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Infobox Data
Portrait | Icon | Name | Defense | Guts | R.I.S.C. Gain Modifier | Prejump | Backdash | Forward Dash | Weight | Unique Movement Options |
---|---|---|---|---|---|---|---|---|---|---|
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Baiken | 30 | 4 | 32 | 4 | 21/1~5 strike invuln/1~15 airborne | Light | [H] Kabari follow-up | |
Movement Tension Gain | Jump Duration | High Jump Duration | Jump Height | High Jump Height | Earliest Forward Instant Air Dash | Earliest Backward Instant Air Dash | Forward Air Dash Duration | Backward Air Dash Duration | ||
10 | 44 | 48 | 441.1 | 524.4 | 3 | 3 | 25/19 | 12 | ||
Forward Air Dash Attack Transition | Backward Air Dash Attack Transition | Jumping Tension Gain | Air Dash Tension Gain | Walk Speed | Backwalk Speed | Initial Dash Speed | Dash Acceleration | Friction | ||
18 | 6 | 3×22 [high jump: 3×23] | 5×24 | 4.9 | 4.725 | 11.2 | 0.605 | 105 |
Normal Moves
5P Data
5K Data
c.S Data
f.S Data
5H Data
2P Data
2K Data
2S Data
2H Data
2H normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
44 | Low | 17 | 6 | 26 | -13 | KD (+21) | 4 | Large | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1875 | 1000 | 300 | 80% | 90% | |||||
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Baiken's wish came true, it now truly low profiles. | |||||||||
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Horizontal Activation Range: 500. Unable to hit extended hurtboxes. Vertical Activation Range: 110. Unable to hit extended hurtboxes of opponents significantly above Baiken. |
j.P Data
j.K Data
j.S Data
j.H Data
j.D Data
6P Data
6P normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
32 | All | 9 | 5 | 19 | -10 | -7 | 2 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1500 | 1000 | 500 | 60% | 90% | 1-3f Upper Body 4-13f Above Knees |
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Raise your hand(s) in the air | |||||||||
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If the first hit of a combo, applies an additional +20 Combo Decay. |
6K Data
6H Data
2D Data
5D Data
5[D] Data
Universal Mechanics
Ground Throw (Tether) Data
6D or 4D Ground Throw (Tether) other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
20,60 | Ground Throw (90000) | 2 | 3 | 38 | HKD +60 | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% | none | ||||||
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Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Builds 1000 Tension once all damage is dealt. On hit, applies an increased 25 Combo Decay. Properties change if Roman Canceled before all damage is dealt: * R.I.S.C. Loss: 1000 * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75% * Combo Decay on hit: 15. |
Ground Throw (Knockback) Data
6[D] or 4[D] Ground Throw (Knockback) other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
20,60 | Ground Throw (90000) | 2 | 3 | 38 | HKD +47 | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% | none | ||||||
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Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Builds 1000 Tension once all damage is dealt. On hit, applies an increased 25 Combo Decay. Properties change if Roman Canceled before all damage is dealt: * R.I.S.C. Loss: 1000 * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75% * Combo Decay on hit: 15. |
Air Throw Data
j.6D or j.4D Air Throw other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
20,60 | Air Throw | 2 | 3 | Until Landing+10 | HKD | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% | none | ||||||
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Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Builds 1000 Tension once all damage is dealt. On hit, applies an increased 25 Combo Decay. Properties change if Roman Canceled before all damage is dealt: * R.I.S.C. Loss: 1000 * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75% * Combo Decay on hit: 15. |
Dash Cancel Data
66 Dash Cancel other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
Total 22 | |||||||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied. |
Special Moves
236K Data
236K Tatami Gaeshi special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
45,25 | All | 15 | 3 (13) 13 | 5 | -3 | KD (+42) | 3 [0] | Mid, Very Small | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1000,200 | 2000,1000 | 700,300 | 150 | 25%, 12% | 60%, 80% | 90% | |||
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• This vertical hitbox (also present above) will null non-Overdrive projectiles • • • Last active grounded frame | |||||||||
Intial Strike Clash Level: 2 Projectile Clash Level: 1 Clash Hits: 2 (1 Per Hit) Vertical Activation Range: 150 (Tatami only, does not apply to j.236K). Unable to hit extended hurtboxes of opponents significantly above the tatami. |
j.236K Data
41236S Data
41236S S Kabari special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
30 | All | 31 | 11 | 16 | +2 | +5 | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 300 | 150 | 25% | 80% | 90% | |||
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S Version | |||||||||
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S Version first active frame • Max range | |||||||||
Horizontal Activation Range: 500 ~ 900 (Applies to both variants). Increases during active frames to match hitbox. Unable to hit extended hurtboxes. |
41236H Data
41236H~H Data
41236H~H Kabari Followup special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
48 | All | 11 [23] | 3 | 14 | -7 | HKD (+58) | 3 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2000 | 1000 | 300 | 150 | 25% | 100% | 90% | |||
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H Version follow-up | |||||||||
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H Version follow-up | |||||||||
Horizontal Activation Range: 550. Unable to hit extended hurtboxes. |
j.236S Data
j.236S Youzansen special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
50 | High | 9 | 12 | Landing+7 | -14 (TK) | +6 (TK) | 2 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1125 | 1000 | 300 | 150 | 25% | 60% | 80% | |||
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236P Data
236P Hiiragi special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
130 | 1 | 6 | 32 | KD (+14) [+11] | |||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 [1000] | 1000 [0] | 50 | 50% [100%] | F1~6 Strike | |||||
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Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Builds 1000 Tension once all damage is dealt. On hit, applies an increased 25 Combo Decay. Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs. Data in [ ] represents values on successful parry from far away (non-Clean Hit, or "Far Parry"). * Far Parry inflicts Guard Crush on the opponent for 53 frames. * Far Parry can be more advantageous by parrying into its late active frames. * Unlike other Guard Crush attacks, Far Parry will count as the first hit in a combo, applying both R.I.S.C. scaling and proration. * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes. * Far Parry occurs if opponent is more than 500 units horizontally or vertically spaced away. |
Overdrives
236236S Data
214214P Data
j.214214P Data
Category
Click [★] for character's full frame data
Essentials
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Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •