GGML/Baiken

From Dustloop Wiki
Overview
Overview

Baiken is one of the 3 unlockable boss characters in Missing Link.

 Baiken  Baiken controls neutral with air tatamis and disjointed pokes along with a hard to deal with timer scam strategy.

Pros
Cons
  • Sakura Stall: Sakura can stall off of the top of the screen using Sakura make it difficult for opponents to hit her if she has a life lead.
  • Disjointed Normals: Almost all of Baiken's normals are disjoints, making her harder to counter poke.
  • Air Tatami: Air Tatami is just as good at controlling space as it always is, only there's no limit to how many she can put on screen. This allows her to wall out opponents with ease.
  • Unblockable Super: While it has flaws, her super is completely unblockable, meaning if she's in a round ending position a block string into it has few counters.
  • Weak Anti-Air: While she has anti-air moves, none are air unblockable, making it hard for her to deal with chicken blocking and air footsies.
  • Bad Comeback Potential: Baiken lacks tools to mix up the opponent, and with the aforementioned weak anti-air, its very hard for her to mount a comeback. Even her instant kill is slow and small.
Baiken
GGML Baiken Portrait.png
Defense
110%Raw Value: 11
Jump Startup
4f
Backdash
22f
Meter Gain Mod
110%Raw Value: 11
Charge Time
50f
Forward Walk Speed
100%Raw Value: 768
Backward Walk Speed
96%Raw Value: 563
Dizzy Resistance
100%Raw Value: 30
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 All 6 4 9 -5 +2 none

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5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 7 3 14 -9 -2 none

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c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13x2 All 4 8(4)4 15 -9 +2 none

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f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 13 12 17 -19 -8 none

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All 16 8 18 -12 +1 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x2 All 8 4(8)13 0 -5 +2 none

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2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 8 8 9 -10 -3 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 10 4 21 -17 -11 none

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 8 9 -9 +3 none

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2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18x3 All 8 4,4(4)4 5 -2 +16 none

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j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 6 8 9 none
Short range but very fast aerial. Good for pressure strings with Youzansen.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 8 5 none
Short range kick that crosses up pretty consistently.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 10 14 4 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 4 8 15 none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14,5 All,Low 7 15 7 -6 +24 Full 25~28
Despite how the move looks, it's very fast and the first hitbox comes out before the ball appears.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A -17 none
Not a great throw. Launches the opponent forwards and upwards, but not at a good angle for catching techs.

Instant Kill

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL Low 16 8 7 N/A N/A none
Hits low for some reason but besides that is unremarkable. One of the weaker IKs due to short range and long startup.

Specials

Tatami Gaeshi

Chargeable

236K
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Tatami Gaeshi 1,14,5 All 12 -32 [-10] -33 [-2] none
Tatami Gaeshi Level 2 All 12 -38 [-31] -7 none
Tatami Gaeshi Level 3 All 47 -38 [-36] -11 none
Ground tatami is a pseudo projectile with lots of hits and priority, but since it doesn't even launch, it's hard to find a solid use for it. Air tatami on the other hand is a great pressure and neutral tool. There's no limit to how many you can have on screen and it's not hard to fill the screen with them. Charged versions increase the number of tatamis Baiken makes, 2 at level 2 and 3 at level 3. Level 3 has significantly more startup and can only be used in the air with a super jump.

Youzansen

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 10 4,16 0 +4 -5 none
Doesn't hit overhead but can be executed on the ground. It makes for a solid combo ender when you can't do an infinite but it has better uses in pressure and stalling. The move recovers incredibly quickly, and with all air options available after, it's possible to continue your pressure from it with j.P into an air string into a ground string, although this is weak to guard cancels. Thanks to this fast recovery, it's also possible to execute another Youzansen almost immediately to gain more height. This can be repeated ad infinitum for a timer scam strategy.

Kamaitachi

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9,10 Overhead 23 54 20 -14 -44 none
Near full screen hit grab. Does decent damage on hit and is an overhead for some reason so you can mix a little with it. Mostly to call out opponents at fullscreen, but due to the aerial nature of the game it's not the most useful. Launches on hit that isn't great for a tech chase. Can be a long range combo ender.

Supers

Tsurane Sanzu Watari

2363214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22x3 Unblockable 6 3(17)3(17)6 18 N/A -8 none

Baiken's typical three slash super, except it has some issues in this game. The fact it's unblockable may sound appealing and combined with it's fast startup, this can be effective for finishing off opponents. However, it has a major weakness in that the hits don't combo into each other. While this may not immediately sound like a problem, this means opponents can backdash away or do an invincible reversal to hit Baiken out of it. This still means the first hit is effective and it does fine enough damage, but it's not normally worth getting punished. In the corner against characters without invincible reversals, they will still get hit by the third hit even if they backdash generally, so if you somehow get an opponent in the corner then it's a good use for it.

  • Leaves opponents standing on hit.

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