GGACR/Baiken/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Baiken
File:GGXXACPR Baiken Icon.png
GGXXACPR_Baiken_Icon.png
1.18 5 3F Super Lightweight (x1.1) 16F (1~>9F invuln) 1 53F 50F


Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 8 3 8 Mid 1 CSJR 1.44 5 2 6 +2 9 10 10 11
5K 14 6 7 Mid 2 SJR 2.64 8 5 6 +1 11 12 12 12
c.S 28 10 7 Mid 3 SJR 2.64 8 2 11 +1 13 14 14 13
f.S 30 10 7 Mid 3 SJR 2.64 9 6 8 0 13 14 14 13
5H 40 20 6 Mid 5 SR 3.84 9 1 24 -6 18 19 18 15
6P 15,25 3×2 4×2 90% Mid 1,2 SR, CJR 1.44×2 8 6(2)4 9 -3 1~13F Above Knees 9 10, Launch 10, 20 11, 12
6K 24 14 6 Mid 4 SR 3.84 12 9 6 +2 1~11F Throw 16 Stagger 43 16 13
6H 56 20 6 Mid 5 SJR 3.84 15 8 28 -17 18 19 18 15
5D 20 15 20 High 5 R 3.84 27 2 26 -9 18 19 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 6 3 7 0 9 10 10 11
2K 12 3 8 80% Low 1 SR 1.44 5 5 6 -1 9 10 10 11
2S 32 10 7 Mid 3 SR 2.64 11 3 9 +2 13 14 14 13
2H 18×3 10×3 7×3 Mid 3 R 2.64×3 15 4(2)6(2)2 8 +4 13 Stagger 24 25 6
2D 30 8 7 80% Low 3 SJR 2.64 8 9 13 -8 13 14 14 13
j.P 10 3 8 High/Air 1 SR 1.44 5 8 10 9 10 10 11
j.K 18 10 7 High/Air 3 SJR 2.64 7 8 12 13 Launch 25 13
j.S 32 10 7 High/Air 3 SR 2.64 8 7 19 13 14 14 13
j.H 40 20 6 High/Air 5 SR 3.84 15 until Landing 0 18 19 20 15
j.D 50 14 8 90% High/Air 4 RF 3.84 9 3 21+6 after landing 16 Launch 35 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 60 6×2 Forced 50% 40 pixels 6.88 Launch 60 + Slide 46
Air Throw Air Throw 60 6 Forced 50% 88 pixels 4.00 60 + WBounce
DAA Dead Angle Attack 25 10 7 50% All 3 JR 2.64 6 7(2)3 6 -4 1~17F All
18~20F Throw
13 Launch 28 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236K 40 [20] 0 7 All 3 F 2.50/1.20 15 17 16 -6 13 Launch 36 [14] 32 + WBounce 13
j.236K Air Tatami Gaeshi 40 [20] 0 7 All 3 F 2.50/1.20 18 16 after landing 13 Launch [14] 36 + WBounce 6 [13]
623P Youshijin 24 3 12 Initial 70& Mid 3 R 1.50/3.60 12 6 25 -17 13 Launch 48 36 6
Guard > 412P Zakuro 0,22×5,16 ?? ?? Initial 75%, Forced 75% All 1 RF ?? 9 1 32 Down 11
Guard > 412K Mawarikomi F 3.75/- Total: 34F 1~24F Strike
Guard > 412S Sakura 30 20 6 Initial: 85% Mid 5 RF 2.25/5.40 10 1 33 -16 18 Stagger 50 40 + WStick 20 15
Guard > 412H Ouren 34 14 6 Mid/Air 4 RF 2.25/7.20 19~ 2 14 + 10 after landing -15 14~26F Strike 16 Launch 35 14
63214K Suzuran 2.00 Total 30 4~25F Guard High
j.623S Youzansen 44 10 7 High/Air 3 RF 1.00/4.80 6 12 15+11 after landing -25 1~3F Throw 13 Launch 28 13
41236H Kabari 12 14 6 80% Mid 4 R 2.00/4.80 20 11 15 +2 16 Stagger 33 36 + Slide 27 14
41236H > S Tetsuzansen 36,15 14×2 6,10 Forced 90%, Forced 80% Mid 4 RF 2.00/9.60×2 12 3(11)4 16 -17 1~5F All
6~11F Throw
16 Launch 32 14
※1 Can be done during Baiken's guard hitstop

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Guard > 412D Baku 30 20 6 Mid 5 R 11 2 20 -3 2~12F Strike 18 27 18 15
412D > P Baku: Sakura 18 20 6 Forced 50% Mid 5 R 6+9 3 40 -24 18 19 18 15
412D > K Baku: Tsuki 18 20 6 Forced 30% Mid 5 R 6+9 3 40 -24 18 19 18 15
412D > S Baku: Tsuru 18 20 6 Mid 5 R 6+9 3 40 -24 18 19 18 15
412D > X > P P Followup 15 6 4 R 15 3 5 +10 16 17 Down 14
412D > X > K K Followup 10×2 6 4 R 18 3(6)3(7)5 8 16 17, Launch 16, Down 14
412D > X > S S Followup 20 6 5 R 15 1 14 +5 18 19 18 15
412D > X > H H Followup 24 6 5 R 8 16 16 18 Launch 40 15
412D > X > D D Followup 5×7 7×7 3 R 9 3(4)8 20 13 Launch Down 13
236D Triple Tatami Gaeshi 30×3 ?? ?? 90% All 1 F ?? 14 16 Total: 47 -3 9 Launch 32 + WBounce 0×2 11
※2 1~42 invincible to strikes; causes stagger on hit (max 85F); causes knockdown on air hit

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236S Tsurane Sanzu Watashi 60×3 20×3 6×3 Mid 5 R 7+1 6(9)5(11)2 22 -5 1~9F Strike 18 19 40 15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Garyou Tensei Fatal 3 All 7+10 While running 19 -15 1~12F Strike


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Baiken 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 6H 5D Jump, Sp
2P
GGAC Baiken 2P.png
Guard:
Mid
Startup:
6
Recovery:
7
Advantage:
0
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S - 5D Sp
6P
GGAC Baiken 6P.png
Guard:
Mid
Startup:
8
Recovery:
9
Advantage:
-3
- 6K - - 5D Jump, Sp
5K
GGAC Baiken 5K.png
Guard:
Mid
Startup:
8
Recovery:
6
Advantage:
+1
6P - c.S, 2S - 5D Jump, Sp
2K
GGAC Baiken 2K.png
Guard:
Low
Startup:
5
Recovery:
6
Advantage:
-1
6P 6K c.S, f.S, 2S - 5D Sp
6K
GGAC Baiken 5K.png
Guard:
Mid
Startup:
12
Recovery:
6
Advantage:
+2
- - - 5H, 2H - Sp
c.S
GGAC Baiken cS.png
Guard:
Mid
Startup:
8
Recovery:
11
Advantage:
+1
6P - f.S, 2S 5H 5D, 2D Jump, Sp
f.S
GGAC Baiken fS.png
Guard:
Mid
Startup:
9
Recovery:
8
Advantage:
0
- - 2S - 5D Jump, Sp
2S
GGAC Baiken 2S.png
Guard:
Mid
Startup:
11
Recovery:
9
Advantage:
+2
- - f.S - 5D Sp
5H
GGAC Baiken 5H.png
Guard:
Mid
Startup:
9
Recovery:
24
Advantage:
-6
- - - - - Sp
2H
GGAC Baiken 2H.png
Guard:
Mid
Startup:
15
Recovery:
8
Advantage:
+4
- - - - - -
6H
GGAC Baiken 6H.png
Guard:
Mid
Startup:
15
Recovery:
28
Advantage:
-17
- - - - 2D Jump, Sp
5D
GGAC Baiken 5D.png
Guard:
High
Startup:
27
Recovery:
26
Advantage:
-9
- - - - - homing jump
2D
GGAC Baiken 2D.png
Guard:
Low
Startup:
8
Recovery:
13
Advantage:
-8
- - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Baiken jP.png
Guard:
High/Air
Startup:
5
Recovery:
10
Advantage:
-
j.P j.K j.S j.H j.D Sp
j.K
GGAC Baiken jK.png
Guard:
High/Air
Startup:
7
Recovery:
12
Advantage:
-
j.P - j.S - j.D Jump, Sp
j.S
GGAC Baiken jS.png
Guard:
High/Air
Startup:
8
Recovery:
19
Advantage:
-
j.P - - j.H j.D Sp
j.H
GGAC Baiken jH.png
Guard:
High/Air
Startup:
15
Recovery:
0
Advantage:
-
- - - - - Sp
j.D
GGAC Baiken jD.png
Guard:
High/Air
Startup:
9
Recovery:
21+6 after landing
Advantage:
-
- - - - - -
  • 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)

Navigation

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