||||||||||||
| |||||||||||||
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 | |||||||||||||
| |||||||||||||
Sakura Ground Azami or Suzuran > S | |||||||||||||
Rokkon Sogi Ground Azami or Suzuran > H | |||||||||||||
Yasha Gatana Ground Azami or Suzuran > D | |||||||||||||
| |||||||||||||
Air Azami j.S+H | |||||||||||||
| |||||||||||||
Guard > Air Azami Guard > j.S+H | |||||||||||||
| |||||||||||||
P Tsubaki Air Azami > P | |||||||||||||
K Tsubaki Air Azami > K | |||||||||||||
S Kykyo Air Azami > S | |||||||||||||
| |||||||||||||
H Kykyo Air Azami > H | |||||||||||||
| |||||||||||||
S Kabari 41236S | |||||||||||||
| |||||||||||||
H Kabari 41236H | |||||||||||||
| |||||||||||||
Himawari Kabari > P | |||||||||||||
| |||||||||||||
Tetsuzan Sen Kabari > S | |||||||||||||
Rokkon Sogi Kabari > H |
Overdrives
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 | |||||||||||||
|
Gatling Table
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 |
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)
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.