From Dustloop Wiki
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Combo List

Consult The Baiken Handbook for more detailed(and printable) lists of combos. Baiken's combos are highly character specific and require a lot of quick-thinking improvisation, so this list is meant more to put out a list of extremely essential combos for beginners.

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Kum Haehyun is not included in "Females" since the robot does all the fighting. She is a superheavyweight, not a lightweight.
Universal Combos
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 5K > c.S > 5H > 63214K~H Everywhere 104 13~ Universal Easy A Basic midscreen combo that almost always knocks down and can be easily adapted to always knock down by removing the c.S.
2 c.S > 6P > 2S > 5H > 63214K~H Everywhere 139(120) 17~(14~) Universal Easy Easy punish for DPs(or similar punishable moves) with crouching recovery; omit 2S for standing characters.
3 CH 2S/CH f.S > 2H > 63214K~H Everywhere 109/107 10~/10~ Universal Easy CH combo that lets you knock down. Max range 2S allows 2H to be blocked Also works from CH 6P .
4 5K > 2D > 63214K~P Everywhere 75 8~ Fails on VE, JO Easy Very basic but essential combo that leads into a better knockdown than combo#1.
5 5K > 2D > 236K, j.S > j.D Everywhere* 120 8~ Universal Easy, Harder on Ky and superheavyweights Good damage and corner carry. If 236K jS does not combo, you have to learn to do Tatami dashjump jS, which takes a lot of practice.
6 5K > 2D > 236K, dash f.S > j.S > j.D Everywhere* 136 14~ Universal Easy Alternate of combo#5 for heavy weight and some midweights. If 236K jS does not combo, you have to learn to do Tatami dashjump jS, which takes a lot of practice.
7 5D8 > j.D > j.D > j.S > j.P > j.K > dl.jc j.S > j.P > j.S > j.D (> corner j.623S) Everywhere 109(115) 21~(23~) Universal Easy Simple 5D8 combo that you should not use, because it does relatively bad damage and does not knock down, but isn't utterly terrible.
8 6P> j.S > j.P > j.S > j.D Everywhere* 114 7~ Universal Easy Simple antiair combo that is easy to do, but needs to be used with discretion and adapted to the situation because jD does not knock down at specifc spacings from the corner. It can be made to knock down by varying the buttons and which way you jump.
9 6P > 5H > 63214K~P , 5K > c.S > j.S > j.D Everywhere* 170 20~ Universal Intermediate Bigger damage antiair combo that comes with more trouble and requires familiarity with the mechanics of the 63214K-P into 5K link.
10 41236H , 5K > 5H > 63214K~H Everywhere 109 18~ Universal Hard Manual timing of the 5K can take practice
11 CH 41236H~S, dash 2D > j.S > j.D Everywhere* 137 23~ Universal Intermediate CH combo that works on normal hit if your opponent is bad at shaking out of Kabari(41236H) stagger. You can extend this even farther with 41236H-S > dash 2D > 63214K-P > 5K, and can pump out more damage if you learn 41236H-S dash 6H 2D jSD instead.
12 2D > 236K, j.S > j.D, airdash, j.S > j.D, 5H > 63214K~P Corner 166 23~ Fails on PO/KU Intermediate The dustloop. This is how you do damage. It has a ton of variations, and having at least this basic version of the combo down is absolutely mandatory to playing Baiken properly. Timing for Females requires delaying 5H
13 2D > 236K, j.S > j.D , airdash, j.S > j.D, 63214K~P Corner 139(EL) 22~ Females only Intermediate The same combo, but it only works on lightweights.
14 2D > 236K, f.S > j.S > j.D, airdash, j.S > j.D, 6H > 63214K~P Corner 175 24~ Universal, Harder on Females and Mediumweights Intermediate Same combo, but it works on Super heavy weights. Harder the lighter a character is.
15 CH 63214K~S > IAD j.236K j.S > j.D Everywhere* 121 16~ Universal Easy/Intermediate Easy to do but fails if Sakura hit from too far away. You get so much more reward from the next combo that you really should not stick to this for too long.
16 CH 63214K~S > IAD j.236K (or Kire Tatami), dash 63214K~P, 5K > f.S > j.S > j.D Everywhere* 168 24~ Universal Hard Essential. A big part of how you can brute force your way out of a disadvantage and completely turn a match on its head. Corner-to-corner carry, very decent damage and gives full okizeme.
17 CH 63214K~H > 41236S~S, dash 2D > j.S > j.D Everywhere* 165 26~ Universal Intermediate A decent CH Rokkonsogi combo that is easy to do and can be modified to do a lot more damage depending on the situation and character. It fails if rokkonsogi CHs them in the air, however. You need combo #18 for that.
18 CH 63214K~H > dash 2D/dash6H > 63214K~P, 5K > j.S > j.D Everywhere* 155/176 22~ Universal Intermediate For when you want more damage out of CH Rokkosogi on an easier hitconfirm.
19 CH 63214K~H > dash 2D > j.S > j.P > j.S > j.D Everywhere* 141 16~ Universal Easy For when knockdown and stability are your first priority.
20 CH j.S+H~P/K or S/H > dash f.S > j.S > j.D Everywhere* 109/105 15~/14~ Universal Easy Easy combo from CH air azami followups that usually knocks down and is simple enough. You can get much more damage out of these starters, though they require more knowledge and finesse.
21 CH 63214K~P > 6P > j.S > j.P > j.S > j.D Everywhere* 112 17~ Universal Easy Straightforward combo from counterhit Kuchinashi.
22 CH 63214K~P > 5H > 63214K~P Everywhere* 94 17~ Universal Easy Same combo but with a Kuchinashi knockdown. Needs 5K > 5H > 63214K~P on super heavyweights.
23 CH 236K, dash 6P > j.S > j.D Everywhere* 120 9~ Universal Easy The most basic CH tatami combo.
24 CH 236K, dash 6P > 63214K~P, 5K > j.S > j.D Everywhere* 152 19~ Universal, harder on Females Intermediate The other starter-level CH tatami combo. You can have a lot of fun with these if you are willing to go into character-specifics.

Combos tagged "Position: everywhere*" are combos which work everywhere but do not knock down in specific deadzones on the stage, subject to some tricks that can make them knock down. These are discussed in more detail in Combo Theory.

Hit Confirming

Counter Hits

Tatami Gaeshi

The key to hit confirming Tatami counter hits is that during tatami recovery you aren't doing anything so you might as well look at the screen. You have 28f of tatami recovery to do this. Just knowing this should help you confirm better.

It is possible to hit confirm CH Tatami > S Kabari but the hit confirm is really not very good. the problem with S Kabari isn't getting the S Kabari out in time, although distance does really tighten the S Kabari confirm. The issue is that the normal hit confirm is naturally tighter than the counter hit confirm, and the motions for normal hit confirm (9S and 669S) are fairly different from the motion for S Kabari(41236S) meanwhile for dash button/Kuchi confirms no matter what happens you are doing Tatami 66 or Tatami 6, and depending on CH you just do 66 instead of 669.

What move you select for doing after the dash can vary. So to elaborate on these CH tatami > dash confirms:

  • dash 6P -- the best overall because it's reliable and lets them fall down a little for more stable juggles, but it locks you into 6P Kuchi which is super burstable or 6P j(P)SD which is bad damage.
  • dash f.S -- same as dash 6P but for when you are farther, because if you are too close you might get c.S and whiff. Great vs heavies and Sol,Slayer, and any character for whom Tatami dash f.S works on NH too. Sort of bad damage usually.
  • dash 2D -- same as dash 6P but for certain weird lightweights which are assholes. The idea is that it lets them fall farther below dash 2D so you get more stable Kuchi pickups. Dont remember which lights they are though.
  • dash 6H -- high damage and sort of flexible since it can also 6H 2D/6H tatami instead of 6H Kuchi, but bad actives for the first hitbox, a weird hitbox on the move and slow startup means you need to know what you're doing.
  • dash Kuchinashi -- only used for lights and a bad idea vs anyone else. Only good because it enables a double Kuchi combo that can dustloop from a but farther. Just don't jump install by accident; that ruins your combos.

For galactically far tatami hits you have to hitconfirm into IAD jS. This is hard, but the situation only comes up when some character sticks a hurtbox into a predictively-thrown tatami, so the key for those situations is just to be on the lookout when you toss tatamis.


pre-buffering and when to do it when not to pre-buffer dash 6H



look at the screen


  • Just don't do 6H when you don't actually want to get a 6H out, and buffer 41236 or a delayed 2D whenever you actually do want to do 6H.
  • Option select your throws. Something like 6K H Kabari actually combos on counterhit, but CH 6H H Kabari puts you in a bad position. Don't dial in 6H H Kabari.

Combo Theory

There a few key combo classes that Baiken uses, and the large amount of character-based variation in combos is a product of having to change up the moves or timings within these combo classes. However, the classes themselves remain relatively static and well-defined

Grounded Combos

Connecting with Tatami jS

  • Tatami is +14 on hit
  • Ky has a nasty hurtbox and demands Tatami dashjump jS a lot more.
  • Tatami dashjump jS
  • Tatami dash f.S jSD - for heavier characters and some mids.

Connecting with Rokkonsogi

  • Principal variable is distance. Secondary variable is cumulative pushback
  • c.S Rokkonsogi leaves you farther away and gives better airdash crossup tatami oki but worse safejump oki
  • lv4 moves > Rokkonsogi works better on crouching opponents
  • 2H Rokkonsogi will work unless you tagged a very extended hurtbox.

Aerial Juggles

Kuchinashi loops

  • Kuchinashi is +7 on hit, and so can be followed up with 7f moves or faster. There are combos that cause Kuchinashi to hit late in actives but they are not treated here.
  • The key variable to manage here is altitude. Because your go-to option for following up after Kuchinashi (5K) has very good horizontal range you will often be close enough to get it.
  • Increase altitude by adding buttons before Kuchinashi, decrease altitude by reducing or removing them.
  • The more the startup of the button, the higher you raise their altitude. E.g. 5K 2D Kuchinashi keeps characters a lot lower than 5K 5H Kuchinashi.
  • On lightweights your priority is always to reduce altitude. Look for moves that hit lower(2D, 2H) so that they have more time to fall down before Kuchinashi. Stick to 5K 2D Kuchinashi for multi-Kuchinashi combos.
  • On midweights usually one button > Kuchinashi is enough if you hit them at head-level height.
  • On heavyweights your priority is to raise altitude, and you shoot for two buttons > Kuchinashi.
  • Once you do two Kuchinashis in a combo, 5K jS will no longer combo and you need 5K jPSD or 5K jKD.

Corner jD Loops ("Dustloops")

The basic form of this combo is jSD airdash jSD, usually followed up with 5H Kuchinashi, 6H Kuchinashi or raw Kuchinashi. Dustloops have an enormous amount of variation and can involve manual delays, so it is important to understand the mechanics of dustloops.

  • On lights you should always default to ending with raw Kuchinashi
  • If you launch from farther away, Tatami dashjump jS stabilizes the combo
  • jKDSD is the stable dustloop that you use when the combo is very timed out; jSDSD is more damage
  • On Potemkin, Sin, Axl, Ky, Raven, Chipp, Bedman, Answer Leo, Johnny, jSDSPSD is possible. On Ky, Raven, Chipp, Johnny, this requires spacing and increased gravity from combo scaling to work.
  • jSDKSD and jSDPSD are the go-to dustloops for when you need to close distance during a combo so that Kuchinashi reaches

Double-dustloops are in general inferior and unstable, but sometimes you have to use them

  • the double-dustloop on lights is 1hit > tatami > jSDSD dash 5K jKDSD Kuchinashi.
  • The double dustloop on mids is 1hit > tatami jSDSD dash 2D jSDPSD(knockdown)
  • there are many ways to double-dustloop on superheavies

Combo Choice

jD knockdowns and Walltech Deadzones

jD walltechs occur primarily when you try to end a combo in jD too close to the corner. You are basically trying to play basketball with your opponent: you want to land them as close to the corner as possible, but not too far into the corner such that they hit the wall; if you overshoot, you lose the knockdown. These are some things you can use to avoid walltechs from jS > jD combo enders.

  • Skip a button, if possible: 5K f.S jSD knocks farther than 5K jSD, and so your walltech might be because you overshot. Likewise jSPSD shoots much farther than jSD or jPSD.
  • Do a neutral jump or backjump instead: This bizarre option changes the camera position relative to your opponent and "moves" the wall out of reach of a wallbounce. The best option by far; you should prioritize getting this as much as possible.
  • Shorten the combo: This comes at the expense of losing you corner carry and damage and generally you can avoid doing this with intelligent combo choice.
  • RRC the jD: jD RRC combos can be extremely hard to stabilize and are usually not worth the hefty meter cost. Generally you only do this from an air-to-air jPSD.
  • If all else fails: give up the knockdown, double jump, and just take the extra damage.

Kuchinashi juggles add about 30% corner carry to your combos, so if you do not have the space to add one, it is better to just do a simpler combo to avoid jD walltechs.

Super usage

  • Use Burst Sanzu to kill, but use with caution, because burst is important.
  • Use Metsudo at the end of dustloops to push damage and stun without giving up burst.
  • Regular Sanzu has very bad minimum damage and is almost always not worth the 50 meter.
  • Using Sanzu to KD after a combo that leaves your opponent in danger of being killed by Yozansen meterlessly is good.

RRC Usage

  • Prioritize using RRCs to go into big damage combos from hits and ranges that you normally cannot(easily) threaten from(far pokes, 2H Rokkonsogi)
  • Framekills are possible from: Tatami RC, CH Yozansen RC, frame-perfect jD RRC.
  • Ending dustloops with jD RRC to kill.

Video Examples

SquidGuy's Ultimate starter guide