GGACR/A.B.A/Starter

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< GGACR‎ | A.B.A
Key Moves
Key Moves

Normal Mode

  • 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 — A.B.A’s fastest button at 3 frames. Great anti-air, lots of gatlings, can tick throw into Keygrab up close
  • 2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 — Slightly slower alternative to 5P. Mostly the same gatlings but better at hitting shorter characters
  • 6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1 — Decently fast universal anti-air A grounded attack that hits the opponent out of the air. Gatlings to 2S for anti-air combos
  • 5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 — Good midrange button. Moves forward, +1 on block and confirms to rekkas from far away
  • 2KGGAC ABA 2K.pngGuardLowStartup7Recovery10Advantage-2 — Slightly slower than average 2K. BnB low starter
  • f.SGGAC ABA fS.pngGuardLowStartup9Recovery14Advantage0 — Advancing low, whiff punish tool similar to 5K. Good for catching opponents walking forward or backward
  • 2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5 — Great anti-air, beats or trades with most air normals, great on counter hit for extended untech time allowing combos to keygrab even on trade
  • 2DGGAC ABA 2D.pngGuardLowStartup10Recovery15Advantage-4 — Close range combo ender in Normal Mode. Cancel into Keygrab for transformations or allow to recover for OTG Keygrab ender
  • j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- — Fast disjointed air-to-air. Combos to the air version of keygrab for transformations from air-to-airs
  • j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage- — Slow but active till A.B.A hits the ground. Good out of a superjump or IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.
  • SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage- — Evasive low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. slide that goes under a ton of high hitting normals and specials
  • RekkaGGAC ABA masshou.pngGuardMidStartup12Recovery17Advantage-5Bread and butter A staple combo that is relatively simple and effective. combo tool. Has 2 followups that comprise your bnb to get into Moroha Mode
  • BloodballGGAC ABA kihi.pngGuardAllStartup35RecoveryTotal 40Advantage+18 — Somewhat slow fireball but can be useful for space control. Stays out even if A.B.A gets hit, can be FRCed
  • BloodpackGGAC ABA shousei.pngGuardStartupRecoveryTotal 38Advantage- — Uses 1 bloodpack to transform A.B.A to Moroha. Good from far away or on a knockdown but can be punished from close up
  • KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32 — A.B.As most important special. Transforms her to Moroha mode on hit, functions as both a command grab and a hitgrab
  • Force Break SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- — Much improved version of meterless slide. Fully invul for entire duration

Moroha Mode

  • f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 — No longer a low but 2 hits, disjointed and still combos to Rekkas for your bnb whiff punishes
  • 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 — Slower than Normal 2S but great otherwise. Lets you kill the opponent on counter hit
  • 5HGGAC ABA 5H M.pngGuardMidStartup15Recovery12Advantage0 — Strong poke/counterpoke and pressure normal due to its range and vacuum properties on the second hit
  • 2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 — Pressure reset that gatlings from most of A.B.A's Moroha normals. Can be FRCed for more frame advantage. Briefly throw invincible during startup makes for a great meaty or frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.
  • 2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 — Slow but enormous ranged, disjointed sweep. Combos to Rekka Loops on most middleweights and above from far out and can bait many reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.s due to the disjoint
  • j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- — Huge disjointed air normal that can beat many traditional anti airs. Ground slides on counter hit for combos and slams opponents on air hit
  • RekkaGGAC ABA MM Masshou.pngGuardMidStartup11Recovery17Advantage-5 — Slightly improved hitbox, and longer ground slide on the third hit gives A.B.A corner loops
  • DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-9 — A.B.A's infamous special move. Single hit armor, throw invincible, hugely disjointed, starts combos. Amazing special. Loses to multihit moves and supers
  • ButtGGAC ABA houshoku.pngGuardMidStartup21Recovery14Advantage-6 — Staple corner combo and grounded knockdown tool. Gives ample time to set up okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
  • KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32 — Largely the same as Normal Mode keygrab, but it heals 80% of self-inflicted damage A.B.A has taken. If the grab version lands can follow up with OTG Keygrab for a Moroha refresh
  • FlipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery29Advantage- — Throw and low crush "unblockable" overhead flipkick that groundbounces on hit and staggers on standing block
  • Moroha BloodpackGGAC ABA bunri.pngGuardStartupRecoveryTotal 40Advantage- — Exits Moroha and restores 120% of self damage taken. Can be FRCed to cut down on recovery. Great when low on Moroha Gauge
  • Force Break DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-11 — Gains infinite armor during startup and retains its throw invincibility. Groundbounces higher on hit for bigger combos. Still loses to supers
Anti-Airs
Anti-Airs
  • Use 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1, 6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1, and 2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5 to deter opponents from jumping in normal mode as well as j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- and air throwGGAC ABA airThrow.pngGuard88 pixelsStartupRecoveryAdvantage- to get anti-air confirms into Keygrab
  • 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1, 6PGGAC ABA MM 6P.pngGuardMidStartup10Recovery17Advantage-6 and 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 remain your go-to anti-airs but are joined by DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-9 and Force Break DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-11 which act as pseudo-dps with enormous hitboxes but slow startup
Combos
Combos

Normal Mode: K.I.S.: Keep It Simple. A.B.A wants to get into Moroha quickly and efficiently. Normal Mode combos are usually short and low damage but serve the purpose of getting you into Moroha where your real damage is

  • throw > 66 > Keygrab: basic BnB off a throw. 66 can be omitted vs Axl, Baiken, Dizzy, Eddie, I-No, Faust, Johnny, Millia, and Slayer
Throw Dash Keygrab is very good to learn with ABA, especially when combined with her ability to use her slides to go under a variety of moves
  • 5P > c.S > 2D > Keygrab: three piece combo into keygrab. Easy, basic, works on everyone
A very basic confirm into 2D off of ABAs 5P
  • (starter) > Rekka 1GGAC ABA masshou.pngGuardMidStartup12Recovery17Advantage-5 > Rekka 2GGAC ABA fukumetsu.pngGuardMidStartup6Recovery19Advantage-8 > Rekka 3GGAC ABA dangoku.pngGuardMidStartup14Recovery31Advantage-15 > FRC > 66 > Keygrab: 25% meter transformation combo. Good damage to get into Moroha with and leaves the opponent close to the corner from midscreen
Using Rekka FRC allows you to maximize corner carry and damage in your transformation combos with A.B.A
  • 2S > SJC > j.P > j.S > j.P > j.S > Keygrab: bnb from an anti air 2S. Substitute the Jump Cancel for a Superjump on opponents higher in the air

Moroha Mode: A.B.A gains substantially more combo options as well as higher damage combos in Moroha, these are basics to get started with the character

  • c.S > 5H > Rekka 1GGAC ABA MM Masshou.pngGuardMidStartup11Recovery17Advantage-5 > Rekka 2GGAC ABA MM Fukumetsu.pngGuardMidStartup6Recovery19Advantage-8 > Rekka 3GGAC ABA Dangoku MM.pngGuardMidStartup14Recovery28Advantage-12: bnb from c.S in Moroha. Rekkas can be FRCed for extra corner carry and damage
Similar to her Normal Mode Rekka confirm. Can be FRCed for further damage and corner carry
  • c.S > 2H > 2S > 421H > c.S > 2S > 421H: bnb butt loop in the corner. 2H > 2S requires a slightly delayed gatling. Deals great damage and gives an excellent knockdown with ample time for okizeme
Slightly delay the 2S gatling from 2H. Gives great knockdown advantage with ample time to set up a safejump
  • 2D > [Rekka 1 > Rekka 2 > Rekka 3 x3]: Rekka loops from spaced 2D. Only works in Moroha and only off air hits of rekka. Builds a lot of meter
Moroha ABA can loop multiple Rekka confirms together even from far hits of her 2D. Different characters require different timing for the Rekka followups
  • c.S > 5H > Rekka 1 > Rekka 2 > Keygrab > Keygrab: Uses the extended stagger on Rekka 2 to combo into the grab version of Keygrab. Refreshes Moroha and heals 80% of lost health
Using Rekka 2s stagger allows for ABA to combo into the command throw version of keygrab and refresh her Moroha Gauge. Useful when running low on gauge but don't want to disengage

throw > 66 > c.S > 2S > 421H: Midscreen throw in Moroha grants limited but strong combos. In the corner can lead to butt loops

Throw is important in her pressure game for opening opponents up
How to get into Moroha
How to get into Moroha

Getting into Moroha mode should be your primary objective when in Normal Mode, as in many matchups A.B.A is much weaker than the opponent when in Normal Mode, and is very vulnerable to being zoned and rushed down by savvy opponents. She's very far from helpless however, and rewards players for playing patient to get in or for punishing opponents playing recklessly

  • Walking: A.B.A's walk speed is the slowest in the game, but is the least commital of any of her movement options in normal mode. Walking into blocking or instant blocking can allow you to close the distance against opponents who may be attempting to zone you. In particular instant blocking attacks will build A.B.A a lot of meter very quickly which she can use for things like Force Break SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- or RekkaGGAC ABA masshou.pngGuardMidStartup12Recovery17Advantage-5 FRC
  • Dashing: A.B.A's dash in normal mode is a stepdash like Johnny or Kliff's and is rather slow, but can be interrupted by buttons or normals fairly quickly into its animation.
  • Slide: SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage- is one of A.B.As most defining features, and allows A.B.A to go under a huge amount of high hitting pokes that may otherwise be difficult for her to navigate around due to her otherwise lacking mobility like Faust's f.SGGAC Faust fS.pngGuardMidStartup7Recovery28Advantage-20. Slide is very strong against a lot of characters, but is throwable for the entire duration and loses to most low hitting pokes like Sol's 2DGGAC Sol 2D.pngGuardLowStartup7Recovery20Advantage-6. Force Break SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- costs 25 meter but in exchange gains full invincibility for the moves entire duration, allowing it to beat anything your opponent may try, including things that beat meterless Slide.
Slide can go under many high hitting pokes such as Ky's f.S, but loses to moves that hit low to the ground such as Ky's 2D
  • Jumping: A.B.A's jump in Normal Mode is a bit on the slow side but can be good for dealing with opponents who are attempting to call out slideGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-. Jumping is a risk as it always is, but carefully using thinks like jump instant block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both., faultless defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource., and jumping using her normals to land on the opponent or air-to-air them can allow you to better navigate the opponents space
  • Anti-airing: Anti-airs are a strong point for A.B.A in all of her forms and NM is no different. Your primary tools for swatting airborne opponents will be 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1, 6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1, and 2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5. All 3 can be confirmed into air combos to end in keygrab to allow a transformation and get you into Moroha Mode so you can start fighting the opponent better.
Anti-airing jump happy opponents in Normal Mode is a great way to get a quick and easy transformation
What to do in Moroha
What to do when you're in Moroha

You've gotten into Moroha, what now? The answer is that you kill them. A.B.A gains freakishly strong normals, very strong pressure and some of the best damage in the game when in Moroha, as well as much better mobility, with a very fast run, a much improved airdash and much better air normals

How to get close. A.B.A thrives when up close to the opponent when in Moroha, and getting close to them is much easier due to her better movement speed and improved normals that she can bully the opponent with

  • Walking: A.B.A's walk speed doesn't change any during Moroha, meaning its still the slowest in the game, but walking is still a very important thing to make use of when attempting to close the distance. Being able to immediately block out of a walk can prove useful vs things like Ky's Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5 or longer range pokes
  • Dashing: A.B.A's walk speed is bad, but her dash speed in Moroha is among the best in the game, with very fast dash speed and acceleration. Combining dashing with her normals, her jumps and her specials can create a frighteningly fast rushdown character who can close the gap incredibly quickly with far reaching, high damage options
  • Jumping: A.B.A also gains a lot from jumping in Moroha, though like any character jumping with her inherently carries the risk of being anti-aired. Abusing her j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- can be very effective, as the moves disjointed hitbox and recessed hurtbox coupled with A.B.A's stellar ability to dashjump can make anti-airing her very difficult for some characters
  • Anti-airing: A.B.A gets a lot from successful anti-airs in terms of both damage and corner carry. 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 in particular is an excellent deterrent for most characters attempting to jump at her, as a counter hit 2S combo can lead to halfscreen corner carry and huge damage off an unscaled starter

What to do when you're close. Once you've gotten close enough to start your offense you can really start to make your opponents life hell. A.B.A isn't the strongest mixup character in the game, and most of her offense is built around strike/throw and frame traps, as well as building risc. Building risc is especially important, as even a small amount of risc can skyrocket your damage output

  • 2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 — Good pressure starter due to its speed and gatlings. 2P > c.S > X is a staple of A.B.A's pressure
  • 2KGGAC ABA 2K.pngGuardLowStartup6Recovery10Advantage-2 — Low combo starter. High scaling but important for mixups
  • c.SGGAC ABA cS M.pngGuardMidStartup9Recovery14Advantage0 — 0 on block with low pushback. Good to gatling into from her light normals, great for tick throws, especially with dash momentum
  • 5HGGAC ABA 5H M.pngGuardMidStartup15Recovery12Advantage0 — Also 0 on block. Vacuums the opponent closer to A.B.A and provides her with great offensive options, though is susceptible to reversal throw. Very long cancel/gatling window on the 1st hit
  • 2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 — Primary way to stop opponents from mashing throw during pressure. Most gatlings into it leave an unthrowable gap that will counter hit reversal throws. On block has natural frame advantage and can be FRCed for even more frame advantage
  • 2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 — Good way to keep opponents from backdashing or walking back out of strings, especially when combined with the vacuum on 5H. Can be used as a spaced meaty to bait DPs and other Reversals
  • j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery12Advantage- — Staple safejump normal. Jump cancels for setting up her f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. on offense
  • ThrowGGAC ABA throw.pngGuard45 pixelsStartupRecoveryAdvantage- — Important to get them to stop blocking. Can combo off it both midscreen and in the corner. High scaling means combos are best kept short but can do great damage with high guard bar
  • KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32 — Good to use to refresh Moroha in pressure. Low damage reward but good against opponents content to block a lot
How to not get Suka'd
How to not get Suka'd

Suka motion is something of a soft lose condition for A.B.A, and occurs when she runs out of Moroha gauge. Upon recovering from your most recent action you'll be forced into a lengthy (52 frames) animation where you're unable to block or attack. Think of this like a second stun. A lot of characters can IK you during this, but this can be avoided with proper resource management, patience, and above anything else good defense.

  • Suka will not occur in the air. If you run out of Moroha gauge while airborne or mid combo in the air, end in air keygrab
  • Save your bloodpacks when possible. Bloodpacks can get you out of a bad situation, particularly due to the extra healing granted by Moroha Bloodpacks as well as the FRC on them to cut your recovery. Even if you don't FRC it and eat a punish from your opponent that combo will almost certainly do less damage than a Suka punish combo
  • Conserving your burst is another good strategy to employ to save yourself from getting Suka'd, or at the very least avoid getting IKed. Most characters Instant Kills take a long time to start up and have fairly short range, requiring the opponent to be nearby you when they activate it. OTG Bursts in particular can greatly throw off your opponents and give you some breathing room. Using OTG Burst is something of a last resort, as you'll still go through your Suka animation but you'll likely be saved from getting IKed
  • Managing your bar well is the best way to avoid seeing Suka. Paying attention to how much Moroha Gauge you have left at any given point and adjusting your combos accordingly in order to either switch forms as needed will cut your damage some, but will keep you safer from running out of meter after a combo ends and eating a painful punish or going back into normal mode with half of your health gone. Easy way to think of it: if your gauge is below 40%, you're one dropped combo or mistimed meaty from possibly dying, and it's likely worth it to end a combo early to switch forms