GGST/Baiken: Difference between revisions

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*Very effective air poke.
* 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 use this too much as it is not a disjoint, making it very easy to {{clr|1|6P}}.  
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 use this too much as it is not a disjoint, making it very easy to {{clr|1|6P}}. 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 [[{{PAGENAME}}#Youzansen|Youzansen]] that acts as a frame trap and leaves Baiken slightly plus after landing.


[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGST/Baiken/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}

Revision as of 10:42, 17 May 2022



Overview
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.

Baiken’s varied and well-balanced kit makes her effective at a variety of ranges. She has no shortage of excellent mid ranged pokes, allowing her to bully opponents from afar. Up close, her 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 and wide range of 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 plenty of mix-up options, and her combos are massively rewarding. Her Tatami Gaeshi is a veritable Swiss army knife of a move, supplying frame traps, combos, and safe endings to her blockstrings on the ground; in the air, it provides excellent space control and allows for easy safe jump setups after after most knockdowns.

Her defense is entirely unique, matched by no one else in the game. Her parry, Hiiragi, 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.

Further emphasising her high-risk, high-reward nature is her unique tether mechanic. She can attach herself to her opponent with a rope by landing a ground throw or S Kabari. Tethered combatants are pulled towards one another constantly, bouncing in if they dash away from their partner, or if they get knocked away. This allows Baiken to convert off of her pokes at long range into explosively damaging combos, but if her foe catches her, she will pay the price.

As versatile as she is, the true strength of her sword only shows when she is willing to take risks - by optimising the use of her tether and parrying when her opponent is least expecting it. Show courage, and fight in a calculated manner. Baiken can be as aggressive as she needs to be, and it is up to you to determine what risks are worth taking.

Boasting excellent space control tools and plenty of tricks for both offense and defense, Baiken is armed with everything she needs. The target of her ire will pay for their wickedness.

 Baiken  Baiken , classified as a Balance character, is a versatile midrange swordswoman capable of turning her enemies' attacks against them.

Pros
Cons
  • Midrange Control: Baiken excels at taking screen space and forcing respect. She has a large array of pokes with fantastic range that she can use to bully her opponent back towards the corner, and can threaten most characters at ranges that they cannot easily match.
  • High Pressure: Once she closes the distance, Baiken's close-range offense is very powerful. She boasts a dizzying array of frame traps that make her strike-throw game very strong, and her infamous Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Youzansen forces the opponent to respect the option of a surprise instant overhead - especially when she has meter.
  • Easy Safejumps: Baiken's j.H and aerial Tatami Gaeshi make safejumps incredibly simple. Whether following up on a throw or a combo, Baiken makes it incredibly difficult for her opponent to escape, allowing her to continue her pressure.
  • Tether: Applied with either her ground throw or S Kabari, the tether is a short-range rope that binds Baiken and her opponent together. Baiken's tethering allows her to stay glued to opponents and apply unique pressure/combo sequences once she's roped them into an unfavorable situation.
  • Powerful Defense: Hiiragi is a defensive parry, active from frame 1, that allows Baiken to call out 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 or predictable pressure in ways most characters cannot.
  • Limited Midscreen Confirms: Despite her great buttons, Baiken's ability to confirm these buttons from range without counter hit is very limited as Tatami Gaeshi has limited range and Kabari is too slow to combo at all ranges. This can be mitigated with Tether, but that has its own downsides.
  • Meter Hungry: Baiken's Hiiragi and Youzansen are both very powerful, but also very high-risk. They leave her extremely vulnerable if they fail, demanding that she spend her Tension defensively to keep herself safe. She also depends on Roman Cancel to capitalize off of her instant overhead in many situations. Without Tension to spend, Baiken has to gamble with high stakes much more frequently, and her mix-up game is substantially less threatening.
  • Limited Anti-Airs: Baiken's normals don't reach high into the air, leaving the universal 6P as her only consistent grounded option to stop opponents approaching from above. Her j.D and other aerial buttons can force the opponent to respect her airspace, but require much more in the way of committment.

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.
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Baiken


GGST Baiken Character Guide

Normal Moves

5P

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
24 All 4 2 10 -2

  • Baiken's fastest normal.
  • Hits all crouching opponents.

Is stubby and minus on block, but her suite of command normals 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 VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-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.

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.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

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

  • Jump cancelable on hit or on block.
  • Leads to a mixup with TK Youzansen/2D.
  • Ground bounces on air hit.
  • c.S > 6H has a 4-frame gap.
  • c.S > 2H has a 1-frame gap.

Baiken's main pressure tool outside 5K. c.S is -2 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 TK Youzansen. 2D and 2H provide the low threat, and both the low and the high lead to a combo with meter. Clever opponents will block high after c.S seeing Baiken with 50 Tension, allowing her to hit them with a low instead.

Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D

f.S

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

  • Disjointed poke, similar range to f.S.
  • Counter hit forces crouching state on the opponent.

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.

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
Uncharged
45 High 20 3 26 -15
Charged
56 High 28 3 26 -10

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack. Baiken performs a palm thrust infused with ki. A pretty bad overhead option considering the much quicker 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 2K.


Charged Dust
  • 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.

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.

2P

2K

2S

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.

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 H Kabari. 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.

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 Gaeshi at all but its maximum range. Forms the low complement to Youzansen, 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.

6P

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.
  • Can be up to +3 if spaced properly/hits meaty enough
  • Always has a 2-frame gap if chained from P or K normals.

On counterhit, 6K can be linked into c.S or f.S for a high-damage pickup. On normal hit, can combo into 236K at close range, but at far ranges against certain characters (such as after 2P > 2P > 6K), she must instead frame trap the opponent with 41236H.

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

  • Ground bounces opponents closer than 5H on air hit.
  • Ground bounces on counterhit.

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 and strikes at and below her head's height. 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.


j.P

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

  • Hits at a relatively high angle.

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 Youzansen which can lead into a combo. Has utility in Homing Jump combos. j.D gives you wall-bounce payoff whenever this does land.

Gatling Options: j.D

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 use this too much as it is not a disjoint, making it very easy to 6P. 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 Youzansen that acts as a frame trap and leaves Baiken slightly plus after landing.

Gatling Options: j.H, j.D

j.H

j.D

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 opponent to Baiken.

A standard throw, but with the added benefit of applying Baiken's tether and allowing for easy safejump setups with aerial Tatami Gaeshi. 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.ing the Tatami 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.

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.

For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.

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

  • Alternative throw to 4D/6D.
  • Knocks opponent further away from Baiken instead of applying tether.
  • Similar damage/frame data as tethered throw.
  • Pulls opponent in if they are tethered before thrown.

An alternative throw option that lets Baiken avoid tethering the opponent on a grab. 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.

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

  • 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.

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.

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
45, 25 All 15 3 (13) 13 5 -3
40 [20] All 20 Until Tatami Lands Until Landing+7 +15 (IAD)

Ground Tatami
  • Physical hit in front of Baiken that launches opponents.
  • Deletes enemy projectiles on contact (air version does not)

This move does it all. 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 combos into 6H on counter hit for huge damage. It's also pretty safe on block and can help Baiken set up whiff traps if it hits late. From frames 15 to 30, Tatami Gaeshi will nullify opposing projectiles (excluding Overdrives).


Air Tatami
  • Spawns a projectile.
  • Tatami mat is active until it lands.

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 a powerful approach and okizeme tool that has been made a lot easier thanks to the extended airdash startup and dash macro. It also makes for an excellent meaty after most things Baiken ends combos with. For instance, H Kabari's Follow-Up can lead to a meaty Tatami with 866j.236K.

Kabari

41236S/H

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
  • Slow startup, but excellent range.
  • Tethers the opponent and pulls them towards Baiken on both hit and block.
  • If the opponent is not already tethered, can only be comboed into on counter-hit.
  • If the opponent is already tethered, this can be used in place of its H counterpart as a combo ender to re-apply the tether.

On hit, the opponent will be pulled all the way towards Baiken, leaving them at point blank range and Baiken at +3 frame advantage. On block, the opponent will be pulled approximately half of the move's maximum distance towards Baiken, and both characters will be left at +0 frame advantage.

For more information on the tether, its properties, and how it impacts Baiken's playstyle, see the Strategy page.


41236H
  • Pulls the opponent towards Baiken on hit and block.
  • Pressing H again after H Kabari performs a follow-up slash that can be charged to delay the slash.
  • The charged follow-up can pass through the opponent while traveling.
  • Instant Blocking 41236H will remove the vacuum effect.

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. Kire Tatami Gaeshi.

First hit can be used as a safe ender for blockstrings. Second hit can be thrown or low profiled, however delayed Kabari will beat the timing of most or all of these options. Can be used similarly to Chipp's Resshou and Ramlethal's Erarlumo to reset pressure due to the opponent's fear of a follow-up. Use and abuse to condition your opponent to block, but be cautious as it can be easily whiff punished due to its long total active duration.

The follow-up slash puts Baiken in a unique animation when blocked, similar in appearance to a Guard Crush. Deceptively safe however, as without Instant Block, only Chipp 5P can punish it once blocked. Hiiragi is extremely good at catching people who try to punish this, and once conditioned can allow Baiken to initiate her midscreen pressure effectively. Like everything Baiken does, Kabari>Hiiragi is a high-risk, high reward string; on success, you either tear off a chunk of life from a successful parry and/or restart your pressure, and on failure you get blown up.

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)

  • Hits overhead, very fast if TK'd.
  • Different Tiger Knee methods will merit different frame data, the infobox refers to 2369S.
    • 8236S / 9236S is +5 on hit and -15 on block.
    • 2369S is +3 on hit and -18 on block.

Baiken's main high mixup option if Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.'d and additional high hit for jump-ins. TK Youzansen is incredibly fast but also incredibly unsafe on block.

TK 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 leads into a combo if the opponent is tethered or if it lands counter-hit; otherwise, Baiken can Roman Cancel to follow up.

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 and defensive callout.
  • Loses to projectiles and throws.
  • Parry has both a close and far version: Close Parry deals high damage and knocks down, while far Parry deals no damage but forces the opponent into a recoil animation for 54 frames.
  • Far Parry cannot be Roman Cancelled.
  • Baiken can 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. Roman Cancel the parry's recovery as the parry activation itself cannot be RC'd for a short period.
  • Moves that are parryable despite not seeming so include:  Axl's Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 and SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, either hit of  Sol's Tyrant RaveGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44,  Potemkin's Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 and the first hit of Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100.

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 in Counter Hit state, allowing opponents devastating punishes.

If Baiken parries an attack from far away, the opponent is locked into a guard crush animation. Unfortunately, Baiken is still forced to play out her recovery animation and is not able to Roman Cancel it. This puts her at -1 to +5 depending on which active frame parry was activated, but the distance between characters required to activate far parry mostly results in a reset to neutral. This isn't necessarily a bad situation for Baiken depending on the matchup.

Un-Parryable Moves
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30
 Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9
  • Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]
  • One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage-
  • Sickle Storm's second hitGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2
 Baiken
  • Air Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD)
  • KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5
 Chipp Zanuff
  • P Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4
  • K Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-
 Faust
  • All itemsGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage-
  • Burn It DownGGST Goldlewis Dickinson Burn It Down.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage-
 Happy Chaos
  • FireGGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+23
  • Deus Ex MachinaGGST Happy Chaos Deus Ex Machina.pngGuardAllStartup13+(193 Flash)+7RecoveryAdvantage-25
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9
  • Ultimate Fortissimo (Air)GGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26
  • MegalomaniaGGST I-No Megalomania 1.pngGuardGround Throw (All)Startup11+0(41)RecoveryAdvantageN/A (-18)
 Jack-O'
  • Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15
  • ExplodeGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage-
  • Launched ServantsGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12
  • Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage-
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26]
  • Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12
  • Gravierte Würde [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
  • Stahl WirbelGGST Leo Whitefang Stahl Wirbel.pngGuardAllStartup4+1RecoveryTotal 27FAdvantage+14
 May
  • P Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
  • K Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
  • Great Yamada AttackGGST May Great Yamada Attack.pngGuardAllStartup10+1Recovery88Advantage-54
  • The Wonderful and Dynamic Goshogawara after initial rising hitGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31
 Millia Rage
  • S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10
  • H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
  • Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8
 Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5
  • Bloodrage ActivationGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12
 Potemkin
  • Giganter Kai's second hitGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100
  • Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0
 Ramlethal Valentine
  • CalvadosGGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16
  • S BajonetoGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9
  • H BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3
 Sol Badguy
  • GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
  • Heavy Mob CemeteryGGST Sol Badguy 214214H.pngGuardGround ThrowStartup13+7Recovery49Advantage-
 Zato-1
  • PierceGGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage-
  • That's a lotGGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55
  • LeapGGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46
  • OpposeGGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage-
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7
  • Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3
  • AmorphousGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12

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

  • Baiken's reversal Overdrive.
  • Wallbreaks from surprising distances.

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.

  • Despite the caption, it doesn't connect against lightweights like Faust or May when they are tethered and directly over Baiken.

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
30,70 All (Guard Crush) 8+3 28 Total 47 +5
30, 70 All (Guard Crush) 11+3 28 Total 45

  • Anti-zoning and whiff punish Overdrive.
  • 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 automatically after travelling a certain distance.
  • Useful for finishing off combos when out of Tsurane Sanzu-watashi
  • The projectile always goes off after superflash.
  • Can be thrown after the flash.

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  Axls,  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 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.


External References

Navigation

 Baiken



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