GGACR/Baiken/Frame Data

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System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5PGGAC Baiken 5P.png


5KGGAC Baiken 5K.png


c.SGGAC Baiken cS.png


f.SGGAC Baiken fS.png


5HGGAC Baiken 5H.png


6PGGAC Baiken 6P.png


  • Prorate 90% (both hits, initial prorate only)
  • 2nd hit on block is a level 1 attack
  • 2nd floats opponent on hit (untechable for 20F)
6KGGAC Baiken 5K.png


  • Staggers opponent on ground CH (max 43F)
6HGGAC Baiken 6H.png


5DGGAC Baiken 5D.png


2PGGAC Baiken 2P.png


  • Initial prorate 80%
2KGGAC Baiken 2K.png


  • Initial prorate 80%
2SGGAC Baiken 2S.png


2HGGAC Baiken 2H.png


  • 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
2DGGAC Baiken 2D.png


  • Initial prorate 80%
j.PGGAC Baiken jP.png


j.KGGAC Baiken jK.png


  • Floats opponent on hit (untechable for 25F)
j.SGGAC Baiken jS.png


  • Attack is fully extended on 11F
j.HGGAC Baiken jH.png


  • Knocks down opponent on air hit (untechable for 20F)
j.DGGAC Baiken jD.png


  • Initial prorate 90%
  • blows back opponent on hit (untechable for 35F)
  • FRC timing 9~11F

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
ThrowGGAC Baiken throw.png


  • Slides opponent on hit (untechable for 60F, slides for 46F)
  • Forced prorate 50%
Air ThrowGGAC Baiken airThrow.png


  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Baiken 6P.png


  • Floats opponent on hit (untechable for 28F)
  • Jump cancelable from 2nd hit onwards
  • Initial prorate 50%

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Tatami GaeshiGGAC Baiken 236K.png
236K


  • 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
Air Tatami GaeshiGGAC Baiken 236K.png
j.236K


  • 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
YoushijinFile:GGAC Baiken 421P.png
623P


  • 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
ZakuroGGACR Baiken Zakuro.png
Guard > 412P


  • 1st hit has initial prorate 75%
  • 2nd hit has forced prorate 75%
  • Baiken is in CH state 1~11F
  • FRC timing 12~13F
MawarikomiGGAC Baiken 412K.png
Guard > 412K


  • Can pass through opponent during move
  • FRC timing 21~23F
  • see notes *1
SakuraGGAC Baiken 412S.png
Guard > 412S


  • 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
OurenGGAC Baiken 412H.png
Guard > 412H


  • FRC timing 4~6F
  • Knocks down opponent on ground hit (untechable for 35F)
  • Floats opponent high on CH (untechable for 70F)
  • Listed start-up is for pointblank distance
  • Startup changes depending on distance from opponent
  • see notes *1
SuzuranGGAC Baiken 63214K.png
63214K


  • 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
YouzansenGGAC Baiken j623S.png
j.623S


  • 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
KabariGGAC Baiken 41236H.png
41236H


  • 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)
TetsuzansenFile:GGAC Baiken tetsuzansen-2.png
41236H > S


  • 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
*1 Can be done during Baiken's guard hitstop

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
BakuGGAC Baiken 412D.png
Guard > 412D


  • TRANSLATION NEEDED
  • 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: SakuraGGAC Baiken bakuTsuki.png
Baku > P


  • Opponent's Burst is disabled on hit
  • Forced prorate 50%
  • Can cancel into followup attacks 25~36F
  • Disables opponents jumping and dashing while they are flashing
  • see notes *2
Baku: TsukiGGAC Baiken bakuTsuki.png
Baku > K


  • Forced prorate 30%
  • Opponent's Burst is disabled on hit
  • Can cancel into followup attacks 25~36F
  • All hits are CH while opponent is flashing
  • see notes *2
Baku: TsuruGGAC Baiken bakuTsuki.png
Baku > S


  • Opponent's Burst is disabled on hit
  • Forced prorate 30%
  • Can cancel into followup attacks 25~36F
  • All of Baiken's moves become unblockable on hit while opponent is flashing
  • Unblockable effect disappears after a limited time or if Baiken lands a hit
  • see notes *2
P Follow UpGGAC Baiken followupP.png
Baku: XXX > P


  • Knocks down opponent on air hit
  • Listed Frame Adv is for standing hit
  • Opponent's P button is disabled while they are flashing
K Follow UpGGAC Baiken followupK.png
Baku: XXX > K


  • Baiken is airborne 7~35F
  • 2nd hit knocks down opponent
  • Max 2 hits
  • Opponent's K button is disabled while they are flashing
S Follow UpGGAC Baiken followupS.png
Baku: XXX > S


  • Knocks down opponent on air hit
  • Dizzy modifier x0
  • Listed Frame Adv is for standing hit
  • Opponent's S button is disabled while they are flashing
H Follow UpGGAC Baiken followupH.png
Baku: XXX > H


  • Baiken is airborne from 8F onwards
  • Floats opponent on hit (untechable for 40F)
  • Opponent's H button is disabled while they are flashing
D Follow UpGGAC Baiken followupD.png
Baku: XXX > D


  • Knockdown opponent on hit
  • Opponent's D button is disabled while they are flashing
Triple Tatami GaeshiGGACR Baiken 236D.png
236D


  • 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
*2 1~42 invincible to strikes; causes stagger on hit (max 85F); causes knockdown on air hit

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Tsurane Sanzu WatashiGGAC Baiken 236236S.png
236236S


  • Untechable for 40F
  • 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Garyou TenseiGGAC Baiken IK1.pngGGAC Baiken IK2.png
during IK Mode: 236236H


  • IK Mode activation: 84F

Gatling Table

Ground Gatlings
P K S H D Cancel
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
Air Gatlings
P K S H D Cancel
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)

Navigation

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