While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
Baiken moves forward as she attacks.
It's a good move to use when approaching the opponent from the mid-range.
Command Normal 3
+
A heavy attack where Baiken swings her sword downwards.
Although it deals heavy damage, it leaves you wide open when whiffed.
Ground Throw
HOLD OK
or+
Hold OK
Connects Baiken to the opponent after landing a Ground Throw.
Baiken and the opponent will be drawn-in towards each other while connected.
The further Baiken and the opponent are apart, the stronger they will be pulled towards each other.
You can perform a Ground Throw without connecting to the opponent by continuing to input
.
Special Attacks
Tatami Gaeshi
AIR OK
+
Air OK
Baiken slams her foot to the ground, making a Tatami mat appear in front of her.
In the ground version of the move, the opponent will be launched into the air on hit right when Baiken slams her foot on the ground.
In the air version of the move, only the Tatami mat will appear.
As the Tatami mat will not disappear until it touches the ground, it makes a good deterrence against the opponent when they are trying to approach her.
Kabari
+or
An attack that draws the opponent in towards Baiken
Its excellent range makes it a good poke from the mid-range.
The
version connects Baiken with the opponent in the same way a Ground Throw does.
During the
version, pressing
after the claw extends allows Baiken to perform a follow-up attack.
You can delay the attack's timing by holding the
button.
Baiken can pass through the opponent during the motion.
Youzansen
AIR ONLY
+
Air only
In mid-air
An overhead attack where Baiken slashes her surrounding.
It has a very fast startup, making it easy to use in combos mid-air.
It can also mix up a blocking opponent when used immediately after jumping, requiring them to change the direction they are blocking.
Hiiragi
+
A counter-attack that reacts to an attack from the opponent.
This move will deal massive damage to the opponent when you successfully land this move in the close-range.
Be cautious when using this move as it makes you vulnerable to throw, and it also has a long recovery when it whiffs.
Overdrives
Tsurane Sanzu-watashi
+
Baiken moves forwards while performing three consecutive powerful slashes.
It has a fast startup and the beginning of the attack is invincible, making it great in both combos and as a way to interrupt the opponent's strings.
It will also cause an Area Shift on hit in the corner.
Kenjyu
AIR OK
+
Air OK
Baiken launches a powerful projectile towards the opponent.
It works well as a poke against the opponent in the long-range, and also as a finisher in a combo.
It will also cause an Area Shift on hit in the corner.