GGACR/Baiken: Difference between revisions

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*It cancels into {{clr|2|2K}}, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).
*It cancels into {{clr|2|2K}}, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]:
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}
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==== ====
==== ====
*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.
*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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|5|5D}}
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==== ====
==== ====
*Used often in combos as it chains to f.{{clr|3|5S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.
*Used often in combos as it chains to {{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.
*This allows a {{clr|5|2D}}/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.
*This allows a {{clr|5|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.{{clr|3|5S}} to a {{clr|5|j.D}} immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
*On many standing characters, you can combo {{clr|3|c.S}} to a {{clr|5|j.D}} immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
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*Incredible normal. Has strong range and a great hitbox.
*Incredible normal. Has strong range and a great hitbox.
*Strong poke due to the above, and as it can also be jump cancelled.
*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.
*Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between {{clr|3|2S}} as well, for extended confirmation time.
*Generally deferred to {{clr|5|2D}} for combo uses.
*Generally deferred to {{clr|5|2D}} for combo uses.
*Similarly to c.{{clr|3|5S}}, f.{{clr|3|5S}} also combos to a low {{clr|5|j.D}} on many standing hit boxes, which is key for extended range knockdowns/confirms.
*Similarly to {{clr|3|c.S}}, {{clr|3|f.S}} also combos to a low {{clr|5|j.D}} on many standing hit boxes, which is key for extended range knockdowns/confirms.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}
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==== ====
==== ====
*{{clr|4|5H}} is one of Baiken's high damage moves in AC due to its low GB- value. Though {{clr|4|5H}} is not as good as {{clr|4|6H}}, it is a faster alternative.
*{{clr|4|5H}} is one of Baiken's high damage moves in AC due to its low GB- value. Though {{clr|4|5H}} is not as good as {{clr|4|6H}}, it is a faster alternative.
*Combos into tatami mat on the ground and against a low airborne opponent.
*Combos into Tatami on the ground and against a low airborne opponent.
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with kabari (chain) from quite far.
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.
*Beware using {{clr|4|5H}} from neutral, because the move only actively hits for one frame and has a large recovery.
*Beware using {{clr|4|5H}} from neutral, because the move only actively hits for one frame and has a large recovery.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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==== ====
==== ====
*Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters, but still head invulnerable from the first frame.
*Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters, but still head invulnerable from the first frame.
*Combos to youzansen or {{clr|2|6K}} or {{clr|1|623P}} on the ground.
*Combos to Youzansen or {{clr|2|6K}} or {{clr|1|623P}} on the ground.
*Can be used as an option select throw to catch backdashes.
*Can be used as an option select throw to catch backdashes.
*2nd hit untechable for 20F.
*2nd hit untechable for 20F.
*Prorate 90% (both hits, initial prorate only)
*Prorate 90% (both hits, initial prorate only)
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}
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*Staggers opponent on ground CH (max 43F).
*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.
*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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}
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*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 {{clr|4|5H}}).
*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 {{clr|4|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.
*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 want to fish for a counterhit after conditioning with high/low/throw from 5P.
*Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from 5P.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
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5D with enough range that it can be difficult to punish
5D with enough range that it can be difficult to punish
*Leads to full conversions, though needs an Impossible Dust for knockdown.
*Leads to full conversions, though needs an Impossible Dust for knockdown.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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*Suprisingly, sometimes works as an anti air.
*Suprisingly, sometimes works as an anti air.
*Initial prorate 80%.
*Initial prorate 80%.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
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*Baiken's fastest low attack.
*Baiken's fastest low attack.
*Initial prorate 80%.
*Initial prorate 80%.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}
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==== ====
==== ====
*Very good hitbox.
*Very good hitbox.
*Only gatlings into {{clr|3|5S}} and can only combo into tatami on CH or on crouching opponents.
*Only gatlings into {{clr|3|5S}} or {{clr|5|5D}} and can only combo into Tatami on CH or on crouching opponents.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}
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''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''
''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''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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''Initial prorate 80%.''
''Initial prorate 80%.''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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*Extremely fast air poke.
*Extremely fast air poke.
*Very poor GB-, use sparingly in combos.
*Very poor GB-, use sparingly in combos.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
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''Floats opponent on hit (untechable for 25F).''
''Floats opponent on hit (untechable for 25F).''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
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==== ====
==== ====
*Very generous hitbox, this move is great for zoning in the air.  
*Very generous hitbox, this move is great for zoning in the air.  
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
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*Active for as many frames as it takes for Baiken to reach the ground
*Active for as many frames as it takes for Baiken to reach the ground
*Untechable for 20F on air hit.
*Untechable for 20F on air hit.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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*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!)
*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.
*90% initial hit proration.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: None
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Revision as of 05:52, 17 April 2021

Overview
Overview

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.
Voice:Chizu Yonemoto

 Baiken  Baiken fights at midrange, using meterless attacks while blocking, and can seal opponent's movement options and buttons.

Pros
Cons
  • Tensionless guard cancels: Baiken's guard cancels allow her to act during Blockstop, forcing opponents to play cautiously even while on the offensive.
  • Powerful hitboxes: Notably 2K, S normals, 5H, j.H, j.D, and Tatami are very disjointed can be very difficult to contest.
  • Tiny hurtbox: Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her.
  • Strong mixup tools: Youzansen instant overhead, throw conversions, a safe 5D, and the ability to play while blocking give Baiken lots of mixup options.
  • Can Seal Options and Setup: Thanks to Baku, 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.
  • Awkwardly limited gatlings/conversions: Many of Baiken's better normals have limited conversion ability at distance, and may require counter/crouching hit confirms, or more difficult inputs (e.g. Kire Tatami).
  • Doesn't take hits well: Very low health and stun resistance, despite the best guts in the game, means Baiken can die very quickly.
  • Poor throw range: Baiken has the second worst throw range in the game.
  • Meter reliant: Baiken generally needs an FRC in order to turn strays hit into real damage and/or a knockdown while midscreen, or sometimes even in the corner.
Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel bockstun into attacks is pretty strong by itself, but Blockstop is a window in which only Baiken can move. This is far more powerful of an ability than it first appears.
Guilty Bits Character Intro


GGACR Baiken Nameplate.png
GGACR Baiken Portrait.png

Normals

5P

5K

c.S

f.S

5H

6P

6K

6H

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Tatami Gaeshi

236K (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground
Air

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.

Youshijin

623P

Zakuro

While Guarding: 412P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Mawarikomi

While Guarding: 412K

Sakura

While Guarding: 412S

Ouren

While Guarding: 412H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Suzuran

63214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Youzansen

j.623S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 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.

Kabari

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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).

Tetsuzansen

Kabari -> S


Force Breaks

Baku

While Guarding: 412D

Baku: XXX

Baku -> P/K/S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 Followups

Baku:XXX -> P/K/S/H/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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 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

236D


Overdrives

Tsurane Sanzu Watashi

236236S


Instant Kill

Garyou Tensei

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Kei enter Japan Mikado Twitter Active Consistently posts combos on twitter Link
Nok enter Japan Mikado Twitter Active - Link Nok's YouTube Nok's Twitch
ClassicFightingGamer enter USA - SoCal Game Realms Twitter Active ACPR Tournament Organizer for majors. Link
Woocash enter USA - Chicago Ignite Gaming Lounge Twitter Active Mains Anji Link
ShinATProof enter Japan - Twitter Active - Link
HellMonkey enter USA - SoCal - - Retired to Xrd Can FRC Youzansen Link
Maruken enter Japan Mikado Twitter Retired to Xrd Insane execution and strategic play Link
Kuni enter Japan Mikado Twitter Unretired? I have seen this color in some Hotta and Kesuke stream so may be alive again Link

NOTE: These tables are still WIP

External References

Navigation

To edit frame data, edit values in GGACR/Baiken/Data.