GGReload/Baiken

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Baiken
GGReload Baiken Portrait.jpg

Defense Modifier: x1.18

Guts Rating: 5

Weight: Lightest (x1.10)

Stun Resistance: 55

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~9F

Wake-Up (Face Up/Down): 36F / 32F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Baiken P.png
GGReload Baiken K.png
GGReload Baiken S.png
GGReload Baiken H.png
GGReload Baiken D.png
GGReload Baiken Start.png
SP
GGReload Baiken P(Sp).png
GGReload Baiken K(Sp).png
GGReload Baiken S(Sp).png
GGReload Baiken H(Sp).png
GGReload Baiken D(Sp).png
GGReload Baiken Start(Sp).png

Overview

Baiken is a character known for strong defensive options and controlling space. She is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.


 Baiken -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Unique Mechanics


Guard Cancel

Baiken can cancel into special moves during blockstop/blockstun.

Curses

Through her guard cancel Overdrive Baku, Baiken can apply one of four curses upon the opponent that go from disabling their specials to making them take more damage.


Normals

5P
GGAC Baiken 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSJR 5 2 6 +2

5P is a good point-blank poke, and probably Baiken's best tick-throw poke (due to the move's plus frames and low hitstop due to having an Attack Level of 1). It cancels into 2K, and can jump cancelled - this allows you to mixup with a low (2K or 2D) or high (Youzansen).

5K
GGAC Baiken 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Mid SJR 8 5 6 +1

This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.

c.S
GGAC Baiken cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 10 2 11 +1

Used often in combos as it chains to f.S, 2D, 5H, and can be jump cancelled. This allows a 2D/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.S that hits. On many standing characters, you can combo c.S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.

f.S
GGAC Baiken fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 9 6 8 ±0

f.S has decent range and hit box, but will only combo to tatami from a counter-hit or on a crouching hit box. This means it is usually used only in combos (although 2D is typically a better substitute) or in poking against someone far and low in the air. Similarly to c.S, f.S also combos to a low j.D on many standing hit boxes. This is key because it allows Baiken to continue combos from much further away on the ground.

5H
GGAC Baiken 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 Mid SR 11 2 22 -5

5H is one of Baiken's high damage moves due to its low GB- value. Though 5H is not as good as 6HS, it is a faster alternative. Combos into tatami on the ground and against a low airborne opponent. From a 5H counter-hit, Baiken can continue the combo with Kabari from quite far. Beware using 5H from neutral, because the move only actively hits for two frames and has a large recovery.

6P
GGAC Baiken 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15,25 Mid SJR 8 6(2)4 9 -3

Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters, but still head invulnerable from the first frame. Combos to Youzansen or 6K or 623P on the ground. Can be used as an option select throw to catch backdashes.

1-13 Upper body invul.

6K
GGAC Baiken 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SR 12 9 6 +2

Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range. Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.

Throw invincible 1~11F. Staggers opponent on ground CH (max 43F).

6H
GGAC Baiken 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
66 Mid SR 14 8 28 -18

Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancellable on hit (unlike 5H). It has a very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during wall bounce.

5D
GGAC Baiken 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High R 25 2 26 -9

Average dust.

2P
GGAC Baiken 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSJR 6 3 7 ±0

Not very useful, doesn't count as a low.

Initial prorate 80%.

2K
GGAC Baiken 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 5 5 6 -1

Baiken's fastest low attack.

Initial prorate 80%.

2S
GGAC Baiken 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid SR 11 2 9 +2

Very good hitbox. Only gatlings into c./f.S and can only combo into tatami on CH or on crouching opponents.

2H
GGAC Baiken 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22*3 Mid JR 8 7(2)6(2)2 15 -9

Jump cancellable. Floats opponent on CH. Knocks down opponent on ground CH.

2D
GGAC Baiken 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SJR 8 9 13 -8

Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Youzansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.

Initial prorate 70%.

j.P
GGAC Baiken jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High/Air SR 5 8 10 -

Extremely fast air poke. Very poor GB-, use sparingly in combos.

j.K
GGAC Baiken jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 High/Air SJR 7 8 12 -

Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent, except on CH. Staple for combos.

Floats opponent on hit (untechable for 25F). Knocks down opponent on ground CH.

j.S
GGAC Baiken jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High/Air SR 8 7 19 -

Very generous hitbox, this move is great for zoning in the air.

j.H
GGAC Baiken jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High/Air SR 15 Until L Until L -

Highest damage air normal after j.D, and favorable GB-, using this move as much as possible in combos is key. Can also be good to use as a meaty. Active for as many frames as it takes for Baiken to reach the ground.

Untechable for 20F on air hit.

j.D
GGAC Baiken jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 High/Air RF 12 3 26+6L -

Blows back opponent on hit, untechable for 35F. Wall bounces opponent on air hit. Knocks down opponent on ground hit.


Universal Mechanics

Ground Throw
GGAC Baiken throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Throw: 45 Pixels - - - - -

Her grab range is the second worst in the game (tied with Millia, second worst to Chipp).

Knocks down opponent on hit. Initial prorate 50%.

Air Throw
GGAC Baiken airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 110 Pixels - - - - -

Knocks down opponent on hit. Initial prorate 50%.

Dead Angle Attack
GGAC Baiken 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All JR 6 7(2)3 6 -4

Despite the prorate, the fact that it can be jump cancelled keeps it safe on block and converts into minute damage or knockdown. Still not as good as Baku so you'll almost never use it, but it's there.

1~17F Full invul. 18~20F Throw invul. Wall bounces opponent on hit. Jump cancelable from 15F onwards. Initial prorate 50%.


Specials

Tatami Gaeshi
236K air OK
GGAC Baiken 236K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 40 (late 20) All F 15 17 14 -4

Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.

Floats opponent if it hits within the first 6F. Knocks down opponent on CH. FRC timing 23~26F. Attack disappears immediately when Baiken is hit.

Air 40 (late 20) All F 19 - Until L+12 -

Has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in. In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.

Floats opponent if it hits within the first 6F. FRC timing 18~19F. Attack disappears immediately when Baiken is hit.

Youshijin
Guard + 412P
GGAC Baiken 412P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid R 13 6 22 -18

Youshujin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an anti air since its hitbox extends very high and it has a small amount of early invul. Save it for when you've already established a hit up close.

1~5F Full invul. Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable for 48F on ground hit, on air hit for 36F). Knocks down opponent on CH. Attack is fully extended on 15F.

Mawarikomi
Guard + 412K
GGAC Baiken 412K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F - - Total 28 -

Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.

1~5F Full invul. 6-16F Strike invul. Can pass through opponent during move. FRC timing 21~23F.

Sakura
Guard + 412S
GGAC Baiken 412S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid RF 17 2 31 -16

1~5 Full invul. 6-19F Strike invul. FRC timing 10~11F. Knocks down opponent on ground hit.

Suzuran
63214K
GGAC Baiken 63214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 28 -

A command dash with full upper body autoguard for most of its duration, but what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure.

Suzuran is completely vulnerable to lows and throws, however. During the autoguard, opponents can easily react to having their quick normals being blocked, and simply cancel into a low, jump, or RC to block anything that you wish to follow with. If the Baiken player chooses to simply end and throw, this can be jumped away from or thrown before Suzuran ends. If it gets hit low, they simply get to convert. Still, Suzuran is a powerful option when used properly.

Autoguards High attacks 4~25F. Can cancel into Mawarikomi, Sakura, or Ouren after guarding an attack. Can cancel into Mawarikomi, Sakura, or Ouren 9~24F.

Youzansen
j.623S
GGAC Baiken j623S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High/Air R 6 12 13+11L -11

Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.

Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It also has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.

It is, however, extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can covert. Terrifying.

Throw invincible 1~3F. 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.

Kabari
41236H
GGAC Baiken 41236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 All R 21 11 14 +2

Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit.

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).

Tetsuzansen
Kabari -> S
GGAC Baiken tetsuzansen.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Mid R 12 3 31 -17

Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.

Fully invincible 1~5F. Throw invincible 6~11F. 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.


Overdrives

Tsurane Sanzu Watashi
236236S
GGAC Baiken 236236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall.

Strike invincible 1~9F. Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.

Baku
Guard + 463214P/K/S/H
GGAC Baiken 412D.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Kame 10 Mid R 6+0 1 28 -12

P followup. Disables opponent's jump on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Rin 10 Mid R 6+0 1 28 -12

K followup. Disables opponent's special attacks on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Ryuu 10 Mid R 6+0 1 28 -12

S followup. Opponent's attacks deals half damage on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.

Ootori 10 Mid R 6+0 1 28 -12

H followup. Opponent takes 1.5 damage on hit for 860F. 1~5 Full invul. 6~31F Strike invul. Knocks down opponent on hit.


Instant Kill

Garyou Tensei
in IK mode: 236236H
GGAC Baiken IK1.png
GGAC Baiken IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 7+10 70 6 -9

Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.


Combos

coming soon apparently?


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