Baiken is set apart from the cast due to her guard cancels, which allow her to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing them to play a completely different game against her.
These guard cancels can be performed during hitstop/blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations.
Additionally Baiken comes with an excellent set of normals, some very strong conversions and damage, and has a toolkit for nearly every situation. On the flip side, her conversions are quite awkward and some of her best buttons also have very limited cancel routes. Baiken also takes much higher damage than average and can get dizzied pretty quickly, so Baiken players need to play sharp or risk losing fairly quickly. However, that shouldn't matter if she is played sharply, as her tools provide her plenty of opportunities to shut down anything the other player wants to do.
|Lore:||After losing both of her parents from a Gear raid at a young age, Baiken saw That Man amidst the chaos, and swore her life towards revenge. In events preceding AC, she finally met with him, but Baiken had found herself unable to lay a finger on him, and was met with a man whose demeanor and words suggested that revenge was a hollow path. Confused and directionless, she sets her sights on the P.W.A.B to find an answer the only way she knows how: through battle.|
|Baiken fights at midrange, using meterless attacks while blocking, and can seal opponent's movement options and buttons.|
- 5P is a good point-blank poke, and probably Baiken's best tick-throw poke (due to the move's plus frames and low hitstop due to lv.1).
- It cancels into 2K, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 6H, 5D
- This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.
Gatling Options: 6P, c.S, 2S, 5D
- Used often in combos as it chains to f.S, 2D, 5H, and can be jump cancelled.
- This allows a 2D/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.
- On many standing characters, you can combo c.S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D
- Incredible normal. Has strong range and a great hitbox.
- Strong poke due to the above, and as it can also be jump cancelled.
- Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between 2S as well, for extended confirmation time.
- Generally deferred to 2D for combo uses.
- Similarly to c.S, f.S also combos to a low j.D on many standing hit boxes, which is key for extended range knockdowns/confirms.
Gatling Options: 2S, 5D
- 5H is one of Baiken's high damage moves in AC due to its low GB- value. Though 5H is not as good as 6H, it is a faster alternative.
- Combos into Tatami on the ground and against a low airborne opponent.
- From a 5H counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
- Beware using 5H from neutral, because the move only actively hits for one frame and has a large recovery.
Gatling Options: None
- Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters, but still head invulnerable from the first frame.
- Combos to Youzansen or 6K or 623P on the ground.
- Can be used as an option select throw to catch backdashes.
- 2nd hit untechable for 20F.
- Prorate 90% (both hits, initial prorate only)
Gatling Options: 6K, 5D
- Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range.
- Throw invincible 1~11F.
- Staggers opponent on ground CH (max 43F).
- Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
- Hitbox can be strong against low attacks when spaced well.
Gatling Options: 5H, 2H
- Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancelable on hit (unlike 5H).
- It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.
- Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from 5P.
Gatling Options: 2D
5D with enough range that it can be difficult to punish
- Leads to full conversions, though needs an Impossible Dust for knockdown.
Gatling Options: None
- Not very useful, doesn't count as a low.
- Suprisingly, sometimes works as an anti air.
- Initial prorate 80%.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5D
- Baiken's fastest low attack.
- Initial prorate 80%.
Gatling Options: 6P, 6K, c.S, f.S, 2S, 5D
- Very good hitbox.
- Only gatlings into 5S or 5D and can only combo into Tatami on CH or on crouching opponents.
Gatling Options: 5S, 5D
A normal which can only be chained into from 6K, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
- Can be used to force the opponent to cross over during untech time
1st and 2nd hits pull in opponent on hit or block. 1st-3rd hits stagger opponent on hit (max 24F). Hitstop 6F. Pulls in opponent in air. Untechable for 26F
Gatling Options: None
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump canceled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.
Initial prorate 80%.
Gatling Options: None
- Extremely fast air poke.
- Very poor GB-, use sparingly in combos.
Gatling Options: j.P, j.K, j.S, j.H, j.D
Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos.
Floats opponent on hit (untechable for 25F).
Gatling Options: j.P, j.S, j.D
- Very generous hitbox, this move is great for zoning in the air.
Gatling Options: j.P, j.H, j.D
- Favorable GB-, using this move as much as possible in combos is key.
- Can also be good to use as a meaty.
- Active for as many frames as it takes for Baiken to reach the ground
- Untechable for 20F on air hit.
Gatling Options: None
Commonly used for corner damage and loops with FRC.
- Blows back opponent on hit, untechable for 35F.
- Scores ranged knockdowns on standing hit immediately out of f.S.
- Works in conjunction with j.S for a fuzzy, especially since it can be heavily delayed.
- Can be FDC'ed to flutter in the air, which is useful for baiting anti airs. (Messing up the input can cost you your burst, so be careful!)
- 90% initial hit proration.
Gatling Options: None
Poorly ranged throw that leads to corner damage and knockdown.
- Second worst grab range in in the game (tied with Millia, second worst to Chipp).
- Untechable for 60F, ground slides for 46F.
- Wallbounces opponent on hit (untechable for 60F)
Yes, Baiken has a Dead Angle.
- Despite the prorate, jump cancel-ability keeps it safe on block and converts into minute damage or knockdown.
- Not as good as Baku so you'll almost never use it, but it's there.
Fully invincible 1~17F. Throw invincible 18~20F. Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%.
236K (Air OK)
Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.
Wallbounces opponent on ground hit (36F untechable time) if it hits during 1~6F of Active Frames. Floats opponent on air hit (untechable for 32F). Floats opponent on CH (untechable for 100F). FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.
The air version has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in.
In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.
Wallbounces opponent on hit (36F untechable time) if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. Floats opponent on any CH (untechable for 100F) (not on Frame Data). FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.
Formerly her P Guard Cancel, Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.
Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable for 48F on ground hit, on air hit for 36F). Attack is fully extended on 15F.
While Guarding: 412P
Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.
It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's j.H. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.
1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.
While Guarding: 412K
Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.
Strike invincible 1~24F. Can pass through opponent during move. FRC timing 21~23F. See notes *1
While Guarding: 412S
One of Baiken's most rewarding GCs, despite lacking invincibility.
- Hits straight in front of her. Best between slow, beefy hits.
- Relatively fast, staggers on hit.
- Leads to damage with the FRC, extended stagger on CH.
- A good option when the opportunity is recognized, just don't get it baited, though.
Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). Initial prorate 85%. FRC timing 10~11F. See notes *1.
While Guarding: 412H
A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. On counter hit, it will net a huge reward since it'll launch them straight up with a large amount of untechable time. It will also cross up the opponent depending on the distance, netting an overall good reward. Like the others, it's unsafe if blocked.
Command dash with upper body autoguard for most of its duration, can be cancelled into GCs without having to block anything.
- Lets Baiken access GC tools in neutral.
- Vulnerable to lows and throws, autoguard ends 5f before the move finishes.
- Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with.
- Suzuran > Throw attempts can be easily jumped out of.
Autoguards High attacks 4~25F. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku after guarding an attack. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku 9~24F.
Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.
Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.
It also has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.
It is, however, extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can covert. Terrifying.
Throw invincible 1~3F. Floats opponent on hit (untechable for 28F). Baiken is in CH state during move. Baiken is in crouching state during landing recovery. FRC timing 3~4F. Fastest possible TK Youzansen has startup 9F.
Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit.
Initial prorate 80%. Staggers opponent on ground hit (max 33F). The chain stops when it hits; Recovery begins 3F after the move hits. Pulls opponent in on hit or block. Can cancel into Tetsuzansen from 34~40F when whiffed, or from 4~9F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F).
Kabari -> S
Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.
Fully invincible 1~5F. Throw invincible 6~11F. Floats opponent on hit (untechable for 32F). 1st hit has forced proration 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.}} }}
While Guarding: 412D
Your absolute best tool for getting out of pressure. Safe the first frame, invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd.
Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1
Baku -> P/ K/ S
Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time.
- P Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. Forced Prorate 50%.
- K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. Forced Prorate on this move is 30%. *Note: A forced prorate of 75% (exact value needs verification) is applied by the first hit of all combos while the opponent is flashing.
- S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. Forced Prorate on this move 30%. *Note: A forced prorate of 50% is applied by the first hit of a combo while the opponent is flashing.
Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F. See notes *2.
Baku:XXX -> P/ K/ S/ H/ D
The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button for the duration of the applied curse, i.e. using the P follow-up prevents the opponent from using the P button.
- The S follow up will cross up.
- The D follow up is useful as it locks the opponent out of their Burst.
- The H follow up can also be used to prevent the opponent from using standard throws and from teching throws, which is quite effective when applied with the "no jump/dash/backdash" debuff. The opponent will then be prevented from using reversal backdash and reversal throw, and will also be unable to jump out of throw setups or tech throws, massively crippling their defense.
Triple Tatami Gaeshi
Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless.
Initial prorate 90%. Wallbounces opponent on hit (untechable for 32F, on CH for 100F). Baiken is in CH state 1~22F. 1st and 2nd hit have hitstop 0F. FRC timing 20~22F. Frame Adv. is when the 3rd Tatami is blocked. 1st Tatami has 6 active frames. Tatamis disappears if Baiken is hit.
Tsurane Sanzu Watashi
Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall.
Strike invincible 1~9F. Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.
During IK Mode: 236236H
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.
|To edit frame data, edit values in GGACR/Baiken/Data.|
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- Baiken [★]
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Click [★] for character's full frame data