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{{ | {{GGWikiBanner}} | ||
==Overview== | |||
= | {{GGST/CharacterLinks}} | ||
{{Overview | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
|header = Overview | |||
|content = Baiken is a versatile, aggressive samurai wielding a deadly blade that allows her to switch seamlessly between oppressive mid-range pokes and terrifying close-range mix-ups. The Unfaltering Samurai has returned, as formidable as ever. | |||
With her well-balanced kit, Baiken fights effectively at a variety of ranges. She has many strong, mid ranged pokes, allowing her to bully opponents from afar. Up close, her {{keyword|IAS}} {{MMC|input=j.236S|label=Youzansen}} and many {{keyword|frame trap}}s give her strong mix-ups, and rewarding combos. [[#Tatami Gaeshi|Tatami Gaeshi]] is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe blockstrings enders on the ground; in the air, it provides excellent space control and easy safe jump setups after most knockdowns. | |||
Thanks to her parry, [[#Hiiragi|Hiiragi]], Baiken's defense is entirely unique. It has a tight timing window and cannot deflect projectiles or throws, but comes out on frame 1, allowing Baiken to punish strikes heavily. The opponent must alter their timing constantly to lessen this risk - but by the same token, if Baiken becomes predictable in her parry attempts, she is ripe for punishment. | |||
Baiken has the unique ability to tether herself to her opponent with a rope by landing a ground throw or {{prompt|GGST|S|18px}} [[#Kabari|Kabari]]. Tethered combatants are pulled towards one another constantly, bouncing in if they move away or get knocked away from their tetheree. This allows Baiken to convert off of her pokes at long range into powerful combos, but if her foe catches her, she will pay the price. | |||
The true strength of Baiken's sword only shows when the user takes calculated risks. Show courage, fight purposefully and master balancing risk and reward to make the target of Baiken's ire pay for their wickedness. | |||
| lore = A swordswoman of Japanese descent. | | lore = A swordswoman of Japanese descent. | ||
Line 22: | Line 22: | ||
Her right arm has an attached concealed weapon as well as an artificial arm modified for offense. | Her right arm has an attached concealed weapon as well as an artificial arm modified for offense. | ||
She has sworn to take revenge on That Man after suffering a serious wound and losing her friends and family in the Crusades. | She has sworn to take revenge on That Man after suffering a serious wound and losing her friends and family in the Crusades. | ||
}} | |||
{{GGST/Infobox | |||
| fastestAttack = [[#5P|5P]] (4F) | |||
| reversal = [[#Hiiragi|236P]] (Catch 1-7F)<br/>[[#Tsurane Sanzu-watashi|236236S]] (9F) | |||
}} | |||
{{ReasonsToPick | |||
| intro = {{Character Label|GGST|Baiken}} is a simple but powerful samurai filled with ways to open up the opponent. | |||
| | | pickMe = | ||
* | * Getting knockdowns into rewarding vortexes from single hits in neutral. | ||
* | * Commanding the skies with some of the best air buttons in the game. | ||
* | * Punishing your opponent's pressure with unique high-reward options on defense. | ||
| | * Controlling space with powerful neutral tools such as {{prompt|GGST|H|18px}} [[#Kabari|Kabari]] and {{clr|S|F.S}}. | ||
| avoidMe = | |||
* Complicated pressure options, such as {{prompt|GGST|S|18px}} [[#Kabari|Kabari]], require labbing and exploration to use to it's fullest extent. | |||
* Neutral that can feel slow and passive, due to her slow dash and walk speeds. | |||
* Inconsistent grounded anti-air options require proficient usage of air throw and air-to-airs to reliably anti-air. | |||
* Conditional reward off of grounded pokes require counter or crouching hits to confirm into knockdowns. | |||
}} | |||
</div> | |||
{{card|width=4 | |||
|header = Unique Mechanic: Tether | |||
|content = After landing a ground throw or {{clr|S|S}} [[#Kabari|Kabari]], the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically. | |||
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e. simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed). | |||
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[/Strategy#Tether|the Strategy page]].'' | |||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
{{FrameChartKey}} | |||
===<big>{{clr| | ===<big>{{clr|P|5P}}</big>=== | ||
{{GGST Move Card | |||
|input=5P | |||
|frameChart=auto | |||
|description= | |||
Baiken's fastest normal. | |||
Is stubby and minus on block, but her suite of command normals and it being 4 frames means she has a very workable spread of options to threaten with from {{clr|P|5P}}. | |||
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Particularly noteworthy for a {{clr|P|5P}} as its low hitbox means that it hits crouching opponents (including Faust's crouch-walk). It still loses to attacks with extremely low profiles (i.e Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}), though, and this same low hitbox makes it ineffective as the emergency anti-air option that other characters might be able to use their {{clr|P|5P}} to fulfill. | |||
Since this normal is 4 frames, this makes it Baiken's best abare option if she doesn't want to risk Hiiragi failing on her. Despite the short range, the sheer speed can be difficult to overcome in certain matchups. | |||
Combos naturally into {{clr| | Combos naturally into {{clr|P|6P}} or {{clr|K|6K}} > [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]], allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner. | ||
*Hits all crouching opponents. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | |||
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}} | }} | ||
==== ==== | ===<big>{{clr|K|5K}}</big>=== | ||
{{GGST Move Card | |||
|input=5K | |||
|frameChart=auto | |||
|description= | |||
Fairly strong {{clr|K|5K}} that leads to solid reward. Baiken can frame trap afterwards with her {{clr|K|6K}} or go for a high/low mixup. | |||
* Jump cancellable on hit or on block. | * Jump cancellable on hit or on block. | ||
* Leads to a mixup with | * Leads to a mixup with {{keyword|IAS}} {{MMC|input=j.236S|label=Youzansen}}/{{clr|D|2D}}. | ||
* Moves Baiken forwards. | * Moves Baiken forwards. | ||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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|} | |||
==== ==== | ===<big>{{clr|S|c.S}}</big>=== | ||
{{GGST Move Card | |||
|input=c.S | |||
|frameChart=auto | |||
|description= | |||
Baiken's main pressure tool outside {{clr|K|5K}}. {{clr|S|c.S}} is +1 but leaves Baiken just outside most character's throw range, letting her {{clr|S|c.S}} again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of {{clr|S|c.S}} thanks to {{keyword|IAS}} {{MMC|input=j.236S|label=Youzansen}}. {{clr|D|2D}} and {{clr|H|2H}} provide the low threat. Her low options lead to a combo without meter, but for her high option she needs to use Roman Cancel to combo after. Clever opponents will block high after {{clr|S|c.S}} seeing Baiken with 50 Tension, allowing her to hit them with a low instead. | |||
* Jump cancelable on hit or on block. | * Jump cancelable on hit or on block. | ||
* Leads to a mixup with | * Leads to a mixup with {{keyword|IAS}} Youzansen/{{clr|D|2D}}. | ||
* Ground bounces on air hit. | * Ground bounces on air hit. | ||
* {{clr| | * {{clr|S|c.S}} > {{clr|H|6H}} has a 4-frame gap. | ||
* {{clr| | * {{clr|S|c.S}} > {{clr|H|2H}} has a 1-frame gap. | ||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}} {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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}} | }} | ||
===<big>{{clr|S|f.S}}</big>=== | |||
{{GGST Move Card | |||
|input=f.S | |||
|frameChart=auto | |||
|description= | |||
Very potent and quick {{clr|S|f.S}} useful for poking, but does not naturally combo into {{clr|H|2H}} except on Counter Hit and crouching hit. Lacks the ranges of {{clr|S|2S}}/{{clr|H|2H}}, but its low recovery, much faster startup and big disjoint make this safer to whiff and throw out than some of those alternatives. | |||
* Excellent mid range poke. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | |||
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}} | }} | ||
==== ==== | ===<big>{{clr|H|5H}}</big>=== | ||
{{GGST Move Card | |||
* Disjointed poke, similar range to {{clr| | |input=5H | ||
|frameChart=auto | |||
|description= | |||
Has a higher counterhit level than {{clr|S|f.S}}, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max {{clr|S|f.S}} range, gatlings into {{clr|H|5H}} will cause it to whiff. {{clr|S|f.S}} > {{clr|H|5H}} is also very weak to FD for this same reason. | |||
* Disjointed poke, similar range to {{clr|S|f.S}}. | |||
* Counter hit forces crouching state on the opponent. | * Counter hit forces crouching state on the opponent. | ||
* Wallbounces on air hit. | |||
}} | |||
===<big>{{clr|D|5D}}</big>=== | |||
{{GGST Move Card | |||
|input=5D, 5[D] | |||
|versioned=name | |||
|description= | |||
;Uncharged Dust | ;Uncharged Dust | ||
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker {{MMC|input=j.236S|label=Youzansen}} exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from {{clr|K|2K}}. | |||
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float | * Uncharged dust on-hit is 0 or neutral frame advantage and causes float | ||
* Causes 80% proration on-hit | * Causes 80% proration on-hit | ||
---- | ---- | ||
;Charged Dust | ;Charged Dust | ||
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential. | |||
* Charged dust leads to soft knockdown (+36). | * Charged dust leads to soft knockdown (+36). | ||
* Holding up during the hitstop frames of charged dust will activate homing jump: | * Holding up during the hitstop frames of charged dust will activate homing jump: | ||
Line 275: | Line 147: | ||
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23). | ** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23). | ||
* Baiken's strongest meterless ender for Wall Break. | * Baiken's strongest meterless ender for Wall Break. | ||
}} | |||
===<big>{{clr|P|2P}}</big>=== | |||
{{GGST Move Card | |||
|input=2P | |||
|frameChart=auto | |||
|description= | |||
Almost the exact same button as {{clr|P|5P}} but with less damage, worse startup and slightly less range. Outside of niche frame kill safejump setups there is no reason to use this normal instead of {{clr|K|2K}}. | |||
* 6-frame startup, loses to throw attempts. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | |||
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}} | }} | ||
===<big>{{clr|K|2K}}</big>=== | |||
{{GGST Move Card | |||
|input=2K | |||
|frameChart=auto | |||
|description= | |||
Confirm into {{clr|D|2D}} for a decent reward on hit. {{clr|P|5P}} is so stubby that if you're trying to poke an opponent who's pressure left them farther away, this will be one of your main options | |||
*A fast low attack. | |||
*Despite being a {{clr|K|2K}}, Baiken's hurtbox remains relatively high. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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}} | }} | ||
===<big>{{clr|S|2S}}</big>=== | |||
{{GGST Move Card | |||
|input=2S | |||
|frameChart=auto | |||
|description= | |||
Potent far poke for when {{clr|S|f.S}} doesn't reach. | |||
Very strong poke in neutral and great for fishing for counter hits. Just like {{clr|S|f.S}}, this move does not naturally combo into {{clr|H|2H}} unless it's a counter hit or crouching hit. Due to its longer recovery and slower startup it's used bit less than {{clr|S|f.S}} but is a vital tool in her guessing game involving {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=H Kabari}}. | |||
Despite the animation the actual hurtbox of Baiken is placed just high enough for this move to lose to all {{clr|P|6P}} moves except for {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label=6P}} if spaced poorly in blockstrings. This is primarily potent during her afformentioned H Kabari pressure. As such do not rely purely on this move to call out 6Ps, {{clr|H|2H}} is more risky, but more reliable option. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}. | |||
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}} | }} | ||
===<big>{{clr|H|2H}}</big>=== | |||
{{GGST Move Card | |||
|input=2H | |||
|frameChart=auto | |||
|description= | |||
Advancing, low poke with huge hitbox and long recovery, great for whiff punishing moves with longer recovery. | |||
[[ | An absolutely massive swipe along the ground that also sees Baiken advancing forward. A useful, if risky, long-range poke, as it catches jump startup from her longer pokes and launches on hit for an easy confirm into {{prompt|GGST|H}} [[{{PAGENAME}}#Kabari|Kabari]] at all but its tip range. Also serves as an easy and rewarding {{keyword|frame trap}} from {{clr|S|c.S}}, and thus forms an integral part of Baiken's mix-up game at close range. Don't whiff this, as its long recovery makes it very easy to punish. | ||
This move can also low profile a variety of mid height attacks due to the low hurtbox. Note that during the startup frames, Baiken is not fully low profile until the move becomes active, so it is not advisable to use {{clr|H|2H}} as a reactive low profile. | |||
}} | }} | ||
===<big>{{clr|D|2D}}</big>=== | |||
{{GGST Move Card | |||
|input=2D | |||
|frameChart=auto | |||
|description= | |||
Two-hit sweep, both hits are lows. | |||
Combos into {{MMC|input=j.236K|label=Tatami Gaeshi}} at all but its maximum range. Forms the low complement to {{MMC|input=j.236S|label=Youzansen}}, as both of them can be canceled into from {{clr|K|5K}} and {{clr|S|c.S}}, giving Baiken a powerful high-low mix that can also {{keyword|frame trap}} the opponent if desired. | |||
Useful for catching opponents who are fuzzy throwing or utilizing Super PRC as a wakeup option, due to its two hits and long active frames. | |||
}} | }} | ||
===<big>{{clr| | ===<big>{{clr|P|6P}}</big>=== | ||
{{GGST Move Card | |||
|input=6P | |||
|frameChart=auto | |||
|description= | |||
Baiken's main anti-air. | |||
{{clr|P|6P}} is a true blockstring from any {{clr|P|P}} or {{clr|K|K}} normals, giving her a gapless option along with a frame trap option in {{clr|K|6K}}. {{clr|P|6P}} is also a decent anti-air and counterpoke, but its range leaves a little to be desired. {{clr|H|HS}} [[{{PAGENAME}}#Kabari|Kabari]] is a reliable anti-air followup on hit or block, or use [[{{PAGENAME}}#Kenjyu|Kenjyu]] to cash out Tension for damage. | |||
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Can gaplessly lead into Blue Wild Assault if this move is blocked in the air. | |||
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{{# | |||
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}} | }} | ||
===<big>{{clr| | ===<big>{{clr|K|6K}}</big>=== | ||
{{GGST Move Card | |||
|input=6K | |||
|frameChart=auto | |||
|description= | |||
Combo filler and frame trap and strong tick throw button. | |||
Advancing normal and key component of Baiken's pressure game. {{clr|K|6K}} preserves momentum, allowing you to cancel it into {{MiniMoveCard|game=GGST|chara=Baiken|input=236K|label=Tatami Gaeshi}} at all ranges. Because of its advancing properties and the threat of cancelling it into Tatami Gaeshi this move is useful for tick throws and frame traps. | |||
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Staggers the opponent on counterhit, allowing links such as {{clr|S|c.S}}. {{clr|S|f.S}} or any special, including {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|S}} Kabari}}, leading into high-damage pickups, or ground throw. | |||
* Can be up to +3 if spaced properly/hits meaty enough | |||
* Has a minimum 3-frame gap if chained from {{clr|P|P}} normals or 1-frame gap for {{clr|K|K}} normals on block. | |||
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===<big>{{clr| | ===<big>{{clr|H|6H}}</big>=== | ||
{{GGST Move Card | |||
|input=6H | |||
|frameChart=auto | |||
|description= | |||
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken and it strikes at and below her head level. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. Does great damage, making it a good attack to break the wall with if other options aren't available. | |||
* Ground bounces opponents closer than {{clr|H|5H}} on air hit. | |||
* Ground bounces on counterhit. | |||
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{{ | |||
}} | }} | ||
===<big>{{clr| | ===<big>{{clr|P|j.P}}</big>=== | ||
{{GGST Move Card | |||
|input=j.P | |||
|frameChart=auto | |||
|description= | |||
A fairly standard air button. | |||
If you're too close to your opponent for {{clr|D|j.D}} or {{clr|S|j.S}}, this is your go-to air-to-air. | |||
{{ | |||
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If you're too close to your opponent for {{clr| | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}} | |||
}} | }} | ||
|} | |||
==== ==== | ===<big>{{clr|K|j.K}}</big>=== | ||
{{GGST Move Card | |||
|input=j.K | |||
|frameChart=auto | |||
|description= | |||
Niche but still useful rising air-to-air, as it's at just the right angle to hit other jump-ins. Because of Baiken's short reach on her {{clr|P|6P}}, {{clr|K|j.K}} can be sometimes be used as a preemptive anti-air. Very useful at catching opponents right above Baiken as {{clr|K|j.K}} leads into {{MMC|input=j.236S|label=Youzansen}} which can lead into a combo. Has utility in Homing Jump combos. {{clr|D|j.D}} gives you wall-bounce payoff whenever this does land. | |||
*Hits at a relatively high angle. | *Hits at a relatively high angle. | ||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | |||
}} | }} | ||
===<big>{{clr|S|j.S}}</big>=== | |||
{{GGST Move Card | |||
|input=j.S | |||
|frameChart=auto | |||
|description= | |||
Very effective air poke, leads to massive reward on hit. | |||
One of Baiken's best air options. The chain comes out very fast and covers a good angle below her, making it easy to approach from the air. Don't be too predictable in using this to approach as it's not disjoint and can be {{clr|P|6P}}'d. On hit and counter hit it leads to a very strong combo with large corner carry. Can be made safe as a jump-in tool when cancelling into delayed {{MMC|input=j.236S|label=Youzansen}} that acts as a frame trap and leaves Baiken slightly plus after landing. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | |||
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}} | }} | ||
{{keyword|IAD}} {{clr| | ===<big>{{clr|H|j.H}}</big>=== | ||
{{GGST Move Card | |||
|input=j.H | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.H|active=0|recovery=0|specialRecovery=3|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small> | |||
|description= | |||
Good for a deep jump-in. | |||
Used for safejumps from {{MiniMoveCard|game=GGST|chara=Baiken|input=236K|label=Tatami Gaeshi}} combo ender. Where {{clr|S|j.S}} over-shoots, this usually connects. Recovery is also much more forgiving than their other air normals, meaning that fishing for a {{clr|H|j.H}} CH can be rewarding. | |||
{{keyword|IAD}} {{clr|H|j.H}} is also used for her safejumps when ending combos with Tatami Gaeshi. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | |||
}} | }} | ||
==== ==== | ===<big>{{clr|D|j.D}}</big>=== | ||
{{GGST Move Card | |||
|input=j.D | |||
|frameChart=auto | |||
|description= | |||
A slightly disjointed hitbox, pushback, great range, and CH reward make this a strong improv anti-air/air-to-air option. Thanks to its pushback it can be very safe to throw out in neutral as a poke or as an attempt at catching opponents trying to jump away from the corner. Because of its wallbounce property, {{clr|D|j.D}} is a fantastic corner combo tool that leads to great damage. | |||
* Freezes Baiken's momentum. | * Freezes Baiken's momentum. | ||
* Wallbounces on hit. | * Wallbounces on hit. | ||
* Key compoment in her corner combo game | * Key compoment in her corner combo game | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw (Tether)</big>=== | ===<big>Ground Throw (Tether)</big>=== | ||
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}} | |||
{{GGST Move Card | |||
|input=6D or 4D | |||
|frameChart=auto | |||
|description= | |||
[[{{PAGENAME}}#Tether|Tether]]s the opponent to Baiken temporarily, start of Baiken's potent mixup game. | |||
A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial {{MMC|input=236K|label=[[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]]}}. Performing Tatami as an {{keyword|IAS}} will even allow Baiken to {{keyword|crossup}} during her safejump. Baiken can also opt into a strong high/low and same-side/crossup game which does not safe jump but leads into a full combo. | |||
{{ | |||
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}} | |||
|} | |||
The combined threat of the tether, the safejumps, and the potential crossup make Baiken's throw very threatening, greatly enhancing the power of her strike/throw game. In certain matchups where Baiken does not want to be kept close to the opponent {{clr|D|4[D]}} or {{clr|D|6[D]}} may still be preferable to allow her to maintain space. If either player uses Burst the tether breaks; as such this version of her throw is preferable in almost all matchups and situations. | |||
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[/Strategy#Tether|the Strategy page]].'' | |||
}} | |||
===<big>Ground Throw (Knockback)</big>=== | ===<big>Ground Throw (Knockback)</big>=== | ||
{{InputBadge|{{clr|D|6[D]}}\{{clr|D|4[D]}}}} | |||
{{GGST Move Card | |||
|input=6[D] or 4[D] | |||
|frameChart=auto | |||
|description= | |||
An alternative throw option that lets Baiken avoid tethering the opponent on a grab or cash out more damage when throwing a tethered opponent due to the additional delay on the launch allowing combos when pulled back in by the tether. Good for potential matchups/situations where being upclose would be less preferrable. When performing this on a tethered opponent, this allows Baiken perform cheeky crossup setups due to the pullback. | |||
* Same frame data as tethered throw. | |||
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* | |||
* Pulls opponent in if they are tethered before thrown. | * Pulls opponent in if they are tethered before thrown. | ||
* Can get combos meterless if tether is already up. | |||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}} | |||
{{GGST Move Card | |||
|input=j.6D or j.4D | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |||
|description= | |||
Baiken wraps up the opponent with a rope. A good way to try and catch opponents that are {{Keyword|Chicken Block}}ing your pressure. | |||
{{ | |||
{{# | |||
| | |||
| | |||
| | |||
}} | |||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | * 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | ||
Baiken | }} | ||
===<big>Wild Assault</big>=== | |||
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}} | |||
{{GGST Move Card | |||
|input=236D,236[D] |versioned=input | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236D | |||
|title = '''Wild Assault''' | |||
|startup = 20 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236[D] | |||
|title = '''Fully Charged Wild Assault''' | |||
}} | |||
|description= | |||
{{GGST/WildAssaultLabel|type=blue}} | |||
An advancing, plus on block strike with Guard Crush properties and a myriad of cancel options. On top of that, it drains opponents burst gauge, allows for potent conversions from pokes and grants a Hard Knockdown on wallbreak, all for the reasonable price of half your burst gauge. | |||
Being rather slow on startup and having no armor or invulnerable frames, it is ill-advised to use this move in neutral. On the other hand, when blocked by an opponent due to its guard crush property and being able to cancel into any attack or jump, Wild Assault allows Baiken to gaplessly string into any option of your choosing. However be careful to not get too predictable using it, as it always leaves a large enough gap to allow the opponent to throw you. | |||
When used in combos, Wild Assault properties differ depending on whether it was charged or not. On grounded hit, uncharged version puts the oppenent into the stagger state, while the charged version launches the oppenent high into the air, allowing Baiken to follow-up into an air combo or combo into {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|S}} Kabari}} among other options. On mid-air hit both versions launch the opponent, with the uncharged version knocking the opponent away and charged version leaving them close to Baiken. | |||
*Normal, special, jump, and backdash cancelable. | |||
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block. | |||
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]]. | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Tatami Gaeshi</big>=== | ===<big>Tatami Gaeshi</big>=== | ||
{{InputBadge|{{clr|2|236K}} (Air OK)}} | |||
{{GGST Move Card | |||
|input=236K, j.236K | |||
|versioned=input | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''Ground Tatami'''|isProjectile=yes|active=3|inactive2=13|active3=13|frcStart=16|frcEnd=16}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.236K|title='''Air Tatami'''|isProjectile=yes|active=0|recovery=0|specialRecovery=7|frcStart=19|frcEnd=19}} | |||
|description= | |||
| | |||
{{# | |||
| | |||
| | |||
| | |||
| | |||
}} | |||
| | |||
;Ground Tatami | ;Ground Tatami | ||
Very | Very versatile move. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and links into {{clr|S|c.S}} or {{clr|K|5K}} on counter hit for full combo. | ||
Tatami consists of two parts: first hit (initial physical strike) and second hit (the falling mat). If the first hit lands Baiken is -3, but if the first hit misses and only the second hit lands Baiken ends up slightly plus on block. This can be useful as a pseudo pressure extention, but Baiken is left vulnerable during the time frame before the mat hits her opponents, leaving big enough gap for the opponent to backdash or upback away or even mash out. | Tatami consists of two parts: first hit (initial physical strike) and second hit (the falling mat). If the first hit lands Baiken is -3, but if the first hit misses and only the second hit lands Baiken ends up slightly plus on block. This can be useful as a pseudo pressure extention, but Baiken is left vulnerable during the time frame before the mat hits her opponents, leaving big enough gap for the opponent to backdash or upback away or even mash out. | ||
From frames 15 to 30, Tatami Gaeshi will nullify some opposing projectiles (excluding Overdrives). | From frames 15 to 30, Tatami Gaeshi will nullify some opposing projectiles (excluding Overdrives). More information in the table at the bottom of this section. | ||
* Physical hit in front of Baiken that launches opponents. | |||
* Deletes some enemy projectiles on contact (air version does not) | |||
---- | ---- | ||
;Air Tatami | ;Air Tatami | ||
{{keyword|IAD}} Tatami is an extremely powerful okizeme tool. Its main use is for her auto-timed safejumps after her {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=H Kabari}} hard knockdown, letting her continue her pressure after almost any knockdown she gets. | |||
Instant air backdash tatami is possible, however it requires superjump. The full input for it is {{clr|K|27541236K}}, or {{clr|K|27>dash macro>41236K}}. IABD tatami is a fantastic keep away tool and if the enemy runs into it Baiken can start her pressure or even get full combo with {{clr|K|2K}} or even with {{clr|S|c.S}}. | |||
* Tatami mat is active until it lands. | * Tatami mat is active until it lands. | ||
* | * If Air tatami hits during its first active frame, it will deal 40 damage. If it hits after that (as it falls to the ground) it will do 20 damage. | ||
---- | |||
{{{!}} class="wikitable mw-collapsible mw-collapsed" data-expandtext="View" data-collapsetext="Close" | |||
{{!}}- | |||
{{!}}+'''Projectiles Tatami can nullify''' | |||
{{!}}- | |||
!Character | |||
!Move | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Sol Badguy|label=Sol Badguy}} | |||
{{!}} | |||
* {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Ky Kiske|label=Ky Kiske}} | |||
{{!}} | |||
* {{MMC|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} | |||
* {{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}} | |||
* {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} | |||
* {{MMC|chara=Ky Kiske|input=j.236S|label={{clr|S|S}} / {{clr|H|H}} Aerial Stun Edge}} | |||
* | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|May|label=May}} | |||
{{!}} | |||
* {{MMC|chara=May|input=214P|label={{clr|P|P}}/{{clr|K|K}} Arisugawa Sparkle}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Chipp Zanuff|label=Chipp Zanuff}} | |||
{{!}} | |||
* {{MMC|chara=Chipp Zanuff|input=j.214P|label=Shuriken}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Millia Rage|label=Millia Rage}} | |||
{{!}} | |||
* {{MMC|chara=Millia Rage|input=236S|label={{clr|S|S}} Tandem Top}} | |||
* {{MMC|chara=Millia Rage|input=236H|label={{clr|H|H}} Tandem Top (only when the disc is active)}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Zato-1|label=Zato-1}} | |||
{{!}} | |||
* {{MMC|chara=Zato-1|input=22H|label=Invite Hell}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Leo Whitefang|label=Leo Whitefang}} | |||
{{!}} | |||
* {{MMC|chara=Leo Whitefang|input=[4]6S|label={{clr|S|S}} Gravierte Würde}} | |||
* {{MMC|chara=Leo Whitefang|input=[4]6H|label={{clr|H|H}} Gravierte Würde}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Anji Mito|label=Anji Mito}} | |||
{{!}} | |||
* {{MMC|chara=Anji Mito|input=236P|label=Shitsu (both the butterfly and the bird part of the projectile)}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|I-No|label=I-No}} | |||
{{!}} | |||
* {{MMC|chara=I-No|input=214P|label=Antidepressant Scale (air version as well)}} | |||
* {{MMC|chara=I-No|input=214K|label=Chemical Love (air version as well)}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}} | |||
{{!}} | |||
* {{MMC|chara=Goldlewis Dickinson|input=214S Level 1|label=Level 1 Thunderbird}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Baiken|label=Baiken}} | |||
{{!}} | |||
* {{MMC|chara=Baiken|input=236K|label=Tatami Gaeshi}} | |||
* {{MMC|chara=Baiken|input=j.236K|label=Aerial Tatami Gaeshi}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Testament|label=Testament}} | |||
{{!}} | |||
* {{MMC|chara=Testament|input=236S|label={{clr|S|S}}/{{clr|H|H}} Grave Reaper (air ok)}} | |||
* {{MMC|chara=Testament|input=236{S}|label=Partially charged {{clr|S|S}}/{{clr|H|H}} Grave Reaper (air ok)}} | |||
* {{MMC|chara=Testament|input=236[S]|label=Fully charged {{clr|S|S}}/{{clr|H|H}} Grave Reaper (air ok)}} | |||
* {{MMC|chara=Testament|input=214P|label=Unholy Diver}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Faust|label=Faust}} | |||
{{!}} | |||
* {{MMC|chara=Faust|input=236P Bomb|label=Bomb (Explosion)}} | |||
{{!}}} | |||
}} | |||
===<big>Kabari</big>=== | ===<big>Kabari</big>=== | ||
{{InputBadge|{{clr|3|41236S}}\{{clr|4|41236H}}}} | |||
{{GGST Move Card | |||
|input=41236S, 41236H, 41236H~H | |||
|versioned=input | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=41236S|title={{Prompt|GGST|S}} Kabari}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=41236H|title='''{{Prompt|GGST|H}} Kabari''' ({{tt|Note|The squares with a yellow underline indicate the cancel window into the Follow-Up.}})|frcStart=36|frcEnd=47}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=41236H~H|title='''Uncharged {{Prompt|GGST|H}} Kabari Follow-Up''' ({{tt|Note|The squares with a yellow underline indicate the range of additional frames when charged.}})|startup=23|recovery=14|frcStart=11|frcEnd=22}} | |||
|description= | |||
;{{clr|S|41236S}} | |||
|-| | On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +6 frame advantage. On block, the opponent will be pulled less than half of the move's maximum distance towards Baiken, leaving her +3 on block. | ||
{{clr|S|S}} Kabari is a very powerful combo and pressure extension tool, letting Baiken continue her blockstrings that comes with a risk of tethering herself to her opponent. However this situation is almost always extremely advantageous to her as it lets her continue her pressure and keep her opponent up close, constantly threatening with her [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]] frame trap. | |||
''For more information on the tether, its properties, and how it impacts Baiken's playstyle, see [[/Strategy#Tether|the Strategy page]].'' | |||
{{ | |||
{{# | |||
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| | |||
}} | |||
{{ | |||
{{ | |||
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}} | |||
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{{ | |||
| | |||
}} | |||
* Tethers the opponent and pulls them towards Baiken on both hit and block. | * Tethers the opponent and pulls them towards Baiken on both hit and block. | ||
---- | |||
;{{clr|H|41236H}} | |||
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a {{keyword|meaty}} {{keyword|IAD}} [[{{PAGENAME}}#Tatami Gaeshi|Tatami Gaeshi]]. | |||
First hit can be used as a safe ender for blockstrings. Second hit can be thrown but not low profiled or beaten with {{clr|P|6P}} moves. Can be used similarly to {{Character Label|GGST|Chipp}}'s {{MMC|chara=Chipp Zanuff|input=236S|label=Reshouu}} and {{Character Label|GGST|Ramlethal}}'s {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block. | |||
The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. The follow-up slash is very unsafe on block, as many characters can punish Baiken with {{clr|S|c.S}} if poorly spaced, but in majority of ranges her opponent can at least get {{clr|K|2K}} > {{clr|D|2D}} punish. | |||
The followup can be used to close space when H kabari whiffs in a combo. Since the followup has low whiff recovery Baiken will be in the opponent's face ready to pressure again. | |||
* Pulls the opponent towards Baiken on hit and block. | |||
* Pressing {{Prompt|GGST|H}} again after {{clr|H|H}} Kabari performs a follow-up slash that can be charged to delay the slash. Follow-up may be performed on whiff. | |||
* The charged follow-up can pass through the opponent while traveling. | |||
* The follow-up can be {{keyword|Kara Cancel}}led into either Overdrive. | |||
{| | |||
}} | }} | ||
Baiken's main high mixup option | ===<big>Youzansen</big>=== | ||
{{InputBadge|{{clr|S|j.236S}}}} | |||
{{GGST Move Card | |||
|input=j.236S | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.236S|title='''{{keyword|IAS}} Youzansen'''|recovery=8|specialRecovery=7}} | |||
|description= | |||
Baiken's main high mixup option when performed as close to the ground as possible (known as an {{keyword|IAS}} or {{keyword|TK}} Youzansen). IAS Youzansen is incredibly fast, but also incredibly unsafe on block. | |||
IAS Youzansen naturally {{keyword|frame trap}}s from {{clr|K|5K}}. From {{clr|S|c.S}}, it is naturally a true blockstring, but can still be delayed to act as a frame trap. If it counter-hits the opponent (usually from the frame trap option), Baiken can follow up with a combo. It remains incredibly unsafe if the opponent blocks, but combined with {{clr|D|2D}}, the threat of an instant overhead from Youzansen becomes a central part of Baiken's pressure. | |||
If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. When used as a {{keyword|crossup}}, it | If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. When used as a {{keyword|crossup}}, it launches all characters high enough to give Baiken combo by linking {{clr|S|2S}} or even run up {{clr|K|5K}} after. | ||
* Startup as an {{Keyword|IAS}} is 13F. | |||
* | * Frame data assumes a High Jump IAS. [[{{PAGENAME}}/Strategy#IAS Youzansen|Correctly performing without a High Jump]] improves On-Block and On-Hit by 2F. | ||
}} | |||
===<big>Hiiragi</big>=== | |||
{{InputBadge|{{clr|P|236P}}}} | |||
{{GGST Move Card | |||
|input=236P | |||
|frameChart=auto | |||
|description= | |||
Baiken's parry. A fast, defensive callout with high damage and okizeme. Beats {{keyword|safejump}}s, but loses to projectiles and throws, and has a very short parry window. | |||
As a meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, the extremely tight window for the parry can make this extremely risky to attempt in neutral or against extended delay cancels. | As a meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, the extremely tight window for the parry can make this extremely risky to attempt in neutral or against extended delay cancels. | ||
Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long | Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long and forces Counter Hit state, giving opponents devastating punishes. | ||
If Baiken parries an attack from too far away, she deals no damage and the opponent is instead guard crushed, leaving Baiken advantageous but not necessarily with time to begin her preferred pressure. However, she can still safely frametrap with {{clr|S|2S}} at most ranges. | |||
* Cannot be Purple Roman Cancelled on successful hit, but a clean hit can be Red Roman Cancelled after the final hit. This can be used to {{keyword|Option Select}} with a Roman Cancel during recovery. | |||
* In full Counter Hit state during recovery. | |||
* Some attacks that do or do not count as projectiles are unusual. For a full list of moves that ''cannot'' be parried, see the table below. | |||
{{{!}} class="wikitable mw-collapsible mw-collapsed" data-expandtext="View" data-collapsetext="Close" | |||
{ | {{!}}- | ||
{{!}}+'''Un-Parryable Moves''' | |||
{{!}}- | |||
!Character | !Character | ||
!Move | !Move | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Anji Mito|label=Anji Mito}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Anji Mito|input=236P|label=Shitsu}} | ||
* {{ | * {{MMC|chara=Anji Mito|input=236H P|label=Shin: Ichishiki}} | ||
* {{ | * {{MMC|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai}} | ||
|- | * {{MMC|chara=Anji Mito|input=632146S|label=Kachoufuugetsu Kai's first hit}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Axl Low|label=Axl Low}} | |||
* {{ | {{!}} | ||
* {{ | * {{MMC|chara=Axl Low|input=[4]6S|label=Sickle Flash}} | ||
* {{ | * {{MMC|chara=Axl Low|input=[4]6S S|label=Winter Cherry}} | ||
* {{ | * {{MMC|chara=Axl Low|input=214K|label=Whistling Wind}} | ||
* {{MMC|chara=Axl Low|input=632146P|label=One Vision}} | |||
* {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm's second hit}} | |||
{{!}}- | |||
* {{ | {{!}}{{CLabel|GGST|Baiken|label=Baiken}} | ||
* {{ | {{!}} | ||
|- | * {{MMC|chara=Baiken|input=j.236K|label=Air Tatami Gaeshi}} | ||
|{{ | * {{MMC|chara=Baiken|input=214214P|label=Kenjyu}} | ||
{{!}}- | |||
* {{ | {{!}}{{CLabel|GGST|Bedman|label=Bedman?}} | ||
* {{ | {{!}} | ||
* {{ | * All error 6E followups | ||
* {{ | * {{MMC|chara=Bedman|input=236P|label=call 4BA}} | ||
* {{MMC|chara=Bedman|input=632146H|label=call 4CC}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Bridget|label=Bridget}} | |||
* {{ | {{!}} | ||
* {{ | * {{MMC|chara=Bridget|input=236S/H|label=Stop and Dash}} | ||
* {{MMC|chara=Bridget|input=236K P|label=Brake}} | |||
* {{MMC|chara=Bridget|input=63214P|label=Rock the Baby}} | |||
* {{MMC|chara=Bridget|input=632146H|label=Return of the Killing Machine}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Chipp Zanuff|label=Chipp Zanuff}} | |||
{{!}} | |||
* {{MMC|chara=Chipp Zanuff|input=236P|label={{clr|P|P}} Alpha Blade}} | |||
* {{MMC|chara=Chipp Zanuff|input=236K|label={{clr|K|K}} Alpha Blade}} | |||
* {{MMC|chara=Chipp Zanuff|input=236H|label=Gamma Blade}} | |||
* {{MMC|chara=Chipp Zanuff|input=j.214P|label=Shuriken}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Faust|label=Faust}} | |||
{{!}} | |||
* {{MMC|chara=Faust|input=236P|label=All items}} | |||
* {{MMC|chara=Faust|input=j.236P|label=Love}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Giovanna|label=Giovanna}} | |||
{{!}} | |||
* N/A | * N/A | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish}} | ||
* {{ | * {{MMC|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird}} | ||
* {{ | * {{MMC|chara=Goldlewis Dickinson|input=236236K Level 1|label=Burn It Down}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Happy Chaos|label=Happy Chaos}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Happy Chaos|input=236S H|label=Fire}} | ||
* {{ | * {{MMC|chara=Happy Chaos|input=632146S|label=Deus Ex Machina}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|I-No|label=I-No}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=I-No|input=214P|label=Antidepressant Scale}} | ||
* {{ | * {{MMC|chara=I-No|input=214K|label=Chemical Love}} | ||
* {{ | * {{MMC|chara=I-No|input=632146S|label=Ultimate Fortissimo (Air)}} | ||
* {{ | * {{MMC|chara=I-No|input=632146H|label=Megalomania}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Jack-O|label=Jack-O'}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Jack-O|input=214K|label=Attack Command}} | ||
* {{ | * {{MMC|chara=Jack-O|input=214H|label=Explode}} | ||
* {{ | * {{MMC|chara=Jack-O|input=236K|label=Launched Servants}} | ||
* {{ | * {{MMC|chara=Jack-O|input=632146P|label=Forever Elysion Driver}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Ky Kiske|label=Ky Kiske}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} | ||
* {{ | * {{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}} | ||
* {{ | * {{MMC|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} | ||
* {{ | * {{MMC|chara=Ky Kiske|input=236236P|label=Sacred Edge}} | ||
* {{ | * {{MMC|chara=Ky Kiske|input=214214H|label=Dragon Install}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Leo Whitefang|label=Leo Whitefang}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Leo Whitefang|input=[4]6S|label={{clr|S|[4]6S}} Gravierte Würde}} | ||
* {{ | * {{MMC|chara=Leo Whitefang|input=[4]6H|label={{clr|H|[4]6H}} Gravierte Würde}} | ||
* {{ | * {{MMC|chara=Leo Whitefang|input=632146S|label=Stahl Wirbel}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|May|label=May}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=May|input=214P|label={{clr|P|P}} Arisugawa Sparkle}} | ||
* {{ | * {{MMC|chara=May|input=214K|label={{clr|K|K}} Arisugawa Sparkle}} | ||
* {{ | * {{MMC|chara=May|input=236236S|label=Great Yamada Attack}} | ||
* {{ | * {{MMC|chara=May|input=632146H|label=The Wonderful and Dynamic Goshogawara after initial rising hit}} | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Millia Rage|label=Millia Rage}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Millia Rage|input=236S|label={{clr|S|S}} Tandem Top}} | ||
* {{ | * {{MMC|chara=Millia Rage|input=236H|label={{clr|H|H}} Tandem Top}} | ||
* {{ | * {{MMC|chara=Millia Rage|input=j.236H|label=Kapel}} | ||
* {{MMC|chara=Millia Rage|input=236236S|label=Septem Voices}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Nagoriyuki|label=Nagoriyuki}} | |||
* {{ | {{!}} | ||
* {{ | * {{MMC|chara=Nagoriyuki|input=236S|label=Zarameyuki}} | ||
* {{MMC|chara=Nagoriyuki|input=BR Activation|label=Bloodrage Activation}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Potemkin|label=Potemkin}} | |||
* {{ | {{!}} | ||
* {{ | * {{MMC|chara=Potemkin|input=632146H|label=Giganter Kai's second hit}} | ||
* {{MMC|chara=Potemkin|input=236S|label=Slide Head}} | |||
* | * | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Ramlethal Valentine|label=Ramlethal Valentine}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Ramlethal Valentine|input=632146H|label=Calvados}} | ||
* {{ | * {{MMC|chara=Ramlethal Valentine|input=236S|label={{clr|S|S}} Bajoneto}} | ||
* {{ | * {{MMC|chara=Ramlethal Valentine|input=236H|label={{clr|H|H}} Bajoneto}} | ||
|- | * {{MMC|chara=Ramlethal Valentine|input=236K|label=Ondo}} | ||
|{{ | {{!}}- | ||
{{!}}{{CLabel|GGST|Sin Kiske|label=Sin Kiske}} | |||
* {{ | {{!}} | ||
* {{ | * N/A | ||
{{!}}- | |||
{{!}}{{CLabel|GGST|Sol Badguy|label=Sol Badguy}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} | ||
* {{ | * {{MMC|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} | ||
* {{ | {{!}}- | ||
* {{ | {{!}}{{CLabel|GGST|Testament|label=Testament}} | ||
* {{ | {{!}} | ||
* {{MMC|chara=Testament|input=Stain|imageNumber=2|label=Stain}} | |||
* {{MMC|chara=Testament|input=236S|label={{clr|S|S}}/{{clr|H|H}} Grave Reaper (first hit is a strike and can be parried)}} | |||
* {{MMC|chara=Testament|input=214P|label=Unholy Diver}} | |||
* {{MMC|chara=Testament|input=236236P|label=Nostrovia}} | |||
* {{MMC|chara=Testament|input=236236K|label=Calamity One}} | |||
{{!}}- | |||
{{!}}{{CLabel|GGST|Zato-1|label=Zato-1}} | |||
{{!}} | |||
* {{ | * {{MMC|chara=Zato-1|input=236P|label=Pierce}} | ||
* {{ | * {{MMC|chara=Zato-1|input=236K|label=That's a lot}} | ||
* {{ | * {{MMC|chara=Zato-1|input=236S|label=Leap}} | ||
* {{ | * {{MMC|chara=Zato-1|input=236H|label=Oppose}} | ||
* {{ | * {{MMC|chara=Zato-1|input=22H|label=Invite Hell}} | ||
* {{ | * {{MMC|chara=Zato-1|input=632146S|label=Sun Void}} | ||
* {{ | * {{MMC|chara=Zato-1|input=632146H|label=Amorphous}} | ||
{{!}}} | |||
}} | |||
==Overdrives== | ==Overdrives== | ||
===<big>Tsurane Sanzu-watashi</big>=== | ===<big>Tsurane Sanzu-watashi</big>=== | ||
{{InputBadge|{{clr|S|236236S}}}} | |||
{{GGST Move Card | |||
|input=236236S | |||
|frameChart=auto | |||
|description= | |||
This is Baiken's only throw-invulnerable reversal. It's also her preferred super for ending corner combos thanks to its very high damage. The last hit has massive range and can break the wall after even simple midscreen gatlings into it, but the first hit's range is deceptively short, forcing Baiken to use [[{{PAGENAME}}#Kenjyu|Kenjyu]] as her combo ender instead at some ranges. | |||
* Data in [] refers to non-cinematic hits when missing either of the first two hits. | |||
{{ | |||
| | |||
* Baiken's reversal Overdrive. | * Baiken's reversal Overdrive. | ||
* Wallbreaks from surprising distances. | * Wallbreaks from surprising distances. | ||
}} | |||
===<big>Kenjyu</big>=== | ===<big>Kenjyu</big>=== | ||
{{InputBadge|{{clr|P|214214P}} (Air OK)}} | |||
{{GGST Move Card | |||
|input=214214P, j.214214P | |||
|versioned=input | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214214P|title='''Ground Version'''|recovery=9|isProjectile=yes|frcStart=8|frcEnd=8}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=j.214214P|title='''Air Version'''|recovery=4|isProjectile=yes|frcStart=11|frcEnd=11}}<small>({{tt|Note|The squares with a yellow underline indicate the first frame that you can Roman Cancel and maintain the projectile.}})</small> | |||
|description= | |||
Kenjyu is primarily used as an anti-zoning and whiff punish tool. Because of its very fast startup and travel speed it can punish reckless usage of full screen moves/projectiles from characters such as {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Faust|label=Faust}} or {{Character Label|GGST|Testament|label=Testament}}. Its other use is for finishing off combos when [[{{PAGENAME}}#Tsurane Sanzu-watashi|Tsurane Sanzu-watashi]] wouldn't reach. | |||
| | |||
{{# | |||
| | |||
| | |||
| | |||
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}} | |||
| | |||
It's extremely powerful when the enemy does not respect your full screen presence, but don't rely on it too much. Baiken is better off spending meter on {{MMC|game=GGST|chara=Baiken|input=j.236S|label=Youzansen}} mixups so careless usage of it is not recommended. Despite Kenjyu being one of the very few ways Baiken can generate plus frames, it's not a good pressure reset tool. The plus frames from guard crush are there to primarily help you close the gap a bit when blocked from full screen. | |||
On hit, the projectile strikes the opponent, goes through them and explodes a few frames later, launching them towards Baiken and allowing her to continue the combo if she is close enough. | |||
* Air version fires diagonally towards the ground. | |||
* Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards. | |||
* Firework explodes on contact with opponent or ground, otherwise it travels offscreen and disappears. | |||
* The projectile always goes off after superflash, even if hit during startup. | |||
* Beats all projectiles except for Testament's Nostrovia which is a multi hitting level 5 projectile. | |||
}} | |||
==Colors== | |||
{{GGSTColors|color12=1|Size=160}} | |||
==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GGST/Navigation}} | ||
{{Overview/SEO | |||
|summary=An orphaned mercenary, and caretaker of Delilah. A brawler with an arsenal of weapons, with powerful defensive tools and strong mixups.}} | |||
[[Category:Guilty Gear|Baiken]] |
Latest revision as of 06:19, 12 April 2024
Overview
Baiken is a versatile, aggressive samurai wielding a deadly blade that allows her to switch seamlessly between oppressive mid-range pokes and terrifying close-range mix-ups. The Unfaltering Samurai has returned, as formidable as ever.
With her well-balanced kit, Baiken fights effectively at a variety of ranges. She has many strong, mid ranged pokes, allowing her to bully opponents from afar. Up close, her IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) and many frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s give her strong mix-ups, and rewarding combos. Tatami Gaeshi is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe blockstrings enders on the ground; in the air, it provides excellent space control and easy safe jump setups after most knockdowns.
Thanks to her parry, Hiiragi, Baiken's defense is entirely unique. It has a tight timing window and cannot deflect projectiles or throws, but comes out on frame 1, allowing Baiken to punish strikes heavily. The opponent must alter their timing constantly to lessen this risk - but by the same token, if Baiken becomes predictable in her parry attempts, she is ripe for punishment.
Baiken has the unique ability to tether herself to her opponent with a rope by landing a ground throw or Kabari. Tethered combatants are pulled towards one another constantly, bouncing in if they move away or get knocked away from their tetheree. This allows Baiken to convert off of her pokes at long range into powerful combos, but if her foe catches her, she will pay the price.
The true strength of Baiken's sword only shows when the user takes calculated risks. Show courage, fight purposefully and master balancing risk and reward to make the target of Baiken's ire pay for their wickedness.Damage Received Mod |
×1.12 |
Guts Rating |
4 |
Prejump |
4F |
Backdash |
21F Duration |
1-5F Invuln |
1-15F Airborne |
Unique Movement Options |
[H] Kabari follow-up |
Fastest Attack |
5P (4F) |
Reversals |
236P (Catch 1-7F) 236236S (9F) |
Baiken is a simple but powerful samurai filled with ways to open up the opponent. | |
Pick if you like | Avoid if you dislike |
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After landing a ground throw or S Kabari, the opponent is connected to Baiken via a rope. Should either character move a certain proximity away from the other, the rope will repel them back toward their respective opponent. After a certain amount of time, the rope breaks automatically.
The momentum/movement of the resulting pullback depends on the movement used before the pull took effect. (i.e. simply walking back will nudge characters forward, whereas air dashing backward will swing them directly toward their opponent full speed).
For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.Normal Moves
5P
Baiken's fastest normal.
Is stubby and minus on block, but her suite of command normals and it being 4 frames means she has a very workable spread of options to threaten with from 5P.
Particularly noteworthy for a 5P as its low hitbox means that it hits crouching opponents (including Faust's crouch-walk). It still loses to attacks with extremely low profiles (i.e Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17), though, and this same low hitbox makes it ineffective as the emergency anti-air option that other characters might be able to use their 5P to fulfill.
Since this normal is 4 frames, this makes it Baiken's best abare option if she doesn't want to risk Hiiragi failing on her. Despite the short range, the sheer speed can be difficult to overcome in certain matchups.
Combos naturally into 6P or 6K > Tatami Gaeshi, allowing for a small combo mid-screen, chase into oki, or outright wallbreak combo in the corner.
- Hits all crouching opponents.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
29 | All | 7 | 5 | 10 | -3 |
Fairly strong 5K that leads to solid reward. Baiken can frame trap afterwards with her 6K or go for a high/low mixup.
- Jump cancellable on hit or on block.
- Leads to a mixup with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS)/2D. - Moves Baiken forwards.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | 0 | 1000 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
43 | All | 7 | 6 | 10 | +1 |
Baiken's main pressure tool outside 5K. c.S is +1 but leaves Baiken just outside most character's throw range, letting her c.S again to punish a whiffed throw or dash in for one of her own. Unlike most other characters, Baiken has very strong high/low mixups out of c.S thanks to IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS). 2D and 2H provide the low threat. Her low options lead to a combo without meter, but for her high option she needs to use Roman Cancel to combo after. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with a low instead.
- Jump cancelable on hit or on block.
- Leads to a mixup with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. Youzansen/2D. - Ground bounces on air hit.
- c.S > 6H has a 4-frame gap.
- c.S > 2H has a 1-frame gap.
Gatling Options: 6P, 6K, f.S, 2S 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 100% |
- Input Proximity Range: 270
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
33 | All | 9 | 6 | 15 | -7 |
Very potent and quick f.S useful for poking, but does not naturally combo into 2H except on Counter Hit and crouching hit. Lacks the ranges of 2S/2H, but its low recovery, much faster startup and big disjoint make this safer to whiff and throw out than some of those alternatives.
- Excellent mid range poke.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1500 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
47 | All | 13 | 2 | 25 | -8 |
Has a higher counterhit level than f.S, but is a little slower with the same reach. Makes for a great counterpoke thanks to its disjoint and easy confirms on counterhit. At close to max f.S range, gatlings into 5H will cause it to whiff. f.S > 5H is also very weak to FD for this same reason.
- Disjointed poke, similar range to f.S.
- Counter hit forces crouching state on the opponent.
- Wallbounces on air hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -5 | 2500 | 1000 | 300 | 100% |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
Dust Attack | 45 | High | 20 | 3 | 26 | -15 | |
Charged Dust Attack | 56 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) exists, which gatlings and naturally combos from the same attacks. Perks include being only slightly less punishable and being able to link this from 2K.
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
- Charged Dust
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo no matter where you are on the screen. Like any charged dust, only use this on guaranteed punishes (Ky's RTL, Gio's Ventania, etc.) or opponents that are sleeping on defense; Very worth learning what moves can be punished with 5[D] to increases mid-screen damage potential.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Baiken's strongest meterless ender for Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
21 | All | 6 | 3 | 9 | -2 |
Almost the exact same button as 5P but with less damage, worse startup and slightly less range. Outside of niche frame kill safejump setups there is no reason to use this normal instead of 2K.
- 6-frame startup, loses to throw attempts.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
27 | Low | 6 | 5 | 10 | -3 |
Confirm into 2D for a decent reward on hit. 5P is so stubby that if you're trying to poke an opponent who's pressure left them farther away, this will be one of your main options
- A fast low attack.
- Despite being a 2K, Baiken's hurtbox remains relatively high.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | 0 | 750 | 1000 | 300 | 80% |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
31 | All | 11 | 3 | 19 | -8 |
Potent far poke for when f.S doesn't reach.
Very strong poke in neutral and great for fishing for counter hits. Just like f.S, this move does not naturally combo into 2H unless it's a counter hit or crouching hit. Due to its longer recovery and slower startup it's used bit less than f.S but is a vital tool in her guessing game involving H KabariGuardAllStartup18Recovery19Advantage-3.
Despite the animation the actual hurtbox of Baiken is placed just high enough for this move to lose to all 6P moves except for Goldlewis' 6PGuardAllStartup12Recovery27Advantage-19 if spaced poorly in blockstrings. This is primarily potent during her afformentioned H Kabari pressure. As such do not rely purely on this move to call out 6Ps, 2H is more risky, but more reliable option.
Gatling Options: 5H, 2H.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 300 | 80% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
44 | Low | 17 | 6 | 26 | -13 |
Advancing, low poke with huge hitbox and long recovery, great for whiff punishing moves with longer recovery.
An absolutely massive swipe along the ground that also sees Baiken advancing forward. A useful, if risky, long-range poke, as it catches jump startup from her longer pokes and launches on hit for an easy confirm into Kabari at all but its tip range. Also serves as an easy and rewarding frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. from c.S, and thus forms an integral part of Baiken's mix-up game at close range. Don't whiff this, as its long recovery makes it very easy to punish.
This move can also low profile a variety of mid height attacks due to the low hurtbox. Note that during the startup frames, Baiken is not fully low profile until the move becomes active, so it is not advisable to use 2H as a reactive low profile.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +21 | 1875 | 1000 | 300 | 80% |
- Horizontal Activation Range: 500. Unable to hit extended hurtboxes.
- Vertical Activation Range: 110. Unable to hit extended hurtboxes of opponents significantly above Baiken.
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
20, 16 | Low | 10 | 6, 3 | 21 | -10 |
Two-hit sweep, both hits are lows.
Combos into Tatami GaeshiGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD) at all but its maximum range. Forms the low complement to YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS), as both of them can be canceled into from 5K and c.S, giving Baiken a powerful high-low mix that can also frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. the opponent if desired.
Useful for catching opponents who are fuzzy throwing or utilizing Super PRC as a wakeup option, due to its two hits and long active frames.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +49 | 525×2 | 1000 | 150×2 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
32 | All | 9 | 5 | 19 | -10 | 1-2 Upper Body 3-13 Above Knees |
Baiken's main anti-air.
6P is a true blockstring from any P or K normals, giving her a gapless option along with a frame trap option in 6K. 6P is also a decent anti-air and counterpoke, but its range leaves a little to be desired. HS Kabari is a reliable anti-air followup on hit or block, or use Kenjyu to cash out Tension for damage.
Can gaplessly lead into Blue Wild Assault if this move is blocked in the air.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -7 | 1500 | 1000 | 500 | 60% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
33 | All | 12 | 9 | 10 | -5 |
Combo filler and frame trap and strong tick throw button.
Advancing normal and key component of Baiken's pressure game. 6K preserves momentum, allowing you to cancel it into Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 at all ranges. Because of its advancing properties and the threat of cancelling it into Tatami Gaeshi this move is useful for tick throws and frame traps.
Staggers the opponent on counterhit, allowing links such as c.S. f.S or any special, including S KabariGuardAllStartup29Recovery15Advantage+3, leading into high-damage pickups, or ground throw.
- Can be up to +3 if spaced properly/hits meaty enough
- Has a minimum 3-frame gap if chained from P normals or 1-frame gap for K normals on block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -2 | 1500 | 1000 | 300 | 80% |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
52 | All | 20 | 8 | 24 | -13 |
Baiken slowly swings her sword, striking directly in front of her with a disjoint attack. Despite the animation, this attack's hitbox is entirely in front of Baiken and it strikes at and below her head level. The ground bounce and large time slow effect on counterhit make this attack a potent frametrap option against characters that lack fast mash options or against players who have been conditioned out of using their fast buttons with Baiken's other pressure options. Does great damage, making it a good attack to break the wall with if other options aren't available.
- Ground bounces opponents closer than 5H on air hit.
- Ground bounces on counterhit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -10 | 2500 | 1000 | 500 | 100% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
23 | High | 5 | 3 | 13 |
A fairly standard air button.
If you're too close to your opponent for j.D or j.S, this is your go-to air-to-air.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 80% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
29 | High | 7 | 8 | 12 |
Niche but still useful rising air-to-air, as it's at just the right angle to hit other jump-ins. Because of Baiken's short reach on her 6P, j.K can be sometimes be used as a preemptive anti-air. Very useful at catching opponents right above Baiken as j.K leads into YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) which can lead into a combo. Has utility in Homing Jump combos. j.D gives you wall-bounce payoff whenever this does land.
- Hits at a relatively high angle.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 60% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
33 | High | 8 | 7 | 19 | +1 (IAD) |
Very effective air poke, leads to massive reward on hit.
One of Baiken's best air options. The chain comes out very fast and covers a good angle below her, making it easy to approach from the air. Don't be too predictable in using this to approach as it's not disjoint and can be 6P'd. On hit and counter hit it leads to a very strong combo with large corner carry. Can be made safe as a jump-in tool when cancelling into delayed YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) that acts as a frame trap and leaves Baiken slightly plus after landing.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 | 80% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
41 | High | 15 | Until Landing | 3 after Landing | +7 (IAD) |
Good for a deep jump-in.
Used for safejumps from Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 combo ender. Where j.S over-shoots, this usually connects. Recovery is also much more forgiving than their other air normals, meaning that fishing for a j.H CH can be rewarding.
IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.H is also used for her safejumps when ending combos with Tatami Gaeshi.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +10 (IAD) | 1125 | 1000 | 300 | 100% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
53 | High | 12 | 3 | 26 |
A slightly disjointed hitbox, pushback, great range, and CH reward make this a strong improv anti-air/air-to-air option. Thanks to its pushback it can be very safe to throw out in neutral as a poke or as an attempt at catching opponents trying to jump away from the corner. Because of its wallbounce property, j.D is a fantastic corner combo tool that leads to great damage.
- Freezes Baiken's momentum.
- Wallbounces on hit.
- Key compoment in her corner combo game
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | 1500 | 1000 | 500 | 80% |
Universal Mechanics
Ground Throw (Tether)
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw (90000) | 2 | 3 | 38 | none |
Tethers the opponent to Baiken temporarily, start of Baiken's potent mixup game.
A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial Tatami GaeshiGuardAllStartup15Recovery5Advantage-3. Performing Tatami as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. will even allow Baiken to crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. during her safejump. Baiken can also opt into a strong high/low and same-side/crossup game which does not safe jump but leads into a full combo.
The combined threat of the tether, the safejumps, and the potential crossup make Baiken's throw very threatening, greatly enhancing the power of her strike/throw game. In certain matchups where Baiken does not want to be kept close to the opponent 4[D] or 6[D] may still be preferable to allow her to maintain space. If either player uses Burst the tether breaks; as such this version of her throw is preferable in almost all matchups and situations.
For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +60 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- Does one hit of 20 and a final hit of 60 damage
Ground Throw (Knockback)
6[D] or 4[D]
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw (90000) | 2 | 3 | 38 | none |
An alternative throw option that lets Baiken avoid tethering the opponent on a grab or cash out more damage when throwing a tethered opponent due to the additional delay on the launch allowing combos when pulled back in by the tether. Good for potential matchups/situations where being upclose would be less preferrable. When performing this on a tethered opponent, this allows Baiken perform cheeky crossup setups due to the pullback.
- Same frame data as tethered throw.
- Pulls opponent in if they are tethered before thrown.
- Can get combos meterless if tether is already up.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +63 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- Does one hit of 20 and a final hit of 60 damage
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
20, 60 | Air Throw | 2 | 3 | 38 or Until Landing+10 | none |
Baiken wraps up the opponent with a rope. A good way to try and catch opponents that are Chicken Block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ing your pressure.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +43 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage decreases as height increases (+41 to +44).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Wild Assault
236D with 50% Burst (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
236D | 30 | All (Guard Crush) | 20~31 | 3 | 20 | +13 | |
236[D] | 50 | All (Guard Crush) | 32 | 3 | 20 | +17 |
Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.
An advancing, plus on block strike with Guard Crush properties and a myriad of cancel options. On top of that, it drains opponents burst gauge, allows for potent conversions from pokes and grants a Hard Knockdown on wallbreak, all for the reasonable price of half your burst gauge.
Being rather slow on startup and having no armor or invulnerable frames, it is ill-advised to use this move in neutral. On the other hand, when blocked by an opponent due to its guard crush property and being able to cancel into any attack or jump, Wild Assault allows Baiken to gaplessly string into any option of your choosing. However be careful to not get too predictable using it, as it always leaves a large enough gap to allow the opponent to throw you.
When used in combos, Wild Assault properties differ depending on whether it was charged or not. On grounded hit, uncharged version puts the oppenent into the stagger state, while the charged version launches the oppenent high into the air, allowing Baiken to follow-up into an air combo or combo into S KabariGuardAllStartup29Recovery15Advantage+3 among other options. On mid-air hit both versions launch the opponent, with the uncharged version knocking the opponent away and charged version leaving them close to Baiken.
- Normal, special, jump, and backdash cancelable.
- Drains 7.14% of the opponent's Burst Gauge on hit or block.
- Applies Hard Knockdown when launching or when used to Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | Stagger +12 | 2500 | 3000 | 700 | 25% | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +71 | 2500 | 2000 | 700 | 25% | 0 |
236D:
- Guard crush duration: 35F
- Adds additional momentum on cancels without backwards movement.
- Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
- Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
- Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
- Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)
236[D]:
- Guard crush duration: 39F
- Adds additional momentum on cancels without backwards movement.
Special Moves
Tatami Gaeshi
236K (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
236K | 45, 25 | All | 15 | 3 (13) 13 | 5 | -3 | |
j.236K | 40 [20] | All | 20 | Until Tatami Lands | Until Landing+7 | +15 (IAD) |
- Ground Tatami
Very versatile move. Launches opponents for combos and sets up safejumps when no combo is available. It's just slow enough to frametrap after most of Baiken's normals and links into c.S or 5K on counter hit for full combo.
Tatami consists of two parts: first hit (initial physical strike) and second hit (the falling mat). If the first hit lands Baiken is -3, but if the first hit misses and only the second hit lands Baiken ends up slightly plus on block. This can be useful as a pseudo pressure extention, but Baiken is left vulnerable during the time frame before the mat hits her opponents, leaving big enough gap for the opponent to backdash or upback away or even mash out.
From frames 15 to 30, Tatami Gaeshi will nullify some opposing projectiles (excluding Overdrives). More information in the table at the bottom of this section.
- Physical hit in front of Baiken that launches opponents.
- Deletes some enemy projectiles on contact (air version does not)
- Air Tatami
IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. Tatami is an extremely powerful okizeme tool. Its main use is for her auto-timed safejumps after her H KabariGuardAllStartup18Recovery19Advantage-3 hard knockdown, letting her continue her pressure after almost any knockdown she gets.
Instant air backdash tatami is possible, however it requires superjump. The full input for it is 27541236K, or 27>dash macro>41236K. IABD tatami is a fantastic keep away tool and if the enemy runs into it Baiken can start her pressure or even get full combo with 2K or even with c.S.
- Tatami mat is active until it lands.
- If Air tatami hits during its first active frame, it will deal 40 damage. If it hits after that (as it falls to the ground) it will do 20 damage.
Character | Move |
---|---|
Sol Badguy | |
Ky Kiske | |
May | |
Chipp Zanuff | |
Millia Rage | |
Zato-1 | |
Leo Whitefang | |
Anji Mito | |
I-No | |
Goldlewis Dickinson | |
Baiken | |
Testament |
|
Faust |
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | 90%, 80% | 3, 0 | Mid, Very Small | KD +42 | 1000, 200 | 2000, 1000 | 700, 300 | 60%, 80% | 25%, 12% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
j.236K | 80% | 2 [0] | Very Small | +18 (IAD) | 500 | 1000 | 300 | 80% | 12% | 100 |
236K:
- Projectile will continue if Purple Roman Canceled on frame 16 at the earliest.
- Clash Level: 2 (Initial Strike), 1 (Projectile)
- Clash Hits: 2 (1 per hit)
- Vertical Activation Range: 150 (Tatami only, does not apply to j.236K). Unable to hit extended hurtboxes of opponents significantly above the tatami.
j.236K:
- Projectile will continue if Purple Roman Canceled on frame 19 at the earliest.
- Clash Level: 1
- Clash Hits: 1
- Values in [square brackets] are for a falling air tatami (active frames after the first)
Kabari
41236S or 41236H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
41236S | 30 | All | 29 | 10 | 15 | +3 | |
41236H | 30 | All | 18 | 11 | 19 | -3 | |
41236H~H | 48 | All | 11 [23] | 3 | 14 (23 on block) | -7 |
- 41236S
On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +6 frame advantage. On block, the opponent will be pulled less than half of the move's maximum distance towards Baiken, leaving her +3 on block.
S Kabari is a very powerful combo and pressure extension tool, letting Baiken continue her blockstrings that comes with a risk of tethering herself to her opponent. However this situation is almost always extremely advantageous to her as it lets her continue her pressure and keep her opponent up close, constantly threatening with her Tatami Gaeshi frame trap.
For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.
- Tethers the opponent and pulls them towards Baiken on both hit and block.
- 41236H
Baiken's main combo ender. Ending a combo with the follow-up slash allows for a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. Tatami Gaeshi.
First hit can be used as a safe ender for blockstrings. Second hit can be thrown but not low profiled or beaten with 6P moves. Can be used similarly to Chipp's ReshouuGuardAllStartup13Recovery16Advantage-4 and Ramlethal's ErarlumoGuardAllStartup16Recovery12Advantage-5 to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block.
The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. The follow-up slash is very unsafe on block, as many characters can punish Baiken with c.S if poorly spaced, but in majority of ranges her opponent can at least get 2K > 2D punish.
The followup can be used to close space when H kabari whiffs in a combo. Since the followup has low whiff recovery Baiken will be in the opponent's face ready to pressure again.
- Pulls the opponent towards Baiken on hit and block.
- Pressing again after H Kabari performs a follow-up slash that can be charged to delay the slash. Follow-up may be performed on whiff.
- The charged follow-up can pass through the opponent while traveling.
- The follow-up can be Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led into either Overdrive.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
41236S | 90% | 4 | Mid | +6 | 2500 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
41236H | 90% | 4 | Very Small | 0 | 2500 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
41236H~H | 90% | 3 | Very Small | HKD +58 | 2000 | 1000 | 300 | 100% | 25% | 150 |
41236S:
- Horizontal Activation Range: 500 ~ 900 (Applies to both variants). Increases during active frames to match hitbox. Unable to hit extended hurtboxes.
41236H:
- Instant Blocking will remove the vacuum effect.
- On Hit or Block, follow-up cannot be performed for 10F.
- Follow-up will result in a 3 [15] frame gap.
- On whiff, can be cancelled 9 frames into recovery at the earliest (frames 36-47).
- Total startup of 632146H~H is 46 [58].
- Vacuum pushback ratio increases with distances: 90%→100%→110%→120%.
- Horizontal launch speed doubles on final 2 active frames (active frames 10-11).
41236H~H:
- Horizontal Activation Range: 550. Unable to hit extended hurtboxes.
- Guard Crush duration on Baiken: 23f.
Youzansen
j.236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
50 | High | 9 | 12 | 7 after Landing | -14 (IAS) |
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. Youzansen
Baiken's main high mixup option when performed as close to the ground as possible (known as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. or TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Youzansen). IAS Youzansen is incredibly fast, but also incredibly unsafe on block.
IAS Youzansen naturally frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s from 5K. From c.S, it is naturally a true blockstring, but can still be delayed to act as a frame trap. If it counter-hits the opponent (usually from the frame trap option), Baiken can follow up with a combo. It remains incredibly unsafe if the opponent blocks, but combined with 2D, the threat of an instant overhead from Youzansen becomes a central part of Baiken's pressure.
If used after a normal jump-in, it will be plus enough to link after while also adding an extra high hit for your opponent to block. When used as a crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them., it launches all characters high enough to give Baiken combo by linking 2S or even run up 5K after.
- Startup as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. is 13F. - Frame data assumes a High Jump IAS. Correctly performing without a High Jump improves On-Block and On-Hit by 2F.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | KD +30 (IAS) | 1125 | 1000 | 300 | 60% | 25% | 150 |
- Hitstop on ground hit: 16F
- Frame data differs if input without a High Jump. On-Block is -12. On-Hit is +32.
Hiiragi
236P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
100 | - | 1 | 7 | 32 | - | 1-7 Strike |
Baiken's parry. A fast, defensive callout with high damage and okizeme. Beats safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s, but loses to projectiles and throws, and has a very short parry window.
As a meterless frame 1 reversal, the threat of this move forces opponents to vary the timing of any strings or pressure with even the slightest gaps within them unless they want to eat a sizeable chunk of damage. While mashable in blockstun, the extremely tight window for the parry can make this extremely risky to attempt in neutral or against extended delay cancels. Be wary of using this move predictably without Tension to Purple Roman Cancel it on whiff, as its recovery is very long and forces Counter Hit state, giving opponents devastating punishes.
If Baiken parries an attack from too far away, she deals no damage and the opponent is instead guard crushed, leaving Baiken advantageous but not necessarily with time to begin her preferred pressure. However, she can still safely frametrap with 2S at most ranges.
- Cannot be Purple Roman Cancelled on successful hit, but a clean hit can be Red Roman Cancelled after the final hit. This can be used to Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. with a Roman Cancel during recovery.
- In full Counter Hit state during recovery.
- Some attacks that do or do not count as projectiles are unusual. For a full list of moves that cannot be parried, see the table below.
Character | Move |
---|---|
Anji Mito | |
Axl Low | |
Baiken | |
Bedman? | |
Bridget | |
Chipp Zanuff | |
Faust | |
Giovanna |
|
Goldlewis Dickinson | |
Happy Chaos | |
I-No | |
Jack-O' | |
Ky Kiske |
|
Leo Whitefang | |
May | |
Millia Rage | |
Nagoriyuki | |
Potemkin | |
Ramlethal Valentine | |
Sin Kiske |
|
Sol Badguy | |
Testament |
|
Zato-1 |
|
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% [100%] | KD +14 [+11] | 2500 [1000] | 1000 [0] | 50 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
- Data in [ ] represents values on successful parry from far away (non-Clean Hit, or "Far Parry").
- Far Parry inflicts Guard Crush on the opponent for 53 frames.
- Far Parry can be more advantageous by parrying into its late active frames.
- Unlike other Guard Crush attacks, Far Parry will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- Far Parry occurs if opponent is more than 500 units horizontally or vertically spaced away.
Overdrives
Tsurane Sanzu-watashi
236236S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
35×2, 89 [35×2, 55] |
All | 8+1 | 3(20)3(36)3 | 48 | -32 | 1-10 Full |
This is Baiken's only throw-invulnerable reversal. It's also her preferred super for ending corner combos thanks to its very high damage. The last hit has massive range and can break the wall after even simple midscreen gatlings into it, but the first hit's range is deceptively short, forcing Baiken to use Kenjyu as her combo ender instead at some ranges.
- Data in [] refers to non-cinematic hits when missing either of the first two hits.
- Baiken's reversal Overdrive.
- Wallbreaks from surprising distances.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Mid | HKD +42 | 800×3 | 1000 | 0 | 80% | 25% |
- Data in [] refers to non-cinematic hits when missing either of the first two hits (or theoretically during OTG)
Kenjyu
214214P (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
214214P | 30,70 | All (Guard Crush) | 8+3 | 28 | Total 47 | +5 | |
j.214214P | 30, 70 | All (Guard Crush) | 11+3 | 28 | Total 45 |
Kenjyu is primarily used as an anti-zoning and whiff punish tool. Because of its very fast startup and travel speed it can punish reckless usage of full screen moves/projectiles from characters such as Axl, Faust or Testament. Its other use is for finishing off combos when Tsurane Sanzu-watashi wouldn't reach.
It's extremely powerful when the enemy does not respect your full screen presence, but don't rely on it too much. Baiken is better off spending meter on YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) mixups so careless usage of it is not recommended. Despite Kenjyu being one of the very few ways Baiken can generate plus frames, it's not a good pressure reset tool. The plus frames from guard crush are there to primarily help you close the gap a bit when blocked from full screen.
On hit, the projectile strikes the opponent, goes through them and explodes a few frames later, launching them towards Baiken and allowing her to continue the combo if she is close enough.
- Air version fires diagonally towards the ground.
- Hitting an opponent in the corner with the explosion causes a Wall Break and leaves Baiken +36 afterwards.
- Firework explodes on contact with opponent or ground, otherwise it travels offscreen and disappears.
- The projectile always goes off after superflash, even if hit during startup.
- Beats all projectiles except for Testament's Nostrovia which is a multi hitting level 5 projectile.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214P | 4 | Small | HKD +59 | 500 | 1000 | 0 | 60% | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214214P | 4 | Small | HKD | 500 | 1000 | 0 | 60% | 25% |
214214P:
- Projectile spawns during super freeze on frame 8 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: -
- Max projectile travel time: 28f
- Guard Crush duration: 42f
j.214214P:
- Projectile spawns during super freeze on frame 11 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 5
- Clash Hits: -
- Max projectile travel time: 28f
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |