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Baiken

From The Codex
Guilty Gear/Baiken
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.



Baiken is a recurring character in the Guilty Gear series. A wandering samurai of Japanese origin, she lost her home when Gears attacked during the Crusades. After witnessing the brutal deaths of her parents and companions, she devoted her life to seeking vengeance against That Man, no matter the cost.

Baiken
Asexual
Origin
Origin Guilty Gear (1998)
Creator Daisuke Ishiwatari
First Appearance Guilty Gear (1998)
Voiced by Satomi Kōrogi, Miho Sudo, Chizu Yonemoto, Mayumi Asano, Patty Mattson
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Asexual
Age Unknown
Birthday March 5th
Height 162 cm
Weight 45 kg
Ethnicity Japanese
Status Alive
Alignment Chaotic Good
Archetype Adventurer/Wanderer
Occupation Bodyguard, Bounty Hunter
Time Period 22nd Century
Language Japanese
Homeworld Earth
Relationships
Affiliations Delilah, Sol Badguy, Johnny, Sin Kiske, Unika
Enemies Unika (Formerly), Asuka R. Kreutz, Happy Chaos

Background

This dropdown contains the synopsis of Baiken's story. Read at your own risk as you may be spoiled otherwise!

Background
At the start of the Crusades, the nation of Japan was annihilated by Justice, and people of Japanese descent—including Baiken and her parents—were placed into special colonies for protection. Near the end of the war, when Baiken was still a child, Gears attacked the facility where she lived. Powerless to resist, she could only watch as chaos unfolded around her. During the attack, she lost both her right arm and eye, while her parents and friends were killed as they tried to protect her.

Though the slaughter was carried out by Gears, Baiken’s lasting memory was of a man surrounded by flames, commanding the destruction. Even without proof, she knew he was her enemy. Holding on to this image, she swore to uncover the true identity of That Man and take her revenge.

Guilty Gear
Baiken appears as a hidden character with no direct involvement in the story. In Justice’s route from Guilty Gear XX Λ Core Plus, which retells the tournament, Baiken confronts Justice first after her revival by Testament, but is swiftly defeated.

Guilty Gear X
In 2181, after a bounty is placed on Dizzy, Baiken continues her hunt for That Man while targeting “monsters” such as Sol Badguy, Potemkin, and Faust. Determined to eliminate any Gear she finds, her first ending shows her sparing Testament and Dizzy after realizing That Man is not among them. In another ending, she is seen relaxing and sharing a drink with Johnny.

Later, Baiken visits a colony only to discover that fragments of Gears are falling from the sky and its protective barrier is weakening. When she destroys one of the fallen parts, Ky Kiske scolds her for tampering with evidence. Sensing that someone is controlling the fragments, Baiken tracks down the culprit, Mizuha, but Ky and Tyr step in to defend her. Their battle destabilizes the weakened barrier, causing Tyr and Mizuha to vanish in the backlash. An elder interrupts the fight and pleads with them to focus on rescuing the lost children. After a brief argument, Ky urges Baiken to move past her hatred as a survivor, but she brushes him off, telling him to handle the search himself.

Guilty Gear XX
A few weeks later, Baiken encounters I-No and suspects she is linked to That Man. In one scenario, she defeats I-No and confronts That Man himself. Despite attacking relentlessly, she cannot land a hit; he apologizes and expresses hope that her anger will fade when his life eventually ends. In another outcome, she destroys a Robo-Ky sent by the Post-War Administration Bureau, taking it as a challenge. In a third ending, Anji warns her to abandon her pursuit of That Man. Though she initially threatens to kill him, she ultimately spares him when he shares what he learned from That Man.

Meeting That Man leaves Baiken disoriented and questioning her purpose—whether to continue seeking revenge or find a new path. Turning her focus to the Bureau, she seeks clarity through combat. In one storyline, I-No’s interference brings Baiken back into contact with Anji. After their battle, he pleads with her to stop chasing That Man, insisting it will only lead to her death. Baiken gives no response but allows him to travel with her. In another, she kills I-No, succumbs to her bloodlust, and becomes infamous as “Baiken the Killer,” hunted by Ky and the International Police for her crimes.

Guilty Gear Xrd
On November 9, 2187, Baiken nearly kills an operator relaying a call from Anji, who asks her to return to the colony to investigate Illyrian activity. Though she presses him for details about another matter, Anji avoids answering but convinces her to take the mission. A week later, Baiken encounters Answer investigating on-site and attacks him despite his warnings that the colony could soon become a battlefield. He escapes, leaving Baiken uneasy.

She is later approached by May, who brings her to Kum Haehyun, working to safeguard the colony. Together, they travel to a sacred tree infused with generations of ki. After confirming Haehyun’s good intentions, Baiken vows to defend her even at the cost of her life. During the final battle with Ariels, Haehyun holds back the Information Flares while Baiken, May, and Answer protect her from the Phalanx.

Guilty Gear -Strive-
Three weeks later, Baiken meets Delilah, who has joined forces with Chipp Zanuff of the Eastern Chipp Kingdom. Seeing herself reflected in Delilah’s past, Baiken gradually softens, and through living with her, attains a measure of peace. Together, they pursue Happy Chaos, the source of Baiken’s lingering hatred. Following the G4 Summit, Baiken reunites with Anji at the colony, where he informs her that That Man is finally dead. Having let go of her vengeance, Baiken now spends her days quietly alongside Delilah, free from the burden of her past.

Appearance

General Description: Baiken is a striking woman with long pink hair—once appearing reddish-orange in earlier titles—typically tied into a ponytail, and peach-colored eyes. She bears a distinctive red tattoo over her right eye and forehead, while her left eye remains closed and scarred. Her right arm has been replaced with a mechanical prosthetic equipped with various weapons, including a clawed grappling hook, fan, cannon, and shotgun.

Facial Features: Her face reflects both grace and battle-worn resolve, with her scar and tattoo serving as reminders of her past. In Xrd, she covers her damaged eye with a tsuba-shaped, goggle-like eyepatch, which she later discards in Strive. Her intense gaze and defined features give her a stoic and commanding presence.

Clothing/Outfit: Baiken’s attire consists of a revealing red, black, and white kimono with a torn right sleeve, symbolizing both elegance and combat readiness. She pairs this with black greaves and sandals. In Xrd, she dons a black gakuran jacket marked with a white skull on the sleeve, draped loosely over her shoulders like a cape. Her footwear, resembling boots, is secured with straps, and she wears a sarashi around her waist and groin for added support. Her katana’s sheath, once black, has since been recolored red in Strive.

Special Features: Aside from her prosthetic arm and distinctive facial markings, Baiken’s hair has grown thicker and wilder over time, now featuring two upward tufts resembling cat ears. Her overall design balances traditional Japanese aesthetics with her rugged warrior identity.

Alternate Forms/Disguises: In Guilty Gear -Strive-, Baiken’s design updates include longer, more untamed hair with a deeper reddish hue, and a pink waist rope replacing the red one seen in Xrd, reflecting subtle evolution in her appearance while retaining her traditional motifs.

Personality

  • Driven by Revenge: Baiken’s life is defined by the trauma of losing her family, leaving her consumed by vengeance toward That Man. Her pursuit of retribution is relentless, often blinding her to reason or restraint. Fully aware of the cost of her actions, she has accepted her damnation as the price for her sins and her goal.
  • Fierce and Headstrong: A natural-born warrior, Baiken possesses a fiery temperament and a strong will. She acts on instinct, often charging into danger without hesitation or consideration for her own safety. Her impulsiveness, while dangerous, is tied to her unwavering resolve and refusal to back down from any challenge.
  • Blunt and Antisocial: Baiken’s coarse and direct demeanor makes her difficult to approach. She has little patience for pleasantries or diplomacy and judges others based on their strength and conviction. Though she can acknowledge when others are right, she rarely compromises her principles until proven otherwise.
  • Complex Relationships: While generally detached, Baiken maintains a begrudging tolerance for certain individuals, notably Anji, with whom she shares a strained but friendly rapport. Her use of the masculine pronoun ore reflects her brash personality and disregard for social expectations.
  • Tempered Growth: By the events of Guilty Gear Xrd, Baiken shows signs of maturity, having learned to balance her thirst for revenge with the needs of others. Though her desire for vengeance remains, she demonstrates greater control and understanding of her priorities, acting for the greater good when necessary.
  • Protective and Dutiful: Deeply devoted to her heritage, Baiken is fiercely protective of what remains of Japanese culture and her people. She regularly oversees the colonies and remains suspicious of outsiders who might threaten them. When danger arises, she is willing to sacrifice herself without hesitation to ensure their safety and survival.

Relationships

Delilah

Delilah was following Baiken around, going after the same person she was to avenge her brother. Baiken initially wanted her to get lost but eventually had her tag along. She tries to talk her out of attempting revenge, but Delilah refuses and runs away. She joins Ramlethal and company to stop Delilah when she's accidentally releasing too powerful of an information density and walks into the space herself despite knowing how powerful the information density is, telling Delilah that thy're going together and will stay together night and day. Eating and laughing together, and giving up their revenge together.

General Information

Name: Baiken[1]

Nicknames: Baiken, The Samurai Slasher[2]

Origin: Guilty Gear (1998)

Overall Series: Guilty Gear

First Appearance: Guilty Gear (1998)

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

Gender: Female (Referred to as a swordswoman[3])

Sexuality: Asexual (Baiken notes that she gave up being a woman a long time ago, having no interest in gender norms[4])

Pronouns: She/Her

Handedness: Left Handed (Baiken only has her left hand)

Age: Unknown

Eye Color: Peach[5]

Blood Type: B[6]

Birthday: March 5th[7]

Time Period: 22nd Century[8]:

Timeline: Main Timeline

Homeworld: Earth

Residence: N/A (Constantly traveling)

Birthplace: Japan[13]

Story Role: Fighter

Legacy: Global Legacy (Baiken is a known bounty hunter that the government usually enlist for help)

Influence: Event Influence (Aided in helping Delilah stop her condensed information sphere)

Language: Japanese

Ethnicity: Japanese[14]

Religion: N/A

Classification: Swordswomen, Wandering Samurai

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Bodyguard[15], Bounty Hunter

Risk Rating: C[16]

Affiliations: Delilah, Sol Badguy, Johnny, Sin Kiske, Unika

Enemies: Unika (Formerly), Asuka R. Kreutz, Happy Chaos

Height: 162 cm[17]

Weight: 45 kg[18]

Status: Alive

Alignment: Chaotic Good (Aided in stopping Delilah from unleashing her information sphere across the world which would have killed everyone. Protected the Japanese colony during the events of Guilty Gear Xrd)

Protection Level: Global Protector

Potential

  • Type of Potential: Growth Potential
  • Level of Potential: Transcendent Potential
  • Description: Humans in Guilty Gear have been noted by the likes of Happy Chaos to experience immense growth and potential.
  • Limitations: The potential is limted to how much they're willing to put in.

Archetypal Tiering: Adventurer/Wanderer

Codex Statistics

Grade: S

Tier: 8-B, Far Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[19]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[20]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[21])

Attack Potency: City Block level (Potency) (Noted by Nagoriyuki that Baiken's sword is the strongest he's ever known saying that he cannot beat her[22], saying that defeating her is still beyond him[23]. Nagoriyuki has fought against[24] Sol Badguy where he and Ky Kiske are considered the best of the best[25], putting them above the likes of Johnny who fought against Bedman[26], where in his fight with Slayer, caused a massive cavern across the entire terrain[27]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[28] to carry more energy than anything on this planet is capable of producing[29], however without an intermediary, this energy would destroy the planet[30]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[31], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[32], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[33], being described as an obscure world that magic users temporarily access to gain power[34]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[35])

Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[36])

Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[37], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[38])

Lifting Strength: At least Class 1 (Baiken's Hiiragi, allows her to throw any fighter in the game, including Potemkin[39], who weighs 1446 lbs[40]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[41])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[42], running far faster then the fighter normally moves[43]), Far Higher through Magic of the Backyard

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[44]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[45])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[46]. Can avoid sword slashes from Johnny[47], where it's noted that Johnny's attacks move at the speed of light[48])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[49])

Range: Standard Melee, Extended Melee with Sword. At least Tens of Meters with Supernatural Range (Her sword slashes affect far out of the regular reach of the sword, cutting parts of the foreground and background[50]), Hundreds of Meters with Pisol. Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[51], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[52], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[53], being described as an obscure world that magic users temporarily access to gain power[54], with it being larger then the universe[55])

Intelligence: Average Intelligence

Knowledge: Grandmaster level (Noted by Nagoriyuki that Baiken's sword is the strongest he's ever known saying that he cannot beat her[56], saying that defeating her is still beyond him[57]. Incoporates many fighting styles with magic and ki)


Powers and Techniques








Equipment

Katana

Baiken's main weapon, a weapon she utilizes for close quarters combat and cutting through enemies. Her sword is noted by the likes of Nagoriyuki to be the strongest he's ever faced.

3-Fingered Hook Claw

A 3-fingered hooked claw on a chain that replaces her right arm. She can use this in cmbat to chain herself to an enemy, making them unable to try and gain distance while they're fighting.

Small Cannon

A small cannon used for its namesake.

Rope

A rope that she uses to bind her opponents in combat, allowing for easier hits.

Pistol

A pistol that fires a projectile that explodes like fireworks on impact.


Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Guilty Gear

Type Name Command
Normal Fierce Strike Right + Punch
Special Tatami Gaeshi DownDown RightRight + Kick (also in mid-air)
Tatami Gaeshi Charge Attack Hold DownDown RightRight + Respect (up to 3 levels)
Special Youzansen RightDownDown Right + Slash (also in mid-air)
Special Kamaitachi LeftDown LeftDownDown RightRight + Heavy Slash
Overdrive Sanzuwatari DownDown RightRightDown RightDownDown LeftLeft + Heavy Slash
Instant Kill Tate Shunmaku Enter Instant Kill Mode → DownDown RightRight + Punch or Kick or Slash or Heavy Slash

Guilty Gear X

Type Name Command
Normal -- Right + Punch / Right + Heavy Slash
Special Tatami Gaeshi DownDown RightRight + Kick (also in mid-air)
Special Zakuro LeftDown LeftDown + Punch during guard
Special Mawarikomi LeftDown LeftDown + Kick during guard
Special Sakura LeftDown LeftDown + Slash during guard
Special Suzuran RightDown RightDownDown LeftLeft + Kick
Special Yozansen RightDownDown Right + Slash in the air
Overdrive Sanzu Watashi DownDown RightRightDownDown RightRight + Slash
Overdrive Baku KI / RIN / RYU / HOU LeftRightDown RightDownDown LeftLeft + Punch or Kick or Slash or Heavy Slash during guard
Instant Kill Garyotensei Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash


Guilty Gear XX

Type Name Command
Normal -- Right + Punch / Right + Kick / Right + Heavy Slash
Special Tatami Gaeshi DownDown RightRight + Kick (also in mid-air)
Special Triple Tatami Gaeshi -- / DownDown RightRight + Heavy Slash » DownDown RightRightDownDown RightRight + Kick (post-Reload)
Special Youshijin LeftDown LeftDown + Punch during guard » RightDownDown Right + Punch (post-ΛC+R) / LeftDownDown Left + Punch
Special Mawarikomi LeftDown LeftDown + Kick during guard or Suzuran / LeftDownDown Left + Kick
Special Sakura LeftDown LeftDown + Slash during guard or Suzuran / LeftDownDown Left + Slash
Special Zakuro LeftDown LeftDown + Punch during guard or Suzuran (post-ΛC+R) / LeftDownDown Left + Heavy Slash
Special Ouren LeftDown LeftDown + Heavy Slash during guard or Suzuran (post-ΛC) / RightDown RightDownDown LeftLeft + Heavy Slash (post-ΛC?)
Special Suzuran RightDown RightDownDown LeftLeft + Kick
Special Youzansen RightDownDown Right + Slash in the air
Special Kabari LeftDown LeftDownDown RightRight + Heavy Slash
→ Follow-up Tetsuzansen Slash during Kabari
Force Break Baku LeftDown LeftDown + Dust during guard or Suzuran (post-ΛC) / LeftDown LeftDown + Dust during guard / LeftDownDown Left + Dust (post-ΛC?)
→ Force Break Baku: Sakura / Tsuki / Tsuru Punch or Kick or Slash during Baku (post-ΛC)
→ Force Break Baku: Follow-up (counts as Overdrive) Punch or Kick or Slash or Heavy Slash or Dust during Baku: Sakura / Tsuki / Tsuru (post-ΛC)
Force Break Triple Tatami Gaeshi DownDown RightRight + Dust (also in mid-air) (post-ΛC+R)
Overdrive Tsurane Sanzu Watashi DownDown RightRightDownDown RightRight + Slash
Overdrive Baku: Ki / Rin / Ryu / Hou † LeftRightDown RightDownDown LeftLeft + Punch or Kick or Slash or Heavy Slash during guard
Overdrive Tate Shunmaku -- / DownDown RightRightDownDown RightRight + Punch near opponent
Instant Kill Garyou Tensei Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash

Guilty Gear Xrd

Type Name Command
Normal -- Right + Punch / Right + Kick / Right + Heavy Slash
Special Tatami Gaeshi DownDown RightRight + Kick (also in mid-air)
Special Youzansen RightDownDown Right + Slash in the air
Special Suzuran RightDown RightDownDown LeftLeft + Kick
Special Azami (Ground) Slash + Heavy Slash / Left or Down or Down Left + Slash + Heavy Slash (can be held)
→ Follow-up Kuchinashi Punch during Azami catch or Suzuran
→ Follow-up Mawarikomi Kick during Azami catch or Suzuran
→ Follow-up Sakura Slash during Azami catch or Suzuran
→ Follow-up Rokkonsogi Heavy Slash during Azami catch or Suzuran
→ Follow-up Yashagatana Dust during Azami catch or Suzuran
Special Azami (Aerial) Slash + Heavy Slash / Left + Slash + Heavy Slash in the air
→ Follow-up Tsubaki Punch or Kick during Azami catch
→ Follow-up Kikyou Slash or Heavy Slash during Azami catch
Special Kabari LeftDown LeftDownDown RightRight + Slash or Heavy Slash
→ Follow-up Himawari Punch during Kabari
→ Follow-up Tetsuzansen Slash during Kabari
→ Follow-up Rokkonsogi Heavy Slash during Kabari
Overdrive Tsurane Sanzu-watashi DownDown RightRightDownDown RightRight + Slash or Dust
Overdrive Metsudo Kushoudou DownDown RightRightDownDown RightRight + Heavy Slash during ground/air Azami catch or Suzuran
Instant Kill Garyou Tensei Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash

Guilty Gear Strive

Type Name Command
Normal -- Right + Punch / Right + Kick / Right + Heavy Slash
Special Tatami Gaeshi DownDown RightRight + Kick (Air OK)
Special Kabari (tether) LeftDown LeftDownDown RightRight + Slash
Special Kabari (iron claw) LeftDown LeftDownDown RightRight + Heavy Slash
→ Follow-up Follow-up Slash Heavy Slash during Kabari (iron claw) (Hold OK)
Special Youzansen DownDown RightRight + Slash (Air ONLY)
Special Hiiragi DownDown RightRight + Punch
Overdrive Tsurane Sanzu-watashi DownDown RightRightDownDown RightRight + Slash
Overdrive Kenjyu DownDown LeftLeftDownDown LeftLeft + Punch (Air OK)


Other

Standard Tactics: Baiken utilizes her sword and firearms in combat. Alongside this like others, she utilizes magic attacks.

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[170]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[171]. The Backyard is the term used to give reason to the five element configuration[172], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[173]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[174], being described as an obscure world that magic users temporarily access to gain power[175]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[176], being larger then the universe[177]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[178]. The Backyard can be explained as a book or library that has the theory of the world written on it[179]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[180], allowing people to use magic that disproves the fundamentals of magic[181]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[182]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[183]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[184]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[185]. The Backyard is a space connected by people's dreams[186]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[187]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[188]. The Backyard has no effect on any non-living matter[189]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[190]. Noting that it is a dangerous place that could literally cause the world to break[191].

Gameplay

Baiken is a defensive, counter-oriented fighter who excels at punishing aggression and maintaining control over close-to-mid-range engagements. Her playstyle revolves around calculated defense and retaliation, using guard-cancel techniques to interrupt enemy pressure and turn the tide of battle. Players who master her timing and precision are rewarded with powerful counterattacks and positional dominance, though her fragility and reliance on reads demand a patient and disciplined approach. Across the series, her toolkit has evolved from a zoner hybrid into a uniquely technical fighter centered on defense, parries, and close-range control.


  • Playstyle: A zoning-focused fighter who controls neutral with Tatami Gaeshi, establishing screen control through layered projectiles.
  • Strengths: Strong midrange dominance, flexible zoning patterns, and the ability to create multiple Tatamis without limit for extended pressure.
  • Weaknesses: Limited mobility options and reliance on spacing; struggles once cornered or pressured by faster opponents.
  • Signature Mechanic: Tatami Gaeshi, which can be used both on the ground and midair, with no recovery and unlimited active mats.
  • Ideal Range: Mid-range, where she can safely deploy Tatamis to control space.
  • Recommended Playstyle: Maintain distance while using falling Tatamis to lock down opponents; mix in grounded Youzansen for overhead pressure.


  • Playstyle: A defensive counterfighter who disrupts opponents using guard-cancel Specials that activate directly from blocking.
  • Strengths: Unparalleled ability to punish blockstrings without meter; access to multiple reactive tools like Sakura and Zakuro.
  • Weaknesses: Limited offensive specials and low damage potential; fragile defense stats make mistakes costly.
  • Signature Mechanic: Guard-cancel Specials (Sakura, Zakuro, Mawarikomi) and the Baku Overdrives, which seal enemy moves upon contact.
  • Ideal Range: Close to mid-range, where she can react to opponent pressure and apply defensive counters.
  • Recommended Playstyle: Wait for openings in pressure strings to counterattack; use Tension cancels and FRCs for conversions.


  • Playstyle: A flexible, execution-heavy fighter who blends guard-cancel pressure with combo creativity through Suzuran cancels.
  • Strengths: Enhanced conversion potential, strong punishment tools, and improved offensive pressure.
  • Weaknesses: High execution demand; requires mastery of FRC timing and precise reads to maintain control.
  • Signature Mechanic: Suzuran cancels, which allow chaining into any guard-cancel Special while maintaining autoguard properties.
  • Ideal Range: Mid-range, enabling use of Suzuran for both defensive retaliation and offensive engagement.
  • Recommended Playstyle: Utilize Suzuran to bait and punish aggression; employ Zakuro and Youshijin to manage anti-air coverage.


  • Playstyle: A hybrid fighter who mixes midrange zoning with close-range pressure through her new Tether mechanic.
  • Strengths: Strong close-range control, extended combo potential via tether interactions, and creative offensive setups.
  • Weaknesses: Short-lived tether duration; dependent on positioning and timing to maintain pressure.
  • Signature Mechanic: Tether (Renketsu), created by Ground Throw or Kabari, linking her to opponents to restrict movement and enable unique combo strings.
  • Ideal Range: Close-range, where she can capitalize on tether momentum and Tatami follow-ups.
  • Recommended Playstyle: Use Tether to maintain proximity and convert hits into extended combos; combine defensive spacing with rope-based pressure.

Trivia

  • Baiken's hobby is drinking[192].
  • Baiken's move, Suzuran 爵走, is a homophone of 鈴蘭, meaning "lily of the valley." The English band Queen features a song of the same name on their album Sheer Heart Attack, which is a favorite of series creator Daisuke Ishiwatari. Baiken's quest draws parallels to the lyrics of the song.
    • Likewise, several of Baiken's other moves are also Japanese homophones or puns based on familiar words, written with different kanji from their original terms.
  • In Guilty Gear XX, her false bounty described her as "a merciless swordswoman who slices her opponents into ribbons with her arsenal of dark weapons."
  • Both Baiken and Jam share a move called Mawarikomi.
  • Baiken is a smoker and is seen with a kiseru in some of her victory poses.
  • In one of the endings for A Core Plus, Baiken claims to have cast away her gender. However, as the ending conflicts with later series events (for example, Baiken kills I-No in the ending, yet I-No reappears unharmed in Xrd and Strive), it remains unclear whether this statement is canonical.
    • This uncertainty is furthered by how Baiken becomes a serial killer in that same ending—referred to by Ky as "Baiken the Killer"—which sharply contrasts with her characterization in Xrd and Strive.
  • A costume based on Baiken's Xrd design, for Maria S Leonburg, appears in #COMPASS.
  • Baiken has made guest appearances in the following games: Brave Frontier, Chain Chronicle 3, #COMPASS, Last Period, Crusaders Quest, Epic Seven, Elemental Story, Code Shifter, The King of Fighters '98 Ultimate Match Online, Samurai Shodown (2019), and The King of Fighters All Star.
  • A costume inspired by Baiken's Strive design, for Milla Maxwell, appears in Tales of the Rays.
  • Baiken's original design in Missing Link draws heavy inspiration from Lady Sazen O-Kin from the Onna Sazen film series[193].
  • Similarly, the concept of a one-armed, one-eyed samurai seeking vengeance for a fallen clan appears to be influenced by the fictional hero Tange Sazen.
  • Baiken’s name is likely derived, using alternate kanji, from Shishido Baiken, a historical samurai who famously dueled Miyamoto Musashi. The song "Sun and Steel" by Iron Maiden was written as a tribute to Musashi.
    • Her tsuba eyepatch in Revelator may reference the portrayal of Shishido Baiken in the video game Ryū ga Gotoku Kenzan.
    • The tsuba eyepatch is also famously attributed to Yagyū Jūbei Mitsuyoshi, a legendary samurai who shares this feature in the Samurai Shodown series, where Baiken would later appear as a guest fighter.
  • The track "Momentary Life" seems to draw inspiration from the song "大和 Yamato Part 4" by the Japanese band Musashi.
  • Tatami Gaeshi appears to be a pun on "Tsubame Gaeshi," a technique associated with Sasaki Kojirō, while also referencing the tatami trapdoors often featured in Japanese period dramas.
  • The name "六文 -ROKUMON-" refers to an old funerary tradition in which six mon were offered as a toll for crossing the Sanzu River into the afterlife. Her signature Overdrive move, Tsurane Sanzu Watashi, takes its name from this river.
  • The skull emblem on her gakuran bears a strong resemblance to the logo of the American horror punk band Misfits. Its placement may also be a nod to Cliff Burton, who had the same logo tattooed in that location.
  • Baiken’s move "Tsurane Sanzu Watashi" may be a subtle nod to the rock band Styx.
  • Her prosthetic weapons draw inspiration from Hyakkimaru, the protagonist of Osamu Tezuka’s Dororo, who wields hidden weapon prosthetics to defeat demons that stole his body parts.
  • The cards used during some of Baiken’s attacks are modeled after Hanafuda cards, paying homage to Samurai Spirits' Kibagami Genjuro, another fierce swordsman known for slicing through cards while calling out "Hitotsu, Futatsu, Mitsu, Inoshikachō!" ("Once, Twice, Thrice, Five Points!").
  • In Baiken’s case, her cards represent "Sakura" (cherry blossoms), "Tsuki" (the moon), and "Tsuru" (the crane). She also performs five follow-up techniques—Ki, Rin, Ryuu, and Hou—symbolizing the cardinal directions North, South, East, and West, which correspond to the joystick buttons. The fifth, "Zakuro" (pomegranate), serves as her strongest anti-air attack.
  • Baiken’s habits, such as muttering that she’s "cut something worthless again," slicing paper strips to clean her blade, and smoking from an opium pipe, are inspired by samurai imagery in anime and folklore—particularly attributed to Miyamoto Musashi and other legendary swordsmen.
  • Her Tatami Gaeshi or "Mat Flipping" technique originates from old Yakuza and ninja tales involving assassinations during meals. In these stories, assassins’ targets used hollowed-out floors with loose tatami boards that could be kicked up to block projectiles or provide an escape route. These mats were sometimes reinforced to withstand thrown weapons.
  • Although Baiken claims to have discarded her femininity, her behavior is more reminiscent of a yankee (delinquent). Fans often speculate she exhibits traits of a tsundere older woman archetype, though this has never been confirmed.

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[194], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[195], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[196], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

2 - 1 - 0


  • Future Nerville Hammer Clones - [197]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, & Baiken all fought together.
    • Location: Unknown Mansion
  • Future Nerville Hammer - Fight[198]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, Baiken, Ky Kiske, Dizzy, Ramlethal & Elphelt all fought to defeat him.
    • Location: Outer Space


  • Sin Kiske - [199]
    • Conditions: Sin Kiske was in a beserk state. Johnny, Jack-O, Sol Badguy & Baiken all tried to subdue him.
    • Location: Unknown Mansion


  • Bedman - Fight[200]
    • Conditions: Baiken, Ramlethal, Sin, and another guard were all fighting together.
    • Location: Train
    • Note: Sin needed to talk Bedman out of fighting to end the fight prematurely.

References

  1. Guilt Gear X Game Manual Page 14
  2. Guilty Gear XX Bridget vs. Baiken: "Bridget: "Let's see here...First up, 'Baiken, the Samurai Slasher'."
  3. Guilty Gear -Strive- English Website Baiken Description
  4. Guilty Gear XX Accent Core Plus Baiken Path 2
  5. Guilt Gear X Game Manual Page 14
  6. Guilt Gear X Game Manual Page 14
  7. Guilt Gear X Game Manual Page 14
  8. Guilty Gear (1998) Game Manual Page 2
  9. Guilty Gear Xrd Visual Book Page 2
  10. Guilty Gear Xrd Visual Book Page 2
  11. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  12. Guilty Gear -Strive- Chapter 1
  13. Guilt Gear X Game Manual Page 14
  14. Guilty Gear X2 Baiken Path 2 Ending
  15. Guilty Gear -Strive- Another Story: Departure Chapter 2
  16. Guilty Gear X2 Baiken Arcade
  17. Guilt Gear X Game Manual Page 14
  18. Guilt Gear X Game Manual Page 14
  19. Guilty Gear (1998) Game Manual Page 2
  20. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  21. Guilty Gear 2 Overture
  22. Guilty Gear -Strive- Baiken Arcade
  23. Guilty Gear -Strive- Baiken Arcade Stage 9 Ending
  24. Guilty Gear -Strive- Chapter 8
  25. ExplaMaytions with May! Episode 3 - The Crusades
  26. Guilty Gear Xrd Chapter 07 Showdown B
  27. Guilty Gear Xrd Revelator Chapter 03 Sense B
  28. Guilty Gear Xrd Sign Chapter 7 Showdown B
  29. Guilty Gear Xrd Sign Chapter 7 Showdown B
  30. Guilty Gear Xrd Sign Chapter 7 Showdown B
  31. Guilty Gear 2 Overture
  32. Guilty Gear 2 Overture
  33. Guilty Gear 2 Overture
  34. Guilty Gear 2 Overture
  35. Guilty Gear 2 Overture
  36. Guilty Gear Xrd Sign Chapter 7 Showdown B
  37. Guilty Gear Xrd Sign Chapter 7 Showdown B
  38. Guilty Gear Xrd Sign Chapter 7 Showdown B
  39. Guilty Gear -Strive- Starter Guide - Baiken
  40. Guilty Gear (1998) Game Manual Page 14
  41. Guilty Gear Xrd Sign Chapter 7 Showdown B
  42. Guilty Gear 2 Overture Page 19
  43. Guilty Gear 2 Overture
  44. Guilty Gear Xrd Sign Chapter 7 Showdown B
  45. Guilty Gear Strive Sliding Roman Cancel
  46. Guilty Gear Xrd Sign Chapter 7 Showdown B
  47. Guilty Gear XX Bridget vs. Johnny
  48. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  49. Guilty Gear (1998) Story Prologue
  50. Guilty Gear Xrd REV 2 Baiken Instant Kill
  51. Guilty Gear 2 Overture
  52. Guilty Gear 2 Overture
  53. Guilty Gear 2 Overture
  54. Guilty Gear 2 Overture
  55. Guilty Gear 2 Overture
  56. Guilty Gear -Strive- Baiken Arcade
  57. Guilty Gear -Strive- Baiken Arcade Stage 9 Ending
  58. Guilty Gear (1998) Game Manual Page 28
  59. Guilty Gear (1998) Game Manual Page 28
  60. Guilty Gear (1998) Game Manual Page 28
  61. Guilty Gear (1998) Game Manual Page 28
  62. Guilty Gear X Game Manual Page 2
  63. Guilty Gear (1998) Game Manual Page 27
  64. Guilty Gear (1998) Game Manual Page 29
  65. Guilty Gear X Game Manual Page 2
  66. Guilty Gear Strive
  67. Guilty Gear Strive
  68. Guilty Gear X Game Manual Page 36
  69. Guilty Gear 2 Overture Page 21
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  71. Guilty Gear X Game Manual Page 36
  72. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  73. Guilty Gear (1998) Game Manual Page 2
  74. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  75. Guilty Gear 2 Overture
  76. Guilty Gear 2 Overture
  77. Guilty Gear 2 Overture
  78. Guilty Gear 2 Overture
  79. Guilty Gear 2 Overture
  80. Guilty Gear 2 Overture
  81. Guilty Gear -Strive- Final Chapter
  82. Guilty Gear Xrd Sign Chapter 7 Showdown B
  83. Guilty Gear Xrd Sign Chapter 7 Showdown B
  84. Guilty Gear Xrd Sign Chapter 7 Showdown B
  85. Guilty Gear Xrd Sign Chapter 7 Showdown B
  86. Guilty Gear Xrd Sign Chapter 7 Showdown B
  87. Guilty Gear Xrd Sign Chapter 7 Showdown B
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  90. ExplaMaytions with May! Episode 1 - What is Magic?
  91. Guilty Gear 2: Overture Game Manual Pages 10-15
  92. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  93. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  94. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  95. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  96. Guilty Gear 2 Overture Page 18
  97. Guilty Gear 2 Overture Page 18
  98. Guilty Gear (1998) Game Manual Page 25
  99. Guilty Gear 2 Overture
  100. Guilty Gear (1998) Game Manual Page 29
  101. Guilty Gear (1998) Game Manual Page 28
  102. Guilty Gear (1998) Game Manual Page 29
  103. Guilty Gear (1998) Game Manual Page 29
  104. Guilty Gear X Game Manual Page 2
  105. Guilty Gear Strive Roman Cancel
  106. Guilty Gear Strive Sliding Roman Cancel
  107. Guilty Gear Strive Red Roman Cancel
  108. Guilty Gear Strive Blue Roman Cancel
  109. Guilty Gear Strive Purple Roman Cancel
  110. Guilty Gear Strive Yellow Roman Cancel
  111. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  112. Guilty Gear (1998) Sol Badguy
  113. Guilty Gear XX Λ Core Plus Axl Overdrive
  114. Guilty Gear (1998) Justice Boss
  115. Guilty Gear (1998) Justice Boss
  116. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  117. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  118. Guilty Gear (1998) Testament Overdrive
  119. Guilty Gear 2 Overture
  120. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  121. Guilty Gear 2 Overture
  122. Guilty Gear 2 Overture
  123. Guilty Gear 2 Overture
  124. Guilty Gear 2 Overture
  125. Guilty Gear 2 Overture
  126. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  127. Guilty Gear 2 Overture
  128. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  129. Guilty Gear Xrd -REVELATOR- Chapter 07 Thesis A
  130. Guilty Gear (1998) May Story Ending
  131. Guilty Gear XX Λ Core Plus Baiken Overdrive
  132. Guilty Gear XX Λ Core Plus Baiken Overdrive
  133. Guilty Gear Strive Baiken Overdrive
  134. Guilty Gear Strive Baiken Overdrive
  135. Guilty Gear -Strive- Starter Guide - Baiken
  136. Guilty Gear -Strive- Starter Guide - Baiken
  137. Guilty Gear -Strive- Baiken Arcade
  138. Guilty Gear Xrd Baiken Arcade
  139. Guilty Gear X Baiken Arcade Mode
  140. Guilty Gear XX Accent Core Plus R Baiken Arcade Baiken vs I-No
  141. Guilty Gear -Strive- Another Story: Departure Final Chapter
  142. Guilty Gear -Strive- Another Story: Departure Chapter 2
  143. Guilty Gear -Strive- Another Story: Departure Chapter 1
  144. Guilty Gear Strive: Dual Rulers Episode 8 - "What Makes You, You"
  145. Guilty Gear -Strive- Starter Guide - Baiken
  146. Guilty Gear -Strive- Starter Guide - Baiken
  147. Guilty Gear -Strive- Starter Guide - Baiken
  148. Guilty Gear -Strive- Starter Guide - Baiken
  149. Guilty Gear XX Λ Core Plus Baiken Overdrive
  150. Guilty Gear Xrd REV 2 Baiken Overdrive
  151. Guilty Gear -Strive- Starter Guide - Baiken
  152. Guilty Gear -Strive- Starter Guide - Baiken
  153. Guilty Gear -Strive- Starter Guide - Baiken
  154. Guilty Gear Xrd -Revelator- Chapter 04 Identity B
  155. Guilty Gear Xrd Rev2 Zato vs Jam Zato Win Quote
  156. Guilty Gear -Strive- Starter Guide - Baiken
  157. Guilty Gear (1998) Baiken Instant Kill
  158. Guilty Gear Xrd REV 2 Baiken Instant Kill
  159. Guilty Gear -Strive- Another Story: Departure Final Chapter
  160. Guilty Gear -Strive- Another Story: Departure Chapter 2
  161. Guilty Gear Xrd -REVELATOR- Chapter 4
  162. Guilty Gear Xrd -REVELATOR- Chapter 4
  163. Guilty Gear -Strive- Powers/Skills Womanhood
  164. Guilty Gear -Strive- Powers/Skills Womanhood
  165. Guilty Gear (1998) Game Manual Page 29
  166. Guilty Gear X Game Manual Page 2
  167. Guilty Gear -Strive- Starter Guide - Baiken
  168. Guilty Gear -Strive- English Website Baiken Description
  169. Guilty Gear -Strive- English Website Baiken Description
  170. Guilty Gear 2 Overture
  171. Guilty Gear 2 Overture
  172. Guilty Gear 2 Overture
  173. Guilty Gear 2 Overture
  174. Guilty Gear 2 Overture
  175. Guilty Gear 2 Overture
  176. Guilty Gear 2 Overture
  177. Guilty Gear 2 Overture
  178. Guilty Gear 2 Overture
  179. Guilty Gear 2 Overture
  180. Guilty Gear 2 Overture
  181. Guilty Gear 2 Overture
  182. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  183. Guilty Gear 2 Overture
  184. Guilty Gear 2 Overture
  185. Guilty Gear Xrd -Sign- Opening
  186. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  187. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  188. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  189. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  190. ExplaMaytions with May! Episode 6 - Another Threat Looms
  191. ExplaMaytions with May! Episode 6 - Another Threat Looms
  192. Guilt Gear X Game Manual Page 14
  193. https://aaltomies.wordpress.com/2017/05/19/guilty-gear-design-comparisons-baiken/
  194. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  195. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  196. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  197. Guilty Gear Strive: Dual Riders Episodes 6-7
  198. Guilty Gear Strive: Dual Riders Episodes 7-8
  199. Guilty Gear Strive: Dual Riders Episodes 6-7
  200. Guilty Gear -Strive- Another Story: Departure Chapter 1