GGXRD-R2/Baiken/Frame Data

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System Data

Defense:x1.12
Guts:4
Weight:[105] Light
Stun Resistance:55
Prejump:3F
Backdash:16F (1~8F invuln)
Wakeup Time:25F (Face Up) / 21F (Face Down)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P 8 Mid 5 2 6 +2 - -8/+3 - CSJ YRP 144 0 Click!
5K 14 Mid 7 5 8 -1 - -7/+6 - SJ YRP 264 1 Click!
c.S 28 Mid 9 2 16 -4 - -7/+10 - SJ YRP 264 2 Click!
f.S 30 Mid 9 6 15 -7 - -7/+10 - SJ YRP 264 2 Click!
5H 44 Mid 11 2 22 -5 - -6/+20 - S YRP 384 4 Click!
5D 20 High 25 2 26 -9 - -20/+20 Initial 80% - YRP 384 4 Click!
6P 30 Mid 9 7 15 -8 1-4 Upper Body
5-8 Above knee
9-11 Low profile
-7/+10 - SJ YRP 264 2 Click!
6K 24 Mid 12 9 6 +2 1-11 Throw -6/+14 - S YRP 384 3 Click!
6H 52 Mid 14 8 28 -17 - -6/+20 - S YRP 384 4 Click!
2P 8 Mid 6 3 7 ±0 - -8/+3 Initial:80% CS YRP 144 0 Click!
2K 12 Low 5 5 6 -1 - -8/+3 Initial:70% S YRP 144 0 Click!
2S 32 Mid 11 3 13 -2 - -7/+10 - S YRP 264 2 Click!
2H 48 Low 17 6 22 -9 10-42 Above knees -6/+20 - S YRP 384 4 Click!
2D 30 Low 8 9 16 -11 - -7/+10 Initial:80% SJ YRP 264 2 Click!
j.P 10 High/Air 5 8 10 - - -8/+12 - CS YRP 144 0 Click!
j.K 18 High/Air 7 8 12 - - -7/+10 - SJ YRP 264 2 Click!
j.S 32 High/Air 8 7 19 - - -7/+10 - S YRP 264 2 Click!
j.H 40 High/Air 15 Until L 0 - - -6/+20 - S YRP 384 4 Click!
j.D 38 High/Air 12 3 26 + 6 after landing - - -7/+14 - - YRP 384 3 Click!
  • Can YRC on 7F and attack will still come out

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw 0, 60 Ground Throw: 70000 1 - - +66 - -6,0/NA Forced: 50% - R 0, 480 0 Click!
  • On successful throw, 14F window until the opponent lands (13f and faster followups will combo).
  • Stun: 30
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,0/NA Forced: 65% - R 0, 480 0 Click!
Dead Angle Attack 25 All 11 7 15 -8 1~17 All - Initial: 50% - - -5000 / 264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Tatami Gaeshi
236K
40 All 15 17 Total 45 -4 - -7/+2 - - YRP 250/120 2 Click!
  • Untechable for 44f on hit (Baiken is +14 on earliest hit)
Air Tatami Gaeshi
j.236K
40 All 20 Until Ground Until landing + 12 +19 - -7/+2 - - YRP 250/120 2 Click!
  • Frame Advantage listed is for lowest IAD Tatami
Youzansen
j.623S
44 High/Air 6 12 14+ 6 after Landing -17 - -7/+10 - - YRP 100/480 2 Click!
Suzuran
63214K
- - - - Total 28 - 4-25 Guard - - - - 200/- - Click!
  • Can cancel into followps 2F onwards. E.g. fastest Suzuran Kuchinashi is 13f effective startup.
  • Guards high and mid attacks
Ground Azami
S+H or 2S+H
- - 1 12 ~Max100F(hold) Total 34~122 - Parry 1~100F - - - - 0/100 - Click!
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami, frames are reset, can hold 100F again
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest possible Azami > Followup is 1F
Guard > Azami
During Blockstun > S+H
- - 1 3 Total 46 - - - - - 0/100 - -
  • Can cancel guard into Azami during hitstop and blockstun (hold to extend parry's window, up to 8F)
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest possible Azami > Followup is 1F
Kuchinashi
Ground Azami or Suzuran > P
42 Mid 12 6 32+6 after landing -34 - -7/+3 Initial: 70% - Azami:R
Suzuran:YRP
150/360 2 Click!

Untechable for 50f on hit (Baiken is +7 to +12 depending on how late Kuchinashi hits)

Mawarikomi
Ground Azami or Suzuran > K
- - - - Total 30 - Azami: 1~16 full - - - Suzuran:YRP 250/- - Click!
  • Can go through opponent
Sakura
Ground Azami or Suzuran > S
30 Mid 17 2 Azami: 31
Suzuran: 25
Azami: -14
Suzuran: -8
Azami: 1~18 Strike -6/+20 - - Azami:R Suzuran:YRP 150/360 4 Click!
Rokkonsogi
Ground Azami or Suzuran > H
40 Mid 13~23 4 Azami: 24
Suzuran: 17
Azami: -9
Suzuran: -2
- -6/+20 Azami: initial 85% - Azami:R Suzuran:YRP 150/360 4 Click!
Yashagatana
Ground Azami or Suzuran > D
25 All 33 - Total 48 +5 - -8/+2 - - YRP 150/120 0 Click!
  • Can YRC on 25F and attack will still come out
Air Azami
j.S+H
- - 1 11 ~Max100(Hold) Total 35~124 +10 after landing - Parry 1~100F - - - - -/100 - Click!
  • Hold either button to extend Azami duration
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to keep performing Azami
  • On successful parry while holding Forward, Baiken returns to blockstun position
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
Guard > Air Azami
Guard > j.S+H
- - - - -/100 - -
  • Can cancel guard into Azami during hitstop and blockstun
  • Can cancel into followup attacks on successful parry during hitstop and blockstun
  • On successful parry, hold button to cancel into Normal Azami
  • Fastest Azami > Followup is 1F(236236Hs) other followups are 3F
P Tsubaki
Air Azami > P
44 All 9 11 16 - - -7/+10 Initial: 80% - R 150/480 2 Click!
K Tsubaki
Air Azami > K
44 All 14 10 16 - - -7/+10 Initial: 80% - R 150/480 2 Click!
S Kikyou
Air Azami > S
40 All 19 Until Landing Until L+26 -15 - -7/+10 Initial:80% - R 200/480 2 Click!
  • Frame Adv listed is vs standing Sol
H Kikyou
Air Azami > H
40 All 22 Until Landing Until L+26 -15 - -7/+10 Initial:80% - R 200/480 2 Click!
  • Frame Adv listed is vs standing Sol
S Kabari
41236S
30 Mid 26 11 14 +2 - -6/+14 - - YRP 100/480 3 Click!
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
H Kabari
41236H
30 Mid 21 11 14 +2 - -6/+14 - - YRP 100/480 3 Click!
  • 39-45F Can cancel into followups (Himawari, Tetsuzansen or Rokkon Sogi)
  • Staggers opponent on ground hit (max 44F), frame adv +7~+30
  • Baiken goes into recovey animation 5F after attack touches opponent
Himawari
Kabari > P
0, 70 Ground Throw: 90000 36 1 53 +86 - -6,-8/NA Initial:70% - YRP -/480 - Click!
  • On successful throw, 35F until opponent lands
  • Stun value 52
Tetsuzansen
Kabari > S
36 Mid 22 3 16 -2 1-8 All
9-21 Throw
-6/+14 - - YRP 200/960 3 Click!
Rokkonsogi
Kabari > H
30 Mid 14 3 21 -7 - -6/+14 - - YRP 150/960 3 Click!

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Tsurane Sanzuwatashi
236236S
[236236D]
45*2,55
[56*2,68]
Mid 6+1 6(18)6(26)3 23 -7 1-7 All -6/+20 - - - -5000/0 4 Click!
  • First hit has 18f total blockstun, second hit has 31f total blockstun
  • Stun values: 0*2, 45
Metsudo Kushoudou
Azami > 236236H
80, 70 All 6+1 3 35+21 after L -40 1-9 All -6/+20 - - - -5000/0 4 Click!

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Garyo Tensei
During IK Mode: 236236H
DESTROY All 9+27
[5+22]
16 38 -37 9-51 All
[5-42 All]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation 68F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P 5K[+], 2K[+],, 6K c.S, 2s 5H, 2H, 6H 5D jump, Special
2P 5P[+], 2P[+], 6P 5K[+], 2K[+], 6K c.S, 2S 5H, 2H 5D Special
6P - - 2S 5H, 2H 5D jump, Special
5K 6P - c.S, 2S 5H, 2H 5D, 2D jump, Special
2K 6P 6K c.S, 2S 2H 5D Special
6K - - - - - Special
c.S 6P - 2S, f.S 5H, 2H 5D,2D jump, Special
f.S - - 2S 5H, 2H 5D jump, Special
2S - - - 5H, 2H 5D Special
5H - 6K - - 5D Special
2H - - - - - Special
6H - - - - 2D Special
5D - - - - - Homing Jump, Homing Dash
2D - - - - - jump, Special
-
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D jump, Special
j.S j.P - - j.H j.D Special
j.H - - - - - Special
j.D - - - - - -
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)


Changelog

streamable.com hitboxes are at 50% speed and are based on the hitbox viewer by Altimor (http://www.dustloop.com/forums/index.php?/forums/topic/12495-xrd-pc-hitbox-overlay-mod/) 16.08.2019, alt src: https://mega.nz/#F!EqpwVSKK!9WPqf5CdKE9RFUsJ018_Zg missing: Guard > Azami; Blitzshield(not charged), Dead Angle Attack

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Baiken/Data.