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.
- 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 | |
---|---|
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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 6 | 4 | 9 | -5 | +2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 7 | 3 | 14 | -9 | -2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13x2 | All | 4 | 8(4)4 | 15 | -9 | +2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 13 | 12 | 17 | -19 | -8 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | 16 | 8 | 18 | -12 | +1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x2 | All | 8 | 4(8)13 | 0 | -5 | +2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 8 | 8 | 9 | -10 | -3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 10 | 4 | 21 | -17 | -11 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 16 | 8 | 9 | -9 | +3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18x3 | All | 8 | 4,4(4)4 | 5 | -2 | +16 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 6 | 8 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 8 | 5 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 10 | 14 | 4 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 4 | 8 | 15 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14,5 | All,Low | 7 | 15 | 7 | -6 | +24 | Full 25~28 |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | -17 | none |
Instant Kill
Specials
Tatami Gaeshi
Chargeable
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 |
Youzansen
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 10 | 4,16 | 0 | +4 | -5 | none |
Kamaitachi
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9,10 | Overhead | 23 | 54 | 20 | -14 | -44 | none |
Supers
Tsurane Sanzu Watari
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.