"Baihe and Tianhuo have known each other since childhood, where fierce rivalry eventually transformed into a strong friendship. They both joined the Longma Special Forces to protect the Huoshan Empire, but a mission gone awry led to Baihe's injury and disgrace. She sought a transfer to the Empress's Royal Guard and became Tianhuo's second-in-command. Now, they work together to safeguard all of Foenum from Predator threats and demonstrate the might of the Huoshan Empire.
Baihe is a zoner-style character that specializes in long-ranged combat. Though she shares some movement options with Tianhuo, she is far less agile, preferring to plant herself in a fortified location and armor through incoming attacks."
Gameplan
Strengths
Weaknesses
Big Red Boxes - A ton of Baihe's moves are extremely far-reaching and often completely disjointed, making it precarious for opponents to contest her in neutral.
Frame Data - Baihe has access to multiple plus or neutral on block normals and specials, giving ample opportunities for her to reset pressure or disengage safely.
Oppressive Zoning - Baihe has access to a wide array of projectiles of varying speeds and trajectories, and can dispense many of them in short order. Some characters may find it difficult to do much of anything at all when her space control is in full swing.
Armored Defense - Turret Stance gives Baihe a degree of protection while she's zoning, and can be cancelled into many powerful options including a counter, so closing the distance on her is far from a guarantee of advantage. In the game's current state, she also has access to long periods of invulnerability after armoring attacks.
Anti-Zoning - If setting up yourself while Baihe is on the screen wasn't difficult enough, she also has a reflector that will send any projectiles hurdling back to sender for a full combo on hit.
Low Damage - Baihe has some of the least damaging combos in the game, especially when working with few resources. Chip damage from her projectiles is also underwhelming.
Underwhelming Mixups - While she has access to some tricks, Baihe is generally more in her element using staggers and spacing traps than traditional mixups to open up her opponents.
Movement
Command List
Normal Moves
Standing Normals
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Mid
Chains Into Self
5
7
12
vs. Grounded
6
19
+1
6
17
-1
0
15
0.83
vs. Airborne
14
-4
A quick jab with solid range and lots of active frames.
Cannot chain into 3B.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
Forces Stand
9
8
17
vs. Grounded
8
22
-2
8
16
-8
-35
25
0.95
vs. Airborne
18
-6
21
-3
A fast poke with huge horizontal range, but also quite minus on block for a B normal.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
115
Mid
Forces Stand
13
7
21
vs. Grounded
13
26
-1
13
19
-8
-60
40
0.95
vs. Airborne
22
-5
25
-2
Similar range to 5B, if not slightly more due some forward movement. Slower, but hits harder and covers a bit more vertical area. Also has a small hitbox near the ground behind Baihe.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
25
Low
Chains Into Self
7
5
16
vs. Grounded
7
18
-2
7
16
-4
0
15
0.83
vs. Airborne
14
-6
17
-3
A quick low poke that reaches quite far for a 2A. Has a decent amount of pushback in the corner.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
60
Low
-
10
8
19
vs. Grounded
9
23
-3
9
18
-8
-20
40
0.95
vs. Airborne
28
+2
31
+5
Low that reaches a bit further than 2A and moves forward slightly. Hitbox extends a tiny bit above the crouching hurtbox, so it can incidentally anti-air.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120
Low
Hard Knockdown
16
9
33
vs. Grounded
11
Until Landing
+15 (HKD)
11
20
-21
-55
45
0.95
vs. Airborne
A far reaching sweep with hard knockdown. Launches the opponent horizontally away from Baihe on hit. Very minus on block, although difficult to punish at max range.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
50
High
-
6
8
14
vs. Grounded
8
14
-7 ~ +14
8
17
-4 ~ +17
-45
35
0.95
vs. Airborne
24
+3 ~ +24
15
-6 ~ +15
-80
Quick swipe that can be used as an air-to-air or a rising overhead on standing opponents. Has an extended hurtbox during active frames and the first few of recovery.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
High
-
11
7
12
vs. Grounded
10
20
+2 ~ +20
10
17
-1 ~ +17
-85
75
0.90
vs. Airborne
28
+10 ~ +28
-115
45
Big air kick. Probably Baihe's best jump-in normal, as well as a good air-to-air button. Has an extended hurtbox during active frames. It's able to hit crossup, and IAD j.B hits crouchers frame 24, making this her fastest overhead.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
High
-
15
12
8
vs. Grounded
16
37
+18
16
19
0
-110
90
0.90
vs. Airborne
-155
45
Big coverage move hitting a large area in front of, behind, and above Baihe. Launches the opponent away on hit. Has a relatively large extended hurtbox during active frames and the first few frames of recovery, which peeks out slightly below the move's hitbox.
Delays Baihe's falling momentum, making it impossible to land cancel for additional plus frames on block.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
6A
6A
Anti-Air
Anti-Air
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120 (85 Chip)
Mid
Projectile Jump-Cancellable on Hit
14
45
28
vs. Grounded
10 (Baihe) / 15 (Opp.)
17
-6
10
18
-10
80
80
1
vs. Airborne
32
+9
28
0
Releases a lingering hitbox that lasts beyond recovery. Total animation length for Baihe is 42 frames.
Unusual for anything outside of supers, this move lacks any gravity multiplier after max JD - allowing it to be abused for perpetual juggling.
Cannot chain into 3B or 6C. If the latter is attempted, Baihe will do 5C instead.
Toggle Hitboxes
Toggle Hitboxes
6C
6C
Spitfire
Spitfire
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
115
Mid
Projectile Forces Stand
13
43
27
vs. Grounded
0 (Baihe) / 9 (Opp.)
25
+7
0 (Baihe) / 9 (Opp.)
19
+1
40
40
1
vs. Airborne
20
+3
24
+6
Fires a projectile that lasts beyond recovery. Total animation length for Baihe is 40 frames.
This move is critical for her block pressure, being one of only two normals in the game that are plus on block, and it is also her most advantageous cancel, retaining plus frames even after a stance cancel forward dash.
It also links into jabs, meaning if you try to stagger from this normal and it actually hits, it will just continue the combo without Baihe needing to react. This makes it debatably the best stagger point in the game.
This move also has no gravity multiplier, although it's not as abusable as 6A.
Toggle Hitboxes
Toggle Hitboxes
3B
3B
Scorched Earth
Scorched Earth
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125 (50 Chip)
Mid
Projectile
19
101
24
vs. Grounded
0 (Baihe) / 16 (Opp.)
24
+16
0 (Baihe) / 13 (Opp.)
11
0
130
130
0.90
vs. Airborne
34
+26
Despite appearance, is not a low. Releases a lingering hitbox that lasts beyond recovery. Total animation length for Baihe is 43 frames.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
Launcher
Launcher
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125
Mid
Jump-Cancellable on Hit
16
6
38
vs. Grounded
12
26 (pre-JDmax) 24 (post-JDmax)
-17 (pre-JDmax) -19 (post-JDmax)
12
27
-16
-70
30
0.83
vs. Airborne
-35
65
Moves Baihe forward quite a bit, and covers a huge area above her. Very minus on block, as launchers tend to be.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw
Forward Throw B+C / 6B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155, 440
Throw
Hard Knockdown Damage Scaled to 50%
6
3
23
vs. Grounded
-
-
+35 (HKD)
-
-
-
-
-
-
vs. Airborne
Doesn't appear to be combo-convertible.
Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
380
Throw
Tumble Damage Scaled to 50%
6
3
23
vs. Grounded
-
-
Tumble
-
-
=
-
-
-
vs. Airborne
Doesn't appear to be combo-convertible, unless the opponent is thrown into the corner. Sends the opponent very far away and uses Baihe's tumble state.
Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300, 120
-
Damage Scaled to 50%
8
3
18
vs. Grounded
-
-
SKD
-
-
-
-
-
-
vs. Airborne
Doesn't appear to be combo-convertible.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
.
Cinder Shot 236A / B / C (Air OK)
236A
236A
j.236A
j.236A
236B
236B
j.236B
j.236B
236C
236C
j.236C
j.236C
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
125 (40 Chip)
-
-
12
-
25
vs. Grounded
+7
-6
vs. Airborne
If performed with a tk. input (2369 or 23698, but not 2368 - 9 must be present) during prejump frames, Baihe will have invulnerability frames for the rest of the animation. This applies to all grounded versions of Cinder Shot.
When used with reversal timing (out of blockstun or on wakeup), Baihe will again have invulnerability for the rest of the animation. This one applies to all versions of Cinder Shot, both grounded and aerial.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.A
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
125 (40 Chip)
-
-
14
-
25
vs. Grounded
7
-6
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.B
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
125 (40 Chip)
-
-
18
-
25
vs. Grounded
+7
-6
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.C
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
.
Backdraft 214A / B / C (Air OK)
214A
214A
j.214A
j.214A
214B
214B
j.214B
j.214B
214C
214C
j.214C
j.214C
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
130 (70 Chip)
Low
-
17
7
20
vs. Grounded
-9
vs. Airborne
If performed with a tk. input (21478 or 2147, but not 2148 - 7 must be present) during prejump frames, Baihe will have invulnerability frames for the rest of the animation. This applies to all grounded versions of Backdraft.
When used with reversal timing (out of blockstun or on wakeup), Baihe will have invulnerability for the rest of the animation. This applies to all versions of Backdraft.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.A
160 (90 Chip)
-
-
20
4
22
vs. Grounded
-2
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
150 (90 Chip)
-
-
17
4
22
vs. Grounded
-6
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.B
180 (90 Chip)
-
-
20
4
22
vs. Grounded
-2
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
180 (90 Chip)
-
-
17
4
18
vs. Grounded
-3
vs. Airborne
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.C
210 (90 Chip)
-
-
20
4
22
vs. Grounded
-2
vs. Airborne
.
Ricochet Shot 22A / B / C (Air OK)
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Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
125 (40 Chip)
-
-
17
?
17
vs. Grounded
+17
-6
vs. Airborne
Launches a super fast projectile at a shallow downward angle, which bounces straight upward when hitting the floor.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
125 (40 Chip)
-
-
17
?
17
vs. Grounded
+17
-6
vs. Airborne
Launches a super fast projectile at a medium downward angle, which bounces up and forward at a medium angle when hitting the floor.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
125 (40 Chip)
-
-
17
?
17
vs. Grounded
+17
-6
vs. Airborne
Similar to the A version, but this one bounces forward at a shallow angle after hitting the floor.
.
Return Fire 421X (Air OK)
Grounded
Grounded
Airborne
Airborne
Reflect
Reflect
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Grounded
80 (41 Chip)
-
Armor Break
5
7
11
vs. Grounded
-11
vs. Airborne
The primary use for this move is to reflect projectiles towards her opponent, which is useful even vs characters with no fireballs, since Baihe can reflect her own fireballs.
It is tied for speed with the fastest normals in the game, has a tiny hurtbox, a massive disjointed hitbox that antiairs, and it breaks armor too! It's stance cancellable as well, but only on hit.
-3 on block when cancelled into from a normal.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Airborne
80 (41 Chip)
-
Armor Break Bounce
5
7
25
vs. Grounded
-11
vs. Airborne
The air version still reflects projectiles, but it also ground bounces the opponent on hit.
It's massively disjointed in almost every direction, pulling Baihe's hurtbox into a tiny little square.
This also happens to be the fastest air attack in the game, which might enable Baihe to get some unique instant block punishes, but at least it's not an overhead.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Reflect
-
-
Wallbounce
3
-
-
vs. Grounded
22+
vs. Airborne
Siege Cannon's cousin. Created on frame 3 after Return Fire hits a projectile, it travels about the same speed as a Lvl. 2 Siege cannon, but without the magic cost or the long startup.
It is ludicrously plus on block, starting at around +22 on block and getting better every frame it travels. It will wall bounce the opponent from anywhere to give you a full combo, every time.
Unlike Siege Cannon which tracks the opponent but can be jumped over, Reflect will hunt them down to every corner of the screen. It will travel towards your opponent no matter where they are, even if they're above and behind you.
Baihe can reflect her own fireballs, giving her zoning a 2nd layer of danger. 6A, 3B, 236C, and all of her stance fireballs are easy to reflect.
If your opponent blocks Reflect AND Return Fire, you will be -3 instead of +A Million, so make sure you space it if you use it in pressure.
Magic
.
Turret Stance 5D (Air OK)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
Armor
13
-
125
vs. Grounded
vs. Airborne
Fills magic over time. Actionable on frame 13. Dashing forward, backward, or jumping when actionable will immediately cancel Turret Stance with zero additional recovery.
.
Reload D ~ D (Air OK)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
Armor
-
-
-
vs. Grounded
vs. Airborne
Fills 1 magic, or 2 magic with a "perfect" timing - available on frames 28-35 of Turret Stance. Reloading does not end Turret Stance, and can similarly be instantly cancelled out of with a jump or dash.
.
Cinder Shot (Rapid) D ~ A / B / C (Air OK)
D ~ A
D ~ A
D ~ j.A
D ~ j.A
D ~ B
D ~ B
D ~ j.B
D ~ j.B
D ~ C
D ~ C
D ~ j.C
D ~ j.C
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.A
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.B
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
j.C
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Uses 1 magic.
.
Counter D ~ 214D (Air OK)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120
-
Armor
5
-
-
vs. Grounded
vs. Airborne
.
Siege Cannon 623D (Air OK)
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Lvl. 1
-
-
Armor Projectile
28+
≥1 (1) 15
14
vs. Grounded
Launch, HKD
+6*
vs. Airborne
Empties Magic to shoot a fireball directly at your opponent, that detonates when it reaches the opponent, launching them towards you for a full combo from anywhere. It starts up faster, moves faster, inflicts more damage, and less juggle decay depending on how much Magic you had when you used it. Afterwards, she visually turns dark to show that her magic regeneration is disabled for 1.5 seconds.
None of them deal chip, but all versions inflict Hard Knockdown, even at Maximum Juggle Decay, making Siege Cannon her best way to set up mix.
The Lvl. 1 version is available from 1-2 Magic, and is very slow to reach the opponent, but because the explosion is delayed until 2 frames after it reaches the opponent, it still manages to be +6 (or better) on block.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Lvl. 2
-
-
Armor Projectile
19+
-
-
vs. Grounded
Launch, HKD
+14*
vs. Airborne
Available from 3-4 Magic stocks. Offers a good balance of magic cost to speed. Much easier to use in combos and neutral than Lvl. 1.
Hits on frame 20 for +14 on block at point blank.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Lvl. 3
200
-
Armor Projectile
13
≥1 (1) 15
14
vs. Grounded
Launch, HKD
12
23
+21*
vs. Airborne
The old Siege Cannon. Probably the best move in the game, it is nearly unreactable even at full screen, and can sway the outcome of the game in the blink of an eye.
Use it in whiff punishes, combos, pressure, whatever you want.
Hits frame 15 for a massive +23 on block at point blank.
.
Phalanx Strike 41236D (Air OK)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
190 (90 Chip)
-
Armor
-
-
-
vs. Grounded
vs. Airborne
Empties magic.
.
Tactical Retreat 4D / 1D / 2D
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
4D
-
-
-
17
-
18 upon landing
vs. Grounded
-
-
-
-
-
-
-
-
-
vs. Airborne
Not to be confused with Tianhuo's flips, these have no invulnerability frames and do not use magic. All versions can be cancelled from frame 26 using airdash or any attack.
They have 18 frames of landing recovery, but you can avoid entirely this by simply using another action before you land, such as airdash or j.A.
4D is the quickest when grounded at 25 frames total, sending Baihe backward at a very shallow arc. You might think she can j.A for a sneaky overhead in the corner, but she lands too soon.
In the air it can be used somewhat like a 2nd backwards airdash.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
1D
-
-
-
17
-
18 upon landing
vs. Grounded
-
-
-
-
-
-
-
-
-
vs. Airborne
When grounded, this version sends Baihe backward at a higher arc, completing in 36 frames. Very useful when combined with airdash to either restart pressure with 66j.B, or disengage to fullscreen with 44j.C
When airborne, it sends her down and back in a straight diagonal line. Even from the peak of her jump, she won't have time to cancel this before landing, and she'll be forced to incur the 18 frames landing recovery.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
2D
-
-
-
17
-
18 upon landing
vs. Grounded
-
-
-
-
-
-
-
-
-
vs. Airborne
When grounded, this version sends Baihe straight upward and back down, completing in 36 frames. 2Dj.A is a seeable overhead at 31 frames, but it could be used similarly to a "shorthop" for an empty low mixup.
When airbone, it sends her straight down. Much like j.1D, she can't realistically avoid the 18 frames landing recovery, making j.2D effectively useless for combos or mixups.
Super
Level 1
Scorching Nexus 236XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
80, 60 [x6], 250, 23 [x11], 525 (268 Chip Total)
-
Invulnerable (f1-25)
10+7
9
-
vs. Grounded
vs. Airborne
A bit slow to come out, but is fully invincible during startup and active frames, and covers nearly the entire screen.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (Follow Up)
Supernova 214XX
Are these the "Longma Balls?"
Are these the "Longma Balls?"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125 (40 Chip)
-
-
-
-
-
vs. Grounded
vs. Airborne
Enhances the next 12 uses of Backdraft (214x) by adding bouncing orb projectiles.
In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.