Guilty Bits Xrd: Baiken

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Day 1 Combo
Day 1 Blockstring

General style

Baiken in XrdR2 feels like a familiar mixture of #Reload, ACPR and something new altogether with her bag of tricks. As a result, she is a character with a solid mixture of offense and neutral along with her signature strength in the defense options. In terms of defense, ASW has replaced Baiken’s old Guard Cancel system with the Azami stance. Azami works similar to a parry from the SF3 series and as one should expect, a player with good reads and timing will have access to multiple opportunities to control the pace of a game.

1. Neutral: Pokes, Space control, far range converting


5S: Is a fast horizontal slash with a hitbox extends much further than what appears on the sword.

2S: Long range club attack. Between this move and 5S, the slash button is going to be your best friend when on the ground.

2HS: This move propels Baiken forward, is low profile and is special/super cancellable. For example vs Ky, if Ky throws a Stun Edge, Baiken will go under the projectile can then cancel it into a several special attacks.

jS: This is Baiken’s main space controlling normal while in the air. It extends far and is fast.


Back Dash Tatamigaeshi (7541236K): Want to put space between you and the opponent? Control space in between you and the opponent by doing this move.


Anti-Air (41236S) and Ground (41236HS):

Baiken’s longest range poke, causes stagger on hit, fairly safe on block. They are air unblockable with the Slash version causing a tumbling effect on hit. Kabari has three follow-ups (P, S and HS) that can be done whether, hit, block or whiff but only two are useful on hit or as frame traps. The P version (Himawari) is a dashing command grab that unfortunately has a ton on startup time and long whiff animation). It’s most recommended to use her S and HS versions which will be mentioned later. There may come a time where Himawari is useful but at the time of this writing, I haven’t seen a use outside of blowing up people sleeping on Baiken’s pressure or people that don’t know any better.

2. Offense: Pressure, close range converting, mixups and okizeme

5K: While 5S and 2S are useful for opponents in neutral, this normal of Baiken’s should be a reliable combo starter when up close to the opponent due to its speed and reach as its hitbox is fairly long and moves her forward.

2K: For when going low when the opponent expects a 5K. This move is also chainable. An example would be a blocked TK Youzansen but after you RC it, you go for a 2K to hit them with a low.

6K: This lunging forward kick of Baiken’s is throw invincible and should absolutely be used on wakeup to stuff throw attempts.

jD: Use this move near the corner to cause minor wall bounce with becomes that stable for many of her corner combos and as one of her options for knockdown and wakeup setups.

Tatamigaeshi (236K): Use this move to start combos or meaty on wake up when opponent is close. Likewise, you should also use her Instant Air Dash version (236966K) when you’ve knocked them down further away in order to maintain pressure.

Suzuran (63214K): For the duration of the move Baiken will dash forward with auto-guard against all but low attacks. Similar to ACPR, Baiken is able to cancel the move into one of five followups. The most useful is her P and HS versions. K and S also have their uses. D however is very situational and explained in a moment.

(Note: Because you can special cancel into Suzuran from many (most?) of Baiken’s normals, especially on counterhit doing an “Instant” Suzuran cancel should be learned.

You can basically do it one of two ways: 1) When pressing 63214 press K and whatever the followup button you want. For example: You’re doing a Dustloop combo in the corner and you want to save meter and know use a super but still want knockdown? Combo with Kuchinashi so do 63214K+P when cancelling the normal. 2) You can roll your fingers on the buttons; when you press the K button to activate Suzuran, you can roll your finger to the button you want like a double tap. This would be helpful since you can’t press K twice and you want to use Mawarikomi (K followup). Use both however you feel is most comfortable to you because you’ll need to add this technique to Baiken’s combo and movement game.)

Suzuran-Kuchinashi (63214K~P): A DP style upward slash move. It has no invincibility but is very useful as an anti-air. This version should be used in combos, particularly at the end for massive untech time for oki setups.

Suzuran-Rokkonsogi (63214K~HS): She will dash forward and slash the opponent and knock them down. Baiken can link this in a chain like Kuchinashi for an oki opportunity. It’s a little unsafe on block but it’s also a good punish for opponents pressing buttons or the Guard Point of Suzuran.

Suzuran-Mawarikomi (63214K~K): A sliding dodge attack that if close to the opponent will make Baiken step behind them. Best used to side switch on oki or cross-under.

Suzuran-Sakura (63214K~S): Baiken turns around and stabs behind her for a some hit stun. On counter hit it will knockdown and cause wall splat if near the wall. If Kuchinashi is useful as an anti-air, this is useful for opponents on or near the ground.

Suzuran-Yashagatana (63214K~D): Baiken’s shoots a bullet from a large rifle from foot level that goes fullscreen. The most common usage of this move is when the opponent has repelled you with faultless on a normal that can be special cancelled, you shoot this move to give Baiken a projectile to pursuit the opponent with. Use sparingly alternating with moves like Kabari.

Youzansen (Air only 623S):

Baiken’s signature air-only attack returns in this game and has the same application as before. This move is once again her fastest overhead when done with a “Tiger Knee” motion.

(Note: The input buffer from AC and ACPR is gone so 62369 is much harder to do so do either A) 623693S or B)6321473S to get out a consistent “TK Youzansen”)

Kabari-Tetsuzansen (41236S/HS~S): This follow up attack will create and upwards slash that will knock the opponent into the air. It has a fairly tall hitbox with some anti-air application but it’s main use is that because it has a bit of a startup before the attack comes out which has a use as a frame trap.

Kabari-Rokkonsogi (41236S/HS~HS): The same attack from Baiken’s Suzuran with the same knockdown property. Use it to catch opponents pressing buttons or frame trap or RC it on block to close the distance.

3. Defense: Anti-airs, fending off pressure, and reversals


6P: This amazing move is Baiken’s best and arguably most reliable anti-air. It has upperbody invincibility, moves forward, can be gattlinged and jump canceled.


Azami (S+HS): Azami is the new form of Baiken’s Guard Cancels. In XrdR2, Baiken now has a Counter Stance instead of a “Meterless Deadangle” that can be done in neutral and in blockstun

-It can be done standing (blocks high and mid), crouching (mid and low) and also in the air

-Neutral version can be held for a long period of time and alternate between standing and crouching

-Azami can be held in neutral but cannot be held blockstun unless one has successfully parried with the move

-You can Air Dash with Azami but cannot do anything else until landing

-You can hold the move until you land

-You can only do a follow up attack by catching an attack with Azami first

-It costs no meter to activate any part of Azami, it does not raise the RISC gauge or result in loss of health

-A successful parry with Azami will result in Baiken gaining Tension Meter

(Note 1:

-Treat Azami like a parry. In neutral, parry for predictable attacks/attacks you anticipate. In blockstun, think of it as a “Red Parry” with similar application.

-Use Azami to absorb attacks like projectiles for gauge building.

-DO NOT “guess parry” because you will pay dearly for it because Baiken cannot take a hit very well and a poorly used/mistimed Azami will put her in counter hit state.)

Note 2:

Only 4 of the 5 Ground Azami are very useful depending on the situation. The D followup (Yashagatana), the gun feels very situational/gimmicky and should probably be avoided from Azami stance. The Air Azami is has 2 versions Tsubaki (P or K) and Kikyou (S and HS) but haven’t been really explored fully by many players as of this writing.)

Azami-Kuchinashi (P): Similar to the Suzuran version. A good anti-air.

Azami-Mawarikomi (K): Similar to the Suzuran version. This will help you get out of some pressure by sidestepping past the attack(s)

Azami-Sakura (S): Similar to the Suzuran version. Has Invincibility frames, will knockdown on hit and on counter hit it will wall splat if near corners.

Azami-Rokkonsogi (HS): Same as the Suzuran/Kabari variant. Knockdown on regular hit and on counter it will pop the opponent into the air allowing for an air combo and allow you to do as you please.

Air Azami-Tsubaki (P/K): Baiken will spin in the air toward an opponent. It’s a pretty good air to air reversal with the P and K versions determining how far she spins. Will cause knockdown on hit allowing for pursuit.

Air Azami-Kikyou (S/HS): Baiken will execute a downward slash from the air to the ground. On hit it causes knockdown but on counter hit it will make the opponent bounce into the air. The attack strengths will determine where Baiken attacks with S being close and HS being a little further away.

4. Meter Usage Priorities

Use YRC on Tatamigaeshi especially the IAD versions to work with your oki, mixups and crossups. This is going to be one of your main your usage of meter considering the utility of Tatami for offense and defense.

RC Youzansen is particularly nasty; on hit it can be converted to combo and can be used for mixups if blocked.

RC Suzuran follow-ups, particularly Rokkonsogi on block to stay on top of your opponent and safe and Kuchinashi near the start of a combo, particularly near the corner.

Tsurane Sanzuwatashi (236236S) as combo ender, especially after Dustloop for extra damage and if Kuchinashi isn’t enough to kill.