| Baiken
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
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Overview[edit]
Baiken is an original Guilty Gear character known for strong defensive options and controlling space. She is a raging, livid samurai searching for That Man out of revenge.
She is set apart from the cast due to her guard cancels that allow Baiken to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing opponents to play a completely different game against her. Additionally, these guard cancels can be performed during blockstop, the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, plus the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations, and her excellent set of normals also provide her plenty of opportunities to shut down anything the other player wants to do.
Pros/Strengths[edit]
- Tensionless guard cancels.
- Guard cancels can be performed during Blockstop
- Multiple excellent ways of breaking out of pressure.
- Great Anti-Air and Air-to-Ground.
- Instant overhead and Throw equate to a good mixup game.
- Can seal opponent's options with Force Break.
Cons/Weaknesses[edit]
- Poor throw range.
- Bad attack speed.
- Takes significantly more damage than average.
- Poor dizzy resistance.
- Below average midscreen damage without tension.
Notable Moves[edit]
- f.S, 6K, 2S, j.P, j.S, j.H, j.D, Throw
- Tatami Gaeshi, All of her Guard Cancels, Yozansen, Baku (FB), 3x Tatami Gaeshi (FB), Tsurane Sanzu Watashi
Normals[edit]
| 5P
Take a hilt
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 8
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HLF
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CSJR
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5
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2
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6
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+2
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- 5P is a good point-blank poke, and probably Baiken's best tick-throw poke (due to the move's plus frames and low hitstop due to lv.1).
- It cancels into 2K, and can jump cancelled- this allows you to mixup with a low (2k or 2d) or high (youzansen).
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| 5K
Combo starter, ocassional poke
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| c.S
Better combo starter, even leads to mixup
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 28
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HLF
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SJR
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8
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2
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11
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+1
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- Used often in combos as it chains to f.5S, 2D, 5H, and can be jump cancelled.
- This allows a 2D/youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any c.5s that hits.
- On many standing characters, you can combo c.5S to a j.D immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.
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| f.S
Spacing Tool
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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HLF
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SJR
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9
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6
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8
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0
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- f.5S has decent range and hit box, but will only combo to tatami from a counter-hit or on a crouching hit box.
- This means it is usually used only in combos (although 2D is typically a better substitute) or in poking against someone far and low in the air.
- Similarly to c.5S, f.5S also combos to a low j.D on many standing hit boxes. This is key because it allows Baiken to continue combos from much further away on the ground.
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| 5H
Damage Tool
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
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HLF
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SR
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9
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1
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24
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-6
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- 5H is one of Baiken's high damage moves in AC due to its low GB- value. Though 5H is not as good as 6HS, it is a faster alternative.
- Combos into tatami mat on the ground and against a low airborne opponent.
- From a 5H counter-hit, Baiken can continue the combo with kabari (chain) from quite far.
- Beware using 5H from neutral, because the move only actively hits for one frame and has a large recovery.
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| 6P
High hitstun, good hitbox, upper invul, fantastic all around
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 15,25
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HLF
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SR, CJR
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8
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6(2)4
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9
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-3
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- Not a terribly strong anti-air for a 6P, so be careful using it this way against some characters, but still head invulnerable from the first frame.
- Combos to youzansen or 6K or 623P on the ground.
- Can be used as an option select throw to catch backdashes.
- 2nd hit untechable for 20F.
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| 6K
Bait their main option
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 24
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HLF
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SR
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12
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9
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6
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+2
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- Almost always used to option select grab on the ground: 6K+HS, due to Baiken's extremely poor grab range.
- Throw invincible 1~11F.
- Staggers opponent on ground CH (max 43F).
- Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.
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| 6H
Converts hits into pain
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 56
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HLF
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SJR
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15
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8
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28
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-17
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- Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. It's also special AND jump cancelable on hit (unlike 5H).
- It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.
- Upper body invincible 15~34F.
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| 5D
Only the Japanese can use Ki blasts
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| Dead Angle Attack
JUMP CANCELLABLE
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 25
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All
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JR
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6
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7(2)3
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6
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-4
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Yes, Baiken has a Dead Angle. Despite the prorate, the fact that it can be jump cancelled keeps it safe on block and converts into minute damage or knockdown. Still not as good as Baku so you'll almost never use it, but it's there.
Fully invincible 1~17F. Throw invincible 18~20F. Floats opponent on hit (untechable for 28F). Jump cancelable from 2nd hit onwards. Initial prorate 50%.
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| 2K
Samurai don't usually watch the feet
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| 2H
A big pressure tool
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 18x3
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HLF
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R
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15
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4(2)6(2)2
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8
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+4
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A normal which can't be cancelled into, but establishes pressure due to its frame advantage. Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. Its recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.
- Can be used to force the opponent to cross over during untech time
1st and 2nd hits pull in opponent on hit or block. 1st-3rd hits stagger opponent on hit (max 24F). Hitstop 6F. Pulls in opponent in air. Untechable for 26F
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| 2D
ALSO JUMP CANCELLABLE
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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LF
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SJR
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8
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9
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13
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-8
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Amazing normal which reaches far both horizontally and vertically, hits low, can be jump cancelled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.
Initial prorate 80%.
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| j.P
Good horizontal reach and speed
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| j.K
Started the trend of low level normals with huge amounts of hitstun
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 18
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HA
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SJR
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7
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8
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12
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-
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Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a j.H > Tatami. Even launches on hit against a grounded opponent. Staple for combos.
Floats opponent on hit (untechable for 25F).
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| j.H
Prime Jump in
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
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HA
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SR
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15
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until Landing
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0
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-
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- Highest damage air normal, and favorable GB-, using this move as much as possible in combos is key.
- Can also be good to use as a meaty.
- Active for as many frames as it takes for Baiken to reach the ground
- Untechable for 20F on air hit.
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| j.D
Everybody's favorite, the Dragon Cannon
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| Ground Throw
Poor range but converts from anywhere
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 60
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40 pixels
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-
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-
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-
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-
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-
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- Her grab range is the second worst in the game (tied with Millia, second worst to Chipp).
- Causes ground slide, and can be followed up when in the corner (untechable for 60F, slides for 46F).
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Specials[edit]
Tatami Gaeshi 236K air OK
Flooring the Damage
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| Ground
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40(late 20)
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All
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F
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15
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17
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16
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-6
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Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.
Wallbounces opponent on ground hit (36F untechable time) if it hits during 1~6F of Active Frames. Floats opponent on air hit (untechable for 32F). Floats opponent on CH (untechable for 100F). FRC timing 23~26F. Tatami disappears immediately if Baiken is hit.
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| Air
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40(late 20)
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All
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F
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18
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-
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16 after landing
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-
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Has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in.
In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings.
Wallbounces opponent on hit (36F untechable time) if it hits during 1~6F of Active Frames. Hitstop 6F if it hits during 1~6F of Active Frames. Floats opponent on any CH (untechable for 100F) (not on Frame Data). FRC timing 18~19F. Tatami disappears immediately when Baiken is hit.
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Youshijin 623P
Looks like a Dragon Punch when Baiken really doesn't need one.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 24
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HLF
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R
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12
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6
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25
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-17
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Formerly her P Guard Cancel, Youshujin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.
Hitstop 6F. Initial prorate 70%. Floats opponent on hit (untechable for 48F on ground hit, on air hit for 36F). Attack is fully extended on 15F.
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Zakuro Guard + 412P
AA Pinwheel; will whiff if the opponent is already pretty low.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 0,22x5,16
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all
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RF
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9
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1
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32
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-
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Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of 6P > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.
It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's j.H. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.
1st hit has initial prorate 75%. 2nd hit has forced prorate 75%. Baiken is in CH state 1~11F. FRC timing 12~13F.
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Mawarikomi Guard + 412K
The Samurai Shuffle
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| -
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-
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F
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-
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-
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Total: 34F
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-
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Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.
Strike invincible 1~24F. Can pass through opponent during move. FRC timing 21~23F. See notes *1
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Sakura Guard + 412S
A blossom of petals from a raging woman
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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HLF
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RF
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10
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1
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33
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-16
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Sakura has some of the best reward of Baiken's GCs despite lacking invincibility. It's her fastest meterless guard cancel, leads to damage with the FRC, and hits straight in front of her. Best between slow, beefy hits. A good option when the opportunity is recognized, just don't get it baited, though.
Staggers opponent on ground hit (max 50F). Wallstick opponent on air hit (untechable for 40F, sticks for 20F). Initial prorate 85%. FRC timing 10~11F. See notes *1.
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Ouren Guard + 412H
HIRYU NO TSUKI
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 34
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HA
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RF
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19~
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2
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14 + 10 after landing
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-15
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A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. On counter hit, it will net a huge reward since it'll launch them straight up with a large amount of untechable time. It will also cross up the opponent depending on the distance, netting an overall good reward. Like the others, it's unsafe if blocked.
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Suzuran 63214K
Channeling her inner Anji
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| -
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-
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-
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-
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-
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Total 30
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-
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A command dash with full upper body autoguard for most of its duration, what particularly makes this moves stand out is its ability to cancel into Baiken's Guard Cancels in the middle, effectively allowing her to go for her GC moves in neutral. This sets a dangerous precedent for the opponent, as they must be wary of her options which in all previous generations have only been available to her while under pressure.
Suzuran is completely vulnerable to lows and throws, however. During the autoguard, opponents can easily react to having their quick normals being blocked, and simply cancel into a low, jump, or RC to block anything that you wish to follow with. If the Baiken player chooses to simply end and throw, this can be jumped away from or thrown before Suzuran ends. If it gets hit low, they simply get to convert. Still, Suzuran is a powerful option when used properly.
Autoguards High attacks 4~25F. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku after guarding an attack. Can cancel into Mawarikomi, Sakura, Ouren, Zakuro or FB Baku 9~24F.
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Youzansen j.623S
MIXUP CITY, POPULATION: YOU
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 44
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HA
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RF
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6
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12
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15+11 after landing
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-25
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Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her 2D, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.
Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It also has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.
It is, however, extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can covert. Terrifying.
Throw invincible 1~3F. Floats opponent on hit (untechable for 28F). Baiken is in CH state during move. Baiken is in crouching state during landing recovery. FRC timing 3~4F. Fastest possible TK Youzansen has startup 9F.
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Kabari 41236H
Read a book from NRS
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 12
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HLF
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R
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20
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11
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15
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+2
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Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit.
Initial prorate 80%. Staggers opponent on ground hit (max 33F). The chain stops when it hits; Recovery begins 3F after the move hits. Pulls opponent in on hit or block. Can cancel into Tetsuzansen from 34~40F when whiffed, or from 4~9F after hit or block. Fully extended on 28F. Slides opponent and pulls in on air hit (untechable for 36F, slides for 27F).
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Tetsuzansen Kabari -> H
The one true Anti-Air
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 36,15
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HLF
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RF
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12
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3(11)4
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16
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-17
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Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.
Fully invincible 1~5F. Throw invincible 6~11F. Floats opponent on hit (untechable for 32F). 1st hit has forced proration 90%, 2nd hit 80%. FRC timing 12~13F. Listed Frame Adv is when 2nd hit misses.
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Force Breaks[edit]
Baku Guard + 412D
Sticks and Stones
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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HLF
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R
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11
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2
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20
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-3
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Your absolute best tool for getting out of pressure. Save the first frame, invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd.
Strike invincible 2~12F. Hitstun 27F (Special hitstun 8F (???)). Opponent's Burst is disabled on hit. Baiken is in CH state during move. Can cancel into followup attacks from 12F onwards. See notes *1
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Baku: XXX Baku -> P/K/S
Even the playing field: you're missing an arm after all
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 18
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HLF
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R
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6+9
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3
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40
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-24
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Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time.
- P Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. Forced Prorate 50%.
- K Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. The forced prorate applies even to following hits which do not combo from this move. Forced Prorate 30%.
- S Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. Forced Prorate 30%.
Opponent's Burst is disabled on hit. Can cancel into followup attacks 25~36F. See notes *2.
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Follow Up Baku:XXX -> P/K/S/H/D
P K S H D
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|
Triple Tatami Gaeshi 236D
Raise the floor
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30x3
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all
|
F
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14
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16
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Total: 47
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-3
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Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless.
Initial prorate 90%. Wallbounces opponent on hit (untechable for 32F, on CH for 100F). Baiken is in CH state 1~22F. 1st and 2nd hit have hitstop 0F. FRC timing 20~22F. Frame Adv. is when the 3rd Tatami is blocked. 1st Tatami has 6 active frames. Tatamis disappears if Baiken is hit.
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|
Overdrives[edit]
Tsurane Sanzu Watashi 236236S
The Last Blade
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| Damage
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Guard
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Cancel
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Startup
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Active
|
Recovery
|
Frame Adv.
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| 60x3
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HLF
|
R
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7+1
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6(9)5(11)2
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22
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-5
|
Strong reversal and damage tool. Easily confirmed into out of something like 5H or 2D. Very difficult to punish unless SB'd. A pretty good super overall.
Strike invincible 1~9F. Untechable for 40F. 1st hit dizzy modifier x0, 2nd = x0.5, 3rd = x1.0.
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Instant Kill[edit]
Garyou Tensei in IK mode: 236236H
*Cliche*
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