GGACR/Baiken/Data

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System Data

GGACR Baiken Icon.png Baiken Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Baiken Portrait.png ×1.18 5 ×1.0 1/5F 55
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~9F 53F 50F ×1.1
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
7.2 6 15 15 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
43 23 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
8.5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 2.8 2.7 8 0.35
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 17 16.5 12.5 12 30
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 1 2 40 88 170
Special Forwards Dash Unique Movement Options

Normal Moves

5P

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Baiken 5P.png
GGXXACPR Baiken 5P-Hitbox.png

5K

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 8 5 6 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Baiken 5K.png
Combo starter, ocassional poke
GGXXACPR Baiken 5K-1-Hitbox.pngGGXXACPR Baiken 5K-2-Hitbox.png
Frames 8-10 • Frames 11-12

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 2 11 +1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Baiken cS.png
Better combo starter, even leads to mixup
GGXXACPR Baiken cS-Hitbox.png

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 9 6 8 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Baiken fS.png
Spacing tool
GGXXACPR Baiken fS-1-Hitbox.pngGGXXACPR Baiken fS-2-Hitbox.png
Frames 9-11 • Frames 12-14

5H

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 9 1 24 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Baiken 5H.png
Damage tool
GGXXACPR Baiken 5H-Hitbox.png

5D

5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 27 2 26 -9 5 15 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 Launch 48 18 15
GGAC Baiken 5D.png
GGXXACPR Baiken 5D-Hitbox.png

6P

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15, 25 Mid 8 6(2)4 9 -3 1, 2 3×2 8, 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44×2 90% 1~13F Above Knees SR, SJR 9 10, 12 10, 20 11, 12
GGAC Baiken 6P.png
GGXXACPR Baiken 6P-1-Hitbox.pngGGXXACPR Baiken 6P-2-Hitbox.pngGGXXACPR Baiken 6P-3-Hitbox.png
1st hit (Frames 8-10) • 1st hit (Frames 11-13) • 2nd hit (Frames 16-19)
•2nd hit on block is a level 1 attack

6K

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 12 9 6 +2 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 1~11F Throw SR 16 17 16 14
GGAC Baiken 5K.png
Throw bait
GGXXACPR Baiken 5K-1-Hitbox.pngGGXXACPR Baiken 5K-2-Hitbox.png
Frames 12-17 • Frames 18-20
•Staggers on ground CH (max 35F)

6H

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
56 Mid 15 8 28 -17 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Baiken 6H.png
Converts hits into pain
GGXXACPR Baiken 6H-1-Hitbox.pngGGXXACPR Baiken 6H-2-Hitbox.png
Frames 15-18 • Frames 19-22

2P

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 6 3 7 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Baiken 2P.png
GGXXACPR Baiken 2P-Hitbox.png

2K

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% SR 9 10 10 11
GGAC Baiken 2K.png
GGXXACPR Baiken 2K-1-Hitbox.pngGGXXACPR Baiken 2K-2-Hitbox.png
Frames 5-7 • Frames 8-9

2S

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 11 3 9 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Baiken 2S.png
GGXXACPR Baiken 2S-Hitbox.png

2H

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×3 Mid 15 4(2)6(2)2 8 +4 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 R 13 Stagger 24 26 6
GGAC Baiken 2H.png
GGXXACPR Baiken 2H-2-Hitbox.pngGGXXACPR Baiken 2H-3-Hitbox.pngGGXXACPR Baiken 2H-4-Hitbox.png
1st hit (Frames 15-16)
2nd hit (Frames 23-24) • 1st hit (Frames 17-18)
2nd hit (Frames 25-26) • 2nd hit (Frames 21-22)
3rd hit (Frames 29-30)
•1st and 2nd hits pull in opponent on hit or block
•Staggers for a max of 24F

2D

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 8 9 13 -8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SJR 13 Down 14 13
GGAC Baiken 2D.png
JUMP CANCELLABLE SWEEP
GGXXACPR Baiken 2D-1-Hitbox.pngGGXXACPR Baiken 2D-2-Hitbox.pngGGXXACPR Baiken 2D-3-Hitbox.png
Frames 8-10 • Frames 11-13 • Frames 14-16

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 8 10 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Baiken jP.png
GGXXACPR Baiken jP-1-Hitbox.pngGGXXACPR Baiken jP-2-Hitbox.png
Frames 5-8 • Frames 9-12

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 7 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 25 13
GGAC Baiken jK.png
GGXXACPR Baiken jK-1-Hitbox.pngGGXXACPR Baiken jK-2-Hitbox.png
Frames 7-10 • Frames 11-14

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 8 7 19 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Baiken jS.png
GGXXACPR Baiken jS-1-Hitbox.pngGGXXACPR Baiken jS-2-Hitbox.png
Frames 8-11 • Frames 12-14

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 15 Until landing 0 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 20 15
GGAC Baiken jH.png
Prime Jump in
GGXXACPR Baiken jH-1-Hitbox.pngGGXXACPR Baiken jH-2-Hitbox.png
Frames 15-16 • Frames 17-Landing

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 High/Air 9 3 21+6 after landing 4 11 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% RF 16 Launch 35 14 9~11F
GGAC Baiken jD.png
Everybody's favorite:
the Dragon Cannon
GGXXACPR Baiken jD-Hitbox.png
•Blows back opponent on hit

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 40 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6.88 Forced 50% Launch 60 + Slide 46
GGAC Baiken throw.png

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Baiken airThrow.png
•Sends opponent on opposite side of throw direction

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 6 7(2)3 6 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~17F All
18~20F Throw
JR 13 Launch 28 13
GGAC Baiken 6P.png
Jump cancellable
GGXXACPR Baiken 6P-1-Hitbox.pngGGXXACPR Baiken 6P-2-Hitbox.pngGGXXACPR Baiken 6P-3-Hitbox.png
Frames 6-9 • Frames 10-12 • Frames 15-17
•Max 1 hit

Special Moves

236K

236K
Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 [20] All 15 24 9 -6 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 90% F 13 Launch [14] 32 + WBounce 13 23~26F
GGAC Baiken 236K.png
GGACR Baiken 236K Hitbox 1.pngGGACR Baiken 236K Hitbox 2.pngGGACR Baiken 236K Hitbox 3.pngGGACR Baiken 236K Hitbox 4.pngGGACR Baiken 236K Hitbox 5.pngGGACR Baiken 236K Hitbox 6.pngGGACR Baiken 236K Hitbox 7.png
Ground: Frames 15-17 • Ground: Frames 18-20
Air: Frames 21-23 • Ground: Frames 21-23
Air: Frames 24-26 • Ground: Frames 24-25, 28-29
Air: Frames 27-29 • Ground: Frames 26-27, 30-31
Air: Frames 30-32 • Ground: Frames 32-35
Air: Frames 33-35 • Ground: Frames 36-38
Air: Frames 36-Landing
•Values in [] are for late hit (After 6th active frame)
•On CH untechable for 100F
•Tatami disappears immediately if Baiken is hit

j.236K

j.236K
Air Tatami Gaeshi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 [20] All 18 Until landing+16 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 90% F 13 Launch [14] 36 + WBounce 6 [13] 18~19F
GGAC Baiken 236K.png
GGACR Baiken j236K Hitbox.pngGGACR Baiken 236K Hitbox 2.pngGGACR Baiken 236K Hitbox 3.pngGGACR Baiken 236K Hitbox 4.pngGGACR Baiken 236K Hitbox 5.pngGGACR Baiken 236K Hitbox 6.pngGGACR Baiken 236K Hitbox 7.png
Air: Frames 18-20
•Values in [] are for late hit (After 6th active frame)
•Tatami disappears immediately when Baiken is hit

j.623S

j.623S
Youzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 6 12 15+11 after landing -25 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/4.80 1~3F Throw RF 13 Launch 28 13 3~4F
GGAC Baiken j623S.png
Mixup City
Population: You
GGACR Baiken j623S Hitbox 1.pngGGACR Baiken j623S Hitbox 2.pngGGACR Baiken j623S Hitbox 3.pngGGACR Baiken j623S Hitbox 4.pngGGACR Baiken j623S Hitbox 5.pngGGACR Baiken j623S Hitbox 6.png
Frames 6-7 • Frames 8-9 • Frames 10-11 • Frames 12-13 • Frames 14-15 • Frames 16-17
•Baiken is in CH state during move
•Baiken is in crouching state during landing recovery
•Fastest possible TK Youzansen has startup 9F

623P

623P
Youshijin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 12 6 25 -17 3 10 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 70% R 13 Launch 48 36 6
GGAC Baiken 412P.png
Looks like a Dragon Punch when Baiken really doesn't need one
GGACR Baiken 623P Hitbox 1.pngGGACR Baiken 623P Hitbox 2.pngGGACR Baiken 623P Hitbox 3.png
Frame 12 • Frames 13-14 • Frames 15-17

Guard > 412P

Guard > 412P
Zakuro
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0, 22×5, 16 All 9 1 32 1 3 8, 6×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/0, 2.50×6 Initial 75%, Forced 75% RF Down 11 12~13F on hit
GGACR Baiken Zakuro.png
AA pinwheel
GGACR Baiken 412P Hitbox.png
•Baiken is in CH state 1~11F

Guard > 412K

Guard > 412K
Mawarikomi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 34
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.75/- 1~24F Strike F 21~23F
GGAC Baiken 412K.png
•Can pass through opponent during move

Guard > 412S

Guard > 412S
Sakura
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 10 1 33 -16 5 20 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.25/5.40 1~8F Above Knees RF 18 Stagger 50 40 + WStick 20 15 10~11F
GGAC Baiken 412S.png
GGACR Baiken 412S Hitbox.png
•Staggers for a max of 50F

Guard > 412H

Guard > 412H
Ouren
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 All 19~ 2 14+10 after landing -15 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.25/7.20 70% 14~26F Strike RF 16 Launch 35 14 4~6F
GGAC Baiken 412H.png
GGACR Baiken 412H Hitbox.png
•Floats higher on CH (untechable for 70F)
•Listed start-up is for pointblank distance
•Startup changes depending on distance from opponent
•No attack if done too far (Total Recovery 52F)
•Auto Jump Install (if not done from Suzuran)

63214K

63214K
Suzuran
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- 4~25F High Guardpoint
GGAC Baiken 63214K.png
Channeling her inner Anji
•Can cancel into Mawarikomi, Sakura, Ouren, Zakuro, Baku 10~29F or after guarding an attack

41236H

41236H
Kabari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 20 11 15 +2 4 14 3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 80% R 16 Stagger 33 36 + Slide 27 14
GGAC Baiken 41236H.png
Read a book from NRS
GGACR Baiken 41236H Hitbox 1.pngGGACR Baiken 41236H Hitbox 2.pngGGACR Baiken 41236H Hitbox 3.pngGGACR Baiken 41236H Hitbox 4.png
Frames 20-21 • Frames 22-24 • Frames 25-27 • Frames 28-30
•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 34~39F when whiffed, or from 4~9F after hit or block
•Pulls in on air hit
•Staggers for a max of 33F

41236H > S

41236H > S
Tetsuzansen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 15 Mid 12 3(11)4 16 -17 4 14×2 6, 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/9.60×2 Forced 90%, Forced 80% 1~5F All
6~11F Throw
RF 16 Launch 32 14 12~13F
GGACR Baiken tetsuzansen-2.png
The one true Anti-Air
GGACR Baiken 41236HS Hitbox 1.pngGGACR Baiken 41236HS Hitbox 2.png
1st hit (Frames 12-14) • 2nd hit (Frames 26-29)
•Listed Frame Adv is when 2nd hit misses

Force Breaks

Guard > 412D

Guard > 412D
Baku
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 11 2 20 -3 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2~12F Strike R 18 27 18 15
GGAC Baiken 412D.png
Sticks and Stones
GGACR Baiken 412D Hitbox.png
•Opponent's Burst is disabled on hit
•Baiken is in CH state during move
•Can cancel into followup attacks from 11F onwards

412D > P

412D > P
Baku: Sakura
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 6+9 3 40 -24 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 50% 1~42F Strike R 18 Stagger 85 60 15
GGAC Baiken bakuTsuki.png
Even the playing field: you're missing an arm after all
GGACR Baiken 412DX Hitbox.png
•Opponent's Burst is disabled on hit
•Can cancel into followup attacks 25~36F on hit
•Disables opponents jumping and dashing while they are flashing

412D > K

412D > K
Baku: Tsuki
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 6+9 3 40 -24 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 30% 1~42F Strike R 18 Stagger 85 60 15
GGAC Baiken bakuTsuki.png
GGACR Baiken 412DX Hitbox.png
•Opponent's Burst is disabled on hit
•Can cancel into followup attacks 25~36F on hit
•First hit has Forced Proration 75% and all hits are CH while opponent is flashing

412D > S

412D > S
Baku: Tsuru
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 6+9 3 40 -24 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 30% 1~42F Strike R 18 Stagger 85 60 15
GGAC Baiken bakuTsuki.png
GGACR Baiken 412DX Hitbox.png
•Opponent's Burst is disabled on hit
•Can cancel into followup attacks 25~36F on hit
•All of Baiken's moves become unblockable and have Forced Proration 30% while opponent is flashing
•Unblockable effect disappears after a limited time or if Baiken lands a hit

412D > X > P

412D > X > P
P Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 15 3 5 +9 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 16 17 80 14
GGAC Baiken followupP.png
P
GGACR Baiken 412DXP Hitbox.png
P
•Listed Frame Adv is for standing hit
•Opponent's P button is disabled while they are flashing

412D > X > K

412D > X > K
K Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10×2 18 3(6)3(7)5 8 4 11, 14 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 16 17, Launch 40 14
GGAC Baiken followupK.png
K
GGACR Baiken 412DXK Hitbox 1.pngGGACR Baiken 412DXK Hitbox 2.pngGGACR Baiken 412DXK Hitbox 3.png
K: 1st hit (Frames 18-20) • K: 1st hit (Frames 27-29) • K: 2nd hit (Frames 37-41)
•Baiken is airborne 7~35F
•Auto Jump Install
•Max 2 hits
•Opponent's K button is disabled while they are flashing

412D > X > S

412D > X > S
S Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 15 1 14 +4 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 18 19 40 15
GGAC Baiken followupS.png
S
GGACR Baiken 412DXS Hitbox.png
S
•Dizzy modifier x0
•Listed Frame Adv is for standing hit
•Opponent's S button is disabled while they are flashing

412D > X > H

412D > X > H
H Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 8 16 16 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 18 Launch 40 15
GGAC Baiken followupH.png
H
File:GGACR Baiken 412DXH Hitbox 1.pngFile:GGACR Baiken 412DXH Hitbox 2.pngFile:GGACR Baiken 412DXH Hitbox 3.pngFile:GGACR Baiken 412DXH Hitbox 4.pngFile:GGACR Baiken 412DXH Hitbox 5.pngFile:GGACR Baiken 412DXH Hitbox 6.pngFile:GGACR Baiken 412DXH Hitbox 7.pngFile:GGACR Baiken 412DXH Hitbox 8.png
H: Frames 8-9 • H: Frames 10-11 • H: Frames 12-13 • H: Frames 14-15 • H: Frames 16-17 • H: Frames 18-19 • H: Frames 20-21 • H: Frames 22-23
•Baiken is airborne from 8F onwards
•Auto Jump Install
•Opponent's H button is disabled while they are flashing

412D > X > D

412D > X > D
D Followup
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5×7 9 3(4)8 20 3 10×7 7×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 13 Launch 60 13
GGAC Baiken followupD.png
D
GGACR Baiken 412DXD Hitbox 1.pngGGACR Baiken 412DXD Hitbox 2.pngGGACR Baiken 412DXD Hitbox 3.png
D: 1st hit (Frames 9-11) • D: 1st hit (Frames 16-17) • D: 2nd-7th hits (Frames 18-23)
•Opponent's D button is disabled while they are flashing

236D

236D
Triple Tatami Gaeshi
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 14 16 Total 47 -3 1 0 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×3 90% F 9 Launch 32 + WBounce 0×2, 11 20~22F
GGACR Baiken 236D.png
Raise the floor
GGACR Baiken 236K Hitbox 1.pngGGACR Baiken 236K Hitbox 2.png
Active frames 1-3 • Active frames 4-6
•Untechable on CH for 100F
•Baiken is in CH state 1~22F
•2nd Tatami appears on 19F, 3rd on 24F
•Each Tatami is active for 6F
•Frame Adv. is when the 3rd Tatami is blocked
•Tatamis disappear if Baiken is hit

Overdrives

236236S

236236S
Tsurane Sanzu Watashi
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60×3 Mid 7+1 6(9)5(11)2 22 -5 5 20×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F Strike R 18 19 40 15
GGAC Baiken 236236S.png
The Last Blade
GGACR Baiken 236236S Hitbox 1.pngGGACR Baiken 236236S Hitbox 2.pngGGACR Baiken 236236S Hitbox 3.pngGGACR Baiken 236236S Hitbox 4.pngGGACR Baiken 236236S Hitbox 5.png
1st hit (Frames 8-10) • 1st hit (Frames 11-13) • 2nd hit (Frames 23-24) • 2nd hit (Frames 25-27) • 3rd hit (Frames 39-40)
•Dizzy modifier per hit: 1st = x0, 2nd = x0.5, 3rd = x1.0

Instant Kill

236236H

236236H
Garyou Tensei
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Fatal All 7+10 72 6 -10 1 3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~12F Strike 9 11
GGAC Baiken IK1.pngGGAC Baiken IK2.png
GGACR Baiken IK Hitbox.png
Only this frame has front leg invul
•IK Mode activation: 84F
•Active frames are cut short and enters recovery on block, animation: 19F

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