GGACR/Baiken/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
System Data[edit]
Defense[edit]
x1.18
Guts Rating[edit]
5
Weight[edit]
Super Lightweight (1.1x)
Stun Resistance[edit]
55
Prejump[edit]
3f
Backdash[edit]
16f (1~>9f invuln)
Wakeup Time[edit]
53f (Face Up) / 50f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Run)
Normal Moves[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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5P | 8 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 5 | 2 | 6 | +2 |
5K | 14 | 2.64 | 6 | 7 | 2 | Mid | SJR | 8 | 5 | 6 | +1 |
c.S | 28 | 2.64 | 10 | 7 | 3 | Mid | SJR | 8 | 2 | 11 | +1 |
f.S | 30 | 2.64 | 10 | 7 | 3 | Mid | SJR | 9 | 6 | 8 | 0 |
5H | 40 | 3.84 | 20 | 6 | 5 | Mid | SR | 9 | 1 | 24 | -6 |
6P | 15,25 | 1.44x2 | 3x2 | 4x2 | 1,2 | Mid | SR, CJR | 8 | 6(2)4 | 9 | -3 |
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6K | 24 | 3.84 | 14 | 6 | 4 | Mid | SR | 12 | 9 | 6 | +2 |
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6H | 56 | 3.84 | 20 | 6 | 5 | Mid | SJR | 15 | 8 | 28 | -17 |
5D | 20 | 3.84 | 15 | 20 | 5 | High | R | 27 | 2 | 26 | -9 |
2P | 8 | 1.44 | 3 | 8 | 1 | Mid | CSR | 6 | 3 | 7 | 0 |
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2K | 12 | 1.44 | 3 | 8 | 1 | Low | SR | 5 | 5 | 6 | -1 |
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2S | 32 | 2.64 | 10 | 7 | 3 | Mid | SR | 11 | 3 | 9 | +2 |
2H | 18x3 | 2.64x3 | 10x3 | 7x3 | 3 | Mid | R | 15 | 4(2)6(2)2 | 8 | +4 |
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2D | 30 | 2.64 | 8 | 7 | 3 | Low | SJR | 8 | 9 | 13 | -8 |
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j.P | 10 | 1.44 | 3 | 8 | 1 | High/Air | SR | 5 | 8 | 10 | - |
j.K | 18 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 7 | 8 | 12 | - |
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j.S | 32 | 2.64 | 10 | 7 | 3 | High/Air | SR | 8 | 7 | 19 | - |
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j.H | 40 | 3.84 | 20 | 6 | 5 | High/Air | SR | 15 | until Landing | 0 | - |
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j.D | 50 | 3.84 | 14 | 8 | 4 | High/Air | RF | 9 | 3 | 21+6 after landing | - |
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Universal Mechanics[edit]
Special Moves[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Tatami Gaeshi 236K |
40(late 20) | 2.50/1.20 | 0 | 7 | 3 | All | F | 15 | 17 | 16 | -6 |
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Air Tatami Gaeshi j.236K |
40(late 20) | 2.50/1.20 | 0 | 7 | 3 | All | F | 18 | - | 16 after landing | - |
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Youshijin 623P |
24 | 1.50/3.60 | 3 | 12 | 3 | Mid | R | 12 | 6 | 25 | -17 |
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Zakuro Guard > 412P |
0,22x5,16 | ?? | ?? | ?? | 1 | All | RF | 9 | 1 | 32 | - |
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Mawarikomi Guard > 412K |
- | 3.75/- | - | - | - | - | F | - | - | Total: 34F | - |
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Sakura Guard > 412S |
30 | 2.25/5.40 | 20 | 6 | 5 | Mid | RF | 10 | 1 | 33 | -16 |
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Ouren Guard > 412H |
34 | 2.25/7.20 | 14 | 6 | 4 | High/Air | RF | 19~ | 2 | 14 + 10 after landing | -15 |
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Suzuran 63214K |
- | 2.00 | - | - | - | - | - | - | - | Total 30 | - |
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Youzansen j.623S |
44 | 1.00/4.80 | 10 | 7 | 3 | High/Air | RF | 6 | 12 | 15+11 after landing | -25 |
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Kabari 41236H |
12 | 2.00/4.80 | 14 | 6 | 4 | Mid | R | 20 | 11 | 15 | +2 |
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Tetsuzansen 41236H > S |
36,15 | 2.00/9.60x2 | 14x2 | 6,10 | 4 | Mid | RF | 12 | 3(11)4 | 16 | -17 |
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- *1 Can be done during Baiken's guard hitstop
Force Breaks[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Baku Guard > 412D |
30 | - | 20 | 6 | 5 | Mid | R | 11 | 2 | 20 | -3 |
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Baku: Sakura Baku > P |
18 | - | 20 | 6 | 5 | Mid | R | 6+9 | 3 | 40 | -24 |
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Baku: Tsuki Baku > K |
18 | - | 20 | 6 | 5 | Mid | R | 6+9 | 3 | 40 | -24 |
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Baku: Tsuru Baku > S |
18 | - | 20 | 6 | 5 | Mid | R | 6+9 | 3 | 40 | -24 |
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P Follow Up Baku: XXX > P |
15 | - | - | 6 | 4 | - | R | 15 | 3 | 5 | +10 |
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K Follow Up Baku: XXX > K |
10x2 | - | - | 6 | 4 | - | R | 18 | 3(6)3(7)5 | 8 | - |
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S Follow Up Baku: XXX > S |
20 | - | - | 6 | 5 | - | R | 15 | 1 | 14 | +5 |
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H Follow Up Baku: XXX > H |
24 | - | - | 6 | 5 | - | R | 8 | 16 | 16 | - |
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D Follow Up Baku: XXX > D |
5x7 | - | - | 7x7 | 3 | - | R | 9 | 3(4)8 | 20 | - |
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Triple Tatami Gaeshi 236D |
30x3 | ?? | ?? | ?? | 1 | All | F | 14 | 16 | Total: 47 | -3 |
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- *2 1~42 invincible to strikes; causes stagger on hit (max 85F); causes knockdown on air hit
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K, 6K | c.S, f.S, 2S | 6H | 5D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K, 6K | c.S, f.S, 2S | - | 5D | Sp |
6P | - | 6K | - | - | 5D | Jump, Sp |
5K | 6P | - | c.S, 2S | - | 5D | Jump, Sp |
2K | 6P | 6K | c.S, f.S, 2S | - | 5D | Sp |
6K | - | - | - | 5H, 2H | - | Sp |
c.S | 6P | - | f.S, 2S | 5H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | - | 5D | Jump, Sp |
2S | - | - | f.S | - | 5D | Sp |
5H | - | - | - | - | - | Sp |
2H | - | - | - | - | - | - |
6H | - | - | - | - | 2D | Jump, Sp |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | - | j.D | Jump, Sp |
j.S | j.P | - | - | j.H | j.D | Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | - |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
[edit]
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To edit frame data, edit values in GGACR/Baiken/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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System Explanations