Them's Fightin' Herds/Baihe

From Mizuumi Wiki
Jump to navigation Jump to search
Baihe.png
Baihe (百合, 白河, or 白鹤)
Species: Longma
Playstyle: Zoner
HP: 5100
Meter Size: 380
Movement Options: Super Jump, Airdash, Tactical Retreat
Voice Actor: Crystal Lee
Stage(s): Smoldering Heaven’s Nest

Profile

"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
TFH Baihe 5A.png
TFH Baihe 5A hb.png
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
TFH Baihe 5B.png
TFH Baihe 5B hb.png
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
TFH Baihe 5C.png
TFH Baihe 5C hb.png
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
TFH Baihe 2A.png
TFH Baihe 2A hb.png
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
TFH Baihe 2B.png
TFH Baihe 2B hb.png
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
TFH Baihe 2C.png
TFH Baihe 2C hb.png
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
TFH Baihe jA.png
TFH Baihe jA hb.png
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
TFH Baihe jB.png
TFH Baihe jB hb.png
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
TFH Baihe jC.png
TFH Baihe jC hb.png
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
TFH Baihe 6A.png
TFH Baihe 6A hb.png
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
TFH Baihe 6C.png
TFH Baihe 6C hb 1.png
Spitfire
Spitfire
TFH Baihe 6C hb 2.png
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
TFH Baihe 3B.png
TFH Baihe 3B hb.png
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
TFH Baihe 3C.png
TFH Baihe 3C hb.png
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
TFH Baihe FT.png
TFH Baihe FT hb.png
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
TFH Baihe BT.png
TFH Baihe FT hb.png
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
TFH Baihe AT.png
TFH Baihe AT hb.png
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)
TFH Baihe 236A.png
236A
236A
TFH Baihe j236A.png
j.236A
j.236A
TFH Baihe 236B.png
236B
236B
TFH Baihe j236B.png
j.236B
j.236B
TFH Baihe 236C.png
236C
236C
TFH Baihe j236C.png
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)
TFH Baihe 214A.png
214A
214A
TFH Baihe j214A.png
j.214A
j.214A
TFH Baihe 214B.png
214B
214B
TFH Baihe j214B.png
j.214B
j.214B
TFH Baihe 214C.png
214C
214C
TFH Baihe j214C.png
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)
TFH Baihe Ricochet Shots.png
You guys like Lethal League?
You guys like Lethal League?
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)
TFH Baihe 421X.png
Grounded
Grounded
TFH Baihe j421X.png
Airborne
Airborne
TFH Baihe Reflect.png
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)
TFH Baihe 5D.png
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)
TFH Baihe D~D.png
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)
TFH Baihe D~A.png
D ~ A
D ~ A
TFH Baihe jD~A.png
D ~ j.A
D ~ j.A
TFH Baihe D~B.png
D ~ B
D ~ B
TFH Baihe jD~B.png
D ~ j.B
D ~ j.B
TFH Baihe D~C.png
D ~ C
D ~ C
TFH Baihe jD~C.png
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)
TFH Baihe D~214D.png
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)
TFH Baihe 623D.png
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)
TFH Baihe 41236D.png
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
TFH Baihe 4D.png
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. 2D j.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
TFH Baihe 236XX.png
TFH Baihe 236XX hb.png
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
TFH Baihe 214XX.png
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.

Level 3

Last Round
63214XX
TFH Baihe 63214XX 1.png
TFH Baihe 63214XX 2.png
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, 100 [x2], 150, 100 [x11], 250, 2340, 90
(94 Chip)
- - - - - vs. Grounded
vs. Airborne

Causes a cinematic on hit.

Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Baihe CC.png
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 (Recoverable Health) Mid Strike-Invulnerable (f1-16)
Autoguard (f17-25)
23 9 54 vs. Grounded - - 0 (HKD) 5 13 -49 0 0 1
vs. Airborne

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.

Colors

Baihe ( A )
Pink Peppercorn ( B )
Liquid Gold ( C )
Berry Blaze ( D )
Ashen (TU)
Banana Peppercorn (VC)
Ignition Switch ( A+B+C )
Solar Flare ( D+TU+VC)
Sport Shoes ( B+D )
Sunbeam ( A+D )
Lilac Plume ( A+B+D )
I Wish I Wish ( C + D )
Arm Cannon ( A+C+D )
Deadeye ( B+C+D )
Ancient Light ( A+B+C+D )
Fuel to the Fire ( A+B )
Hawk's Eye ( A+TU)
Viking Flyer ( B+TU)
Mega Y ( A+B+TU)
HDSHT ( C+TU)
Boom Headshot ( A+C+TU)
Plasma Blade ( B+C+TU)


General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events