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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!A.B.A.
|-
||
[[File:GGAC_ABA_Portrait.png|350px|center]]
|-
||
{{#lsth:GGACR/A.B.A/Data|SystemData}}
;Movement Options
*Double Jump
*1 Air Dash in Normal and Moroha Mode
*2 Air Dashes in Goku Moroha Mode
*Dash Type: Step (in Normal Mode), Run (in Moroha Mode)
<center>'''Colors'''</center>
{{GGACRColors|Character=ABA}}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
ABA has the potential to be downright terrifying. A homunculus who spent most of her developing years literally trapped in the darkness, she fights with a giant key named Paracelcus who happens to be her "husband" and is also voiced by the guy who directs BlazBlue.  
{{GGACR/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content= A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.


ABA is a pure Risk/Reward character who switches between two modes: one which might be the worst character in the game, and one which is probably the best. She starts in '''Normal Mode''', as slow, plodding, and generally incapable. When she lands a Keygrab or consumes a bloodpack while in this mode, however, she enters '''Moroha mode'''. Wherein, she gains a massive shift in the strength of her attacks, her overall speed, her pressure and ability to crank the guard bar, and several other bonuses which turn her from listless to livid, making her extremely frightening to deal with. ABA is generally uncommon enough a character that many players have trouble dealing with her overwhelming options.
A.B.A begins the round in '''Normal Mode''' (NM), in which she has neither great damage nor mobility, save for the low-profile slide {{MMC|input=236P|label=Dragging}}. A.B.A plays very defensively in this mode, using her powerful anti-airs in {{clr|1|5P}} and {{clr|3|2S}} alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature {{MMC|input=63214H|label=Bonding}} command grab, or otherwise create an opportunity to spend a bloodbag resource for {{MMC|input=63214P|label=Injecting}}.


This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game.
If either of these conditions are met, A.B.A enters '''Moroha Mode''' (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, {{MMC|input=6321463214S|label=Altercation}}, allowing her to get into '''Goku Moroha Mode'''. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.


===<center>Strengths And Weaknesses</center>===
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine.
{{StrengthsAndWeaknesses|strengths=
 
* Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage.
A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.  
* Decent utility.
* Keygrab can be combo'ed into to help manage mode.
* Proper mode switching helps mitigate her self damage.
* Very high defense rating.
* Good meterless conversion, and meter usage options.
* Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
* Has Danzai.
|weaknesses=
* Modes are very different and thus she is not easy to pick up.
* Starts in Normal Mode, has bad mobility.
* Moroha Mode can cripple her life lead if not managed properly enough.
* Needs bloodpacks to enter Moroha mode without a combo.
* Somewhat meter-reliant for more damage/better setups.
* Very susceptible to being Instant Killed if played improperly.
*4f jump startup.
}}
}}
{{GGACR/Infobox
|fastestAttack= [[#5P|5P]] (3F)
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)
}}
{{ProsAndCons
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.
|pros=
* '''Moroha Mode:''' Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating {{MMC|input=623H|label=Danzai}}.
** '''Moroha Normals:''' Many of A.B.A's normals in Moroha mode are best-in-class. Her {{MMC|input=2S[m]|label=2S}} and {{clr|3|f.S}} in particular are strong space control tools that lead to great damage on hit.
** '''Moroha Pressure:''' A.B.A's pressure in Moroha mode is very strong as many of her normals (especially {{clr|4|2H}}) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life.
** '''Moroha Endgame:''' When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an {{MMC|input=6321463214S|label=oppressive attack}} that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game.
* '''Deceptive Tangibility:''' A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly.
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.
* '''Normal Mode Can Survive:''' Normal Mode isn't entirely useless, as it has the excellent {{MMC|input=236P|label=Dragging}} to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs.
|cons=
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode.
* '''Health Drain:''' During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare.
* '''Limited Unique Resource:''' A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it.
* '''Knockdown Vulnerability:''' If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.
}}
</div>


=== Unique Mechanics ===
==Unique Mechanics==
----
==={{InvisibleText|Mode Switch}}===
==== Moroha Modes ====
{{card|width=4
:A.B.A starts every round in her Normal mode.
|header=Mode Switch
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage on hit. A.B.A also has access to an improved version of this mode called Goku Moroha mode via the use of one of her overdrives.
|content=A.B.A starts every round in her Normal mode.
==== Blood Packs ====
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br>
:A.B.A starts each round with a limited resource known as Blood Packs.
 
Blood packs can be used as a supplement to her Moroha modes and allow her to manually enter the mode without a combo.
The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
}}
!| <big>Guilty Bits Character Intro</big>
 
|-
=={{InvisibleText|Blood Packs}}==
|- style="text-align: center;"
{{card|width=4
| style="border: 1px;"|
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]
{{#evt:
|content=A.B.A starts each round with a limited resource known as Blood Packs.
service=youtube
Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.
|id=https://youtu.be/bsIPfBzp5O4
}}
=={{InvisibleText|Starter Guide}}==
{{StarterBlurb}}
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==
{{card|width=4
|header=Moroha Mode Movement Stat Changes
|content=
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].
{{#cargo_query:tables=ggacrCharacters
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")
|format=table
|order by=Air Dashes, Mode
}}
}}
}}
|}
{{FrameChartKey}}
{{#lst:GGACR/A.B.A/Data|Links}}
 
==Normals==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
<div class="movelist-toggles sticky">
{{MoveData
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div>
|image=GGAC_ABA_5P.png
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div>
|name=5P
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div>
|caption=An AA, not a jab, but 3F blazing fast
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5P-Hitbox.png|center|175px]]
</div>
</div>
|data=
<div id="movelist-1" class="movelist">
{{AttackDataHeader-GGACR|version=yes}}
===<big>{{clr|1|5P}}</big>===
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Normal}}
|input=5P
{{#lsth:GGACR/A.B.A/Data|5P}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 3
Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.
|active  = 2
|recovery = 7
}}
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.
 
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.
 
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGACR Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 6
}}
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGACR Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 12
}}
Proximity normal. Rather important for combos leading to keygrab or rekkas.
 
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGACR Move Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 14
}}
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.
 
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGACR Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 7
|recovery = 27
}}
A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.
 
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.
 
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{GGACR Move Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 4
|recovery = 15
}}
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
}}
 
===<big>{{clr|1|6P}}</big>===
{{GGACR Move Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 8
|recovery = 10
|offset  = 3
|inactive = 5
}}
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}
}}


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
===<big>{{clr|4|6H}}</big>===
{{GGACR Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 9
|recovery = 25
}}
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.


'''Supplemental Frame Data:'''
Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.
}}


Upper body invincible 2~4F
===<big>{{clr|1|2P}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=2P
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|5P[m]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 5
{{Description|8|text=
|active  = 2
Deals 3 more damage than normal mode.
|recovery = 6
}}
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


'''Supplemental Frame Data:'''
===<big>{{clr|2|2K}}</big>===
{{GGACR Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 10
}}
A low poke with ok range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.


Upper body invincible 2~4F
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
}}
}}
{{!}}-
 
{{AttackVersion|name=Goku Moroha}}
===<big>{{clr|3|2S}}</big>===
{{#lsth:GGACR/A.B.A/Data|5P[gm]}}
{{GGACR Move Card
{{!}}-
|input=2S
{{Description|8|text=
|description=
Similar to normal version, but has 1 frame less invulnerability and has 1 frame less recovery.
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|recovery = 13
}}
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.


'''Supplemental Frame Data:'''
Essentially an air KD on CH, so you often can combo into keygrab from trades.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|2H}}</big>===
{{GGACR Move Card
|input=2H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 15
|recovery = 10
|offset  = 8
|inactive = 3
}}
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.
}}
 
===<big>{{clr|5|2D}}</big>===
{{GGACR Move Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 15
}}
Pretty typical. You'll usually end ground strings with this into keygrab.
}}
 
===<big>{{clr|1|j.P}}</big>===
{{GGACR Move Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 14
}}
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
 
===<big>{{clr|2|j.K}}</big>===
{{GGACR Move Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 8
|recovery = 12
}}
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
 
===<big>{{clr|3|j.S}}</big>===
{{GGACR Move Card
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 8
|recovery = 11
}}
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.


Upper body invincible 3~4F
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
}}


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
===<big>{{clr|4|j.H}}</big>===
  }}
{{GGACR Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 15
|active  = 1
}}
}}
======<font style="visibility:hidden" size="0">5K</font>======
One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.
{{MoveData
|image=GGAC_ABA_5K.png
|name=5K
|caption=Not much of a dancing queen
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5K-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5K}}
{{!}}-
{{Description|8|text=
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self gatling and safe on block very much helps.


All three versions move ABA slightly forwards.
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.
}}


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
===<big>{{clr|5|j.D}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=j.D
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|5K[m]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 16
{{Description|8|text=
|active  = 4
Not much different than Normal Mode, but loses out a bit since other normals are better in Moroha. Still useful overall if you're in range.
|recovery = 13
|specialRecovery = 5
}}
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.
}}


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
==Universal Mechanics==
}}
===<big>Ground Throw</big>===
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Goku Moroha}}
|input=Ground Throw
{{#lsth:GGACR/A.B.A/Data|5K[gm]}}
|description=
{{!}}-
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.
{{Description|8|text=
One frame faster and two frames more advantageous. Still very useful.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal excluding 2H.
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary
}}
}}
}}
======<font style="visibility:hidden" size="0">cS</font>======
{{MoveData
|image=GGAC_ABA_cS.png
|caption=A close combo starter
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_cS-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_cS_M.png
|caption2=How the hell does she not break her teeth?
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]]
</div>
|name=c.S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|c.S}}
{{!}}-
{{Description|8|text=
Not bad, but 5P's a better combo starter at this range.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2P, 5H, 2H, 6H, 5D, 2D
===<big>Air Throw</big>===
}}
{{GGACR Move Card
{{!}}-
|input=Air Throw
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|c.S[m]}}
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
{{!}}-
}}
{{Description|8|text=
Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
===<big>Dead Angle Attack</big>===
{{GGACR Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 7
|recovery = 29
}}
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.


'''Supplemental Frame Data:'''
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.
}}


Foot invincible 7~22F
===<big>Blue Burst</big>===
}}
{{GGACR_Move_Card
{{!}}-
|input=D+X
{{AttackVersion|name=Goku Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|c.S[gm]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 17
{{Description|8|text=
|active  = 6
Now as fast as normal, but with the added invul and +5 on block. Great.
|recovery = 24
|specialRecovery = 3
}}
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.  
}}


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself.
==Special Moves==
===<big>Deletion</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGACR Move Card
|input=236S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 2
|recovery = 17
}}
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.


'''Supplemental Frame Data:'''
At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.
}}


Foot invincible 6~17F
===<big>Ruin</big>===
}}
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
{{GGACR Move Card
|input=236S > 46S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 19
}}
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.
}}
}}
======<font style="visibility:hidden" size="0">fS</font>======
{{MoveData
|image=GGAC_ABA_fS.png
|caption=A standing low which moves foward
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_fS-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_fS_M.png
|caption2=Do a little dance
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_fS-Moroha-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]]
</div>
|name=f.S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|f.S}}
{{!}}-
{{Description|8|text=
Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2K, c.S, 2S, 5H, 2H, 6H, 5D, 2D
===<big>Condemnation</big>===
}}
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}
{{AttackVersion|name=Moroha}}
{{GGACR Move Card
{{#lsth:GGACR/A.B.A/Data|f.S[m]}}
|input=236S > 46S > 63214S
{{!}}-
|description=
{{Description|8|text=
{{#invoke:FrameChart|drawFrameData
Excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into 5H or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.
|startup  = 14
|active  = 3
|recovery = 31
|frcStart = 14
|frcEnd = 15
}}
The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].


''1st hit causes very little knockback/pushback.''
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 5H, 2H, 6H, 5D, 2D
The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|f.S[gm]}}
{{!}}-
{{Description|8|text=
Now faster, safe on block, and overall even better. Just as useful as in Moroha mode.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself.
===<big>Bonding</big>===
  }}
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
{{GGACR Move Card
|input=63214H,j.63214H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 13
|active  = 12
|recovery = 30
}}
}}
======<font style="visibility:hidden" size="0">5H</font>======
Keygrab. The most important move in your arsenal.  
{{MoveData
Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
|image=GGAC_ABA_5H.png
|caption=Spin him around, show him you care
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_5H-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_5H_M.png
|caption2=Like the unsettling opening to a psychological horror
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Moroha-5H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]]
</div>
|name=5H
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5H}}
{{!}}-
{{Description|8|text=
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade.  


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6H, 5D, 2D
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5H[m]}}
{{!}}-
{{Description|8|text=
Fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.  


*Staggers opponent on CH (Max 61F)
===<big>Dragging</big>===
*2nd hit pulls opponent in on hit
{{InputBadge|{{clr|1|236P}}}}
{{GGACR Move Card
|input=236P
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 28
|frcStart = 11
|frcEnd = 13
}}
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2H, 6H, 5D, 2D
Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5H[gm]}}
{{!}}-
{{Description|8|text=
Goes to being faster than even Normal 5H, with all the same other benefits and drawbacks.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself.  
===<big>Retribution</big>===
}}
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}
{{GGACR Move Card
|input=236K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 3
|recovery = 20
|frcStart = 28
|frcEnd = 30
}}
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).
}}
}}
======<font style="visibility:hidden" size="0">6P</font>======
{{MoveData
|image=GGAC_ABA_6P.png
|caption=Using your head is key
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_6P-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6P-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6P-3-Hitbox.png|center|175px]]
</div>
|name=6P
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|6P}}
{{!}}-
{{Description|8|text=
A relatively fast 6P, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.
*Initial prorate 90%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2S, 2H
===<big>Avoidance</big>===
{{InputBadge|{{clr|4|236H}}}}
{{GGACR Move Card
|input=236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 35
|isProjectile = true
|recovery = 6
|frcStart = 23
|frcEnd = 24
}}
A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.


'''Supplemental Frame Data:'''
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.
}}


Upper body invincible 1~9F; above knees invincible 10~12F
===<big>Injecting</big>===
}}
{{InputBadge|{{clr|1|63214P}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Moroha}}
|input=63214P
{{#lsth:GGACR/A.B.A/Data|6P[m]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|recovery = 38
Its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version.
}}
*Initial prorate 90%
Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 2H
This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.
}}


'''Supplemental Frame Data:'''
==Force Breaks==
===<big>FB Dragging</big>===
{{InputBadge|{{clr|5|236D}}}}
{{GGACR Move Card
|input=236D
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 26
|frcStart = 9
|frcEnd = 23
}}
The '''best''' move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.


Upper body invincible 1~9F; above knees invincible 10~12F;
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
}}
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.
{{!}}-
}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|6P[gm]}}
{{!}}-
{{Description|8|text=
Much faster and significantly safer, but otherwise has the same uses.
*Initial prorate 90%


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself.
==Overdrives==
===<big>Evidence: Concealment</big>===
{{InputBadge|{{clr|4|632146H}}}}
{{GGACR Move Card
|input=632146H,632146H > 236H,632146H > 236H > 236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 6
|recovery = 34
|frcStart = 19
|frcEnd = 22
}}
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.


'''Supplemental Frame Data:'''
Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.
----
It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.
}}


Upper body invincible 1~6F; above knees invincible 7~8F;
===<big>Evidence: Destruction</big>===
  }}
{{InputBadge|{{clr|1|j.632146P}}}}
{{GGACR Move Card
|input=j.632146P
|description=
{{#invoke:FrameChart|drawFrameData
|startup =
|active  =
|recovery =
}}
}}
======<font style="visibility:hidden" size="0">6H</font>======
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}.  
{{MoveData
}}
|image=GGAC_ABA_6H.png
 
|caption=The Hail Mary
<!--------------------- MOROHA MODE --------------------------------->
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_6H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6H-2-Hitbox.png|center|175px]]
</div>
</div>
|image2=GGAC_ABA_6H_M.png
<div id="movelist-2" class="movelist">
|caption2=Eats up space all day
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
[[File:GGXXACPR_ABA_6H-1-Moroha-Hitbox.png|center|175px]]
===<big>{{clr|1|5P}}</big>===
[[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]]
{{GGACR Move Card
</div>
|input=5P[m]
|name=6H
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR|version=yes}}
|startup  = 3
{{!}}-
|active  = 2
{{AttackVersion|name=Normal}}
|recovery = 7
{{#lsth:GGACR/A.B.A/Data|6H}}
}}
{{!}}-
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.
{{Description|8|text=
 
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. Since it hits at a slightly upwards angle, it makes for a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff.
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.
*Forced prorate 70%
 
*Dizzy modifier x2.5
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
*Wallbounces opponent on hit (untechable for 35F)
 
* CH midscreen causes wallbounce and knockdown
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
* CH near corner causes wallstick (untechable for 92F, stick for 25F)
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGACR Move Card
|input=5K[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 6
}}
As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as {{clr|3|f.S}} or {{clr|5|2D}}. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or {{keyword|low profile}} options
 
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGACR Move Card
|input=c.S[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 14
}}
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6P, 5H
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|6H[m]}}
{{!}}-
{{Description|8|text=
Exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.
*Untechable for 23F
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|6H[gm]}}
{{!}}-
{{Description|8|text=
Signficantly faster, but still very much unsafe.
*Untechable for 23F


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself.
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">5D</font>======
 
{{MoveData
===<big>{{clr|3|f.S}}</big>===
|image=GGAC_ABA_5D.png
{{GGACR Move Card
|caption=''Nothing Out of The Ordinary''
|input=f.S[m]
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 9
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
|active  = 2
|data=
|inactive2 = 2
{{AttackDataHeader-GGACR|version=yes}}
|active3 = 2
{{!}}-
|recovery = 16
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5D}}
{{!}}-
{{Description|8|text=
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5D[m]}}
{{!}}-
{{Description|8|text=
One frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5D[gm]}}
{{!}}-
{{Description|8|text=
Goku Moroha reduces startup another 2 frames, turning it into the second fastest Dust in the game, second only to Sol's when he uses Dragon Install. So, basically, the fastest Dust in the game.
}}
}}
}}
======<font style="visibility:hidden" size="0">2P</font>======
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.
{{MoveData
|image=GGAC_ABA_2P.png
|caption=Look, Honey! A real jab!
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]]
</div>
|name=2P
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2P}}
{{!}}-
{{Description|8|text=
When you've got a need for speed, but with more range than 5P. Standard.
*Initial prorate 80%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2P[m]}}
{{!}}-
{{Description|8|text=
3 more points of damage, otherwise identical to Normal Mode. Faster than c.S, slower than 5K or 5P.
*Initial prorate 80%


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2P[gm]}}
{{!}}-
{{Description|8|text=
*Initial prorate 80%


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to include every normal, including itself.
===<big>{{clr|4|5H}}</big>===
  }}
{{GGACR Move Card
|input=5H[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 15
|active  = 5
|inactive2 = 6
|active3 = 2
|recovery = 12
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.
{{MoveData
 
|image=GGAC_ABA_2K.png
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.
|caption=Everywoman's low poke
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]]
</div>
|name=2K
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2K}}
{{!}}-
{{Description|8|text=
A low poke with alright range. Leads to 2D > Keygrab on hit.
*Initial prorate 70%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: c.S, 2S, 5H, 2H, 6H, 2D
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2K[m]}}
{{!}}-
{{Description|8|text=
One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos.
*Initial prorate 70%


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, c.S, f.S, 2S, 6H, 5D, 2D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2K[gm]}}
{{!}}-
{{Description|8|text=
Identical to Moroha Mode.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself, 5H, and 2H.
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
}}
{{GGACR Move Card
|input=5D[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|active  = 4
|recovery = 15
}}
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!
}}
}}
======<font style="visibility:hidden" size="0">2S</font>======
{{MoveData
|image=GGAC_ABA_2S.png
|caption=A surprisingly good crouching uppercut
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2S-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2S-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2S_M.png
|caption2=Actually rivaled by the Normal Mode version
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]]
</div>
|name=2S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2S}}
{{!}}-
{{Description|8|text=
Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.
*Untechable on air hit for 18F


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, 2H, 5D, 2D
===<big>{{clr|1|6P}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=6P[m]
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|2S[m]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 10
{{Description|8|text=
|active  = 6
50% slower than Normal Mode, but it has '''big''' range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.
|recovery = 17
*Floats opponent, fully untechable on CH.
}}
*Untechable for 23F
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5D, 2D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2S[gm]}}
{{!}}-
{{Description|8|text=
Starts much faster and has half the recovery of Moroha, making it quite safe. Otherwise, more or less the same.
*Floats opponent, fully untechable on CH.
*Untechable for 23F


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal including itself.
===<big>{{clr|4|6H}}</big>===
  }}
{{GGACR Move Card
|input=6H[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 15
|active  = 14
|recovery = 30
}}
}}
======<font style="visibility:hidden" size="0">2H</font>======
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.
{{MoveData
|image=GGAC_ABA_2H.png |caption=Stop Exhibitioning
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-3-Hitbox.png|center|150px]]
[[File:GGXXACPR_ABA_2H-4-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2H_M.png
|caption2=Ruins people who press buttons
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2H-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-2-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-3-Moroha-Hitbox.png|center|150px]]
</div>
|name=2H
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2H}}
{{!}}-
{{Description|8|text=
A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.
*1st floats and pulls opponent in on hit (untechable for 19F)


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6P
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2H[m]}}
{{!}}-
{{Description|8|text=
One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.
*1st hit forces opponent into crouching state on ground hit
*2nd hit groundbounces opponent (untechable for 35F)


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S
===<big>{{clr|1|2P}}</big>===
{{GGACR Move Card
|input=2P[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 2
|recovery = 6
}}
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.


'''Supplemental Frame Data:'''
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


Throw invincible 13~18F; FRC timing 20~22F
===<big>{{clr|2|2K}}</big>===
}}
{{GGACR Move Card
{{AttackVersion|name=Goku Moroha}}
|input=2K[m]
{{#lsth:GGACR/A.B.A/Data|2H[gm]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 6
Identical to the Moroha version.
|active  = 4
|recovery = 10
}}
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal except for itself.
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
|image=GGAC_ABA_2D.png
|caption=Your only other low
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2D-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2D_M.png
|caption2=ABA asks Paracelsus to die for her. He's not really keen on that.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]]
</div>
|name=2D
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2D}}
{{!}}-
{{Description|8|text=
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. 2K is generally preferred for poking.


'''Supplemental Frame Data:'''
===<big>{{clr|3|2S}}</big>===
{{GGACR Move Card
|input=2S[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 18
}}
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.


Low profile 10~12F
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2D[m]}}
{{!}}-
{{Description|8|text=
Meanwhile, in Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2D[gm]}}
{{!}}-
{{Description|8|text=
Three frames faster, but otherwise the same.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: include every normal except for itself.
===<big>{{clr|4|2H}}</big>===
  }}
{{GGACR Move Card
|input=2H[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active  = 14
|recovery = 6
|frcStart = 20
|frcEnd = 22
}}
}}
======<font style="visibility:hidden" size="0">jP</font>======
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.
{{MoveData
|image=GGAC_ABA_jP.png
|caption=Kind of a joke, but it's not very funny when it works.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]]
</div>
|name=j.P
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.P}}
{{!}}-
{{Description|8|text=
Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.P[m]}}
{{!}}-
{{Description|8|text=
Pretty much the same as Normal Mode with the exception of doing 3 more points of damage.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.P[gm]}}
{{!}}-
{{Description|8|text=
One frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D
===<big>{{clr|5|2D}}</big>===
  }}
{{GGACR Move Card
|input=2D[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active  = 2
|recovery = 23
}}
}}
======<font style="visibility:hidden" size="0">jK</font>======
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.
{{MoveData
|image=GGAC_ABA_jK.png
|caption=A rising air-to-air, and not much else by itself.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]]
</div>
|name=j.K
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.K}}
{{!}}-
{{Description|8|text=
Hits directly above A.B.A., which is good for intercepting opponents from below. Its horizontal hitbox is incredibly narrow though, and will probably whiff in most other situations.
*Floats opponent on hit (untechable on ground hit for 28F)


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.S, j.H, j.D
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.K[m]}}
{{!}}-
{{Description|8|text=
Not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after j.S, leading to some disgusting results amongst j.S's other options.
*Floats opponent on hit (untechable on ground hit for 28F)


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.S, j.D
===<big>{{clr|1|j.P}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=j.P[m]
{{AttackVersion|name=Goku Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|j.K[gm]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 5
{{Description|8|text=
|active  = 4
*Floats opponent on hit (untechable on ground hit for 28F)
|recovery = 14
}}
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">jS</font>======
{{MoveData
|image=GGAC_ABA_jS.png
|caption=Your best friend
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jS-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jS-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_jS_M.png
|caption2=Your best friend on drugs
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jS-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]]
</div>
|name=j.S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.S}}
{{!}}-
{{Description|8|text=
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.H
===<big>{{clr|2|j.K}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=j.K[m]
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|j.S[m]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 5
{{Description|8|text=
|active  = 8
Take everything great about Normal Mode j.S. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha j.S.
|recovery = 12
}}
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.


Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into j.P or j.K, you can Fuzzy Guard by doing  [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is still so tiny, but the possibilities from j.S > j.K are really gross. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
}}


Another nice bonus is that j.K CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the j.S > j.K > dj.S > j.H variation since it combos! Pretty sick.
===<big>{{clr|3|j.S}}</big>===
*Initial Prorate: 90%
{{GGACR Move Card
|input=j.S[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 5
|recovery = 12
}}
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.K, j.H, j.D
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.S[gm]}}
{{!}}-
{{Description|8|text=
Pretty close to the Moroha version, except its recovery has been cut down by a modest '''83%''' (10 frames). Somehow ridiculously improved.
*Initial Prorate: 90%


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.H, j.D
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">jH</font>======
{{MoveData
|image=GGAC_ABA_jH.png
|imageSize=115px
|caption=Get a Room
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jH-Hitbox.png|center|95px]]
</div>
|image2=GGAC_ABA_jH_M.png
|caption2=Seriously
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jH-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]]
</div>
|name=j.H
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.H}}
{{!}}-
{{Description|8|text=
Being active until landing makes j.H a good jump-in, and it can cross up as well. Like some air normals that are similar, it can be IB'd and thrown on landing since it can't be gatling'd. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately.


''Causes very little knockback/pushback.''
===<big>{{clr|4|j.H}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=j.H[m]
{{AttackVersion|name=Moroha}}
|description=
{{#lsth:GGACR/A.B.A/Data|j.H[m]}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 12
{{Description|8|text=
|active  = 6
Huge hitbox, great for cross-ups, and on CH it ground slides into ludicrous damage despite its prorate. The built-in OS with airthrow doesn't do your opponents any favors either. People hate this move.
|recovery = 20
*Initial prorate 80%
}}
*Slams down opponent on air hit
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.
*Slides opponent on CH (untechable for 112F, slides for 30F)


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.D
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.H[gm]}}
{{!}}-
{{Description|8|text=
Starts 3 frames faster than Moroha, otherwise identical.


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.D
===<big>{{clr|5|j.D}}</big>===
  }}
{{GGACR Move Card
|input=j.D[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 13
|active  = 4
|recovery = 13
|specialRecovery = 5
}}
}}
======<font style="visibility:hidden" size="0">jD</font>======
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.
{{MoveData
|image=GGAC_ABA_jD.png
|caption=Lay All Your Love on Me
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]]
</div>
|name=j.D
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.D}}
{{!}}-
{{Description|8|text=
Nice horizontal range, but very slow. Works mainly as an early Anti-Air, but otherwise seldom used. If you manage to CH, you are gifted a wallbounce > free keygrab for your troubles.
*Blows back opponent on hit (untechable for 22F)
*Wallbounces opponent on CH (untechable for 50F)
*Initial prorate 90%
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.D[m]}}
{{!}}-
{{Description|8|text=
A vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing j.Ss for better conversions.
*Blows back opponent on hit (untechable for 22F)
*Wallbounces opponent on CH (untechable for 52F)
*Initial prorate 90%
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.D[gm]}}
{{!}}-
{{Description|8|text=
Nearly half the startup should make you consider using it in neutral a bit, otherwise it's identical to Moroha Mode.
*Blows back opponent on hit (untechable for 22F)
*Wallbounces opponent on CH (untechable for 50F)
*Initial prorate 90%
}}
}}
}}


==Universal Mechanics==
===<big>Universal Mechanics</big>===
====== ======
----
{{MoveData
===<big>Ground Throw</big>===
|image=GGAC_ABA_throw.png
{{GGACR Move Card
|caption=Head over Heels
|input=Ground Throw[m]
|name=Ground Throw
|description=
|data=
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|Ground Throw}}
{{!}}-
{{Description|8|text=
Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.


*Causes wallbounce and knockdown in Normal Mode
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.
*Forced prorate 50%
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{!}}-
{{Description|8|text=
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.  


*Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
===<big>Air Throw</big>===
*Forced prorate 50%
{{GGACR Move Card
}}
|input=Air Throw[m]
|description=
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
}}
}}
====== ======
{{MoveData
|image=GGAC_ABA_airThrow.png
|caption=Knocks down; fairly typical
|name=Air Throw
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|Air Throw}}
{{!}}-
{{Description|8|text=
Pretty average, but knockdowns are always good.


*Knocks down opponent on hit
===<big>Dead Angle Attack</big>===
*Forced prorate 50%
{{GGACR Move Card
}}
|input=DAA[m]
{{!}}-
|description=
{{AttackVersion|name=Moroha}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 10
{{Description|8|text=
|active  = 2
Moroha and Goku Moroha get a slight damage boost, but still only leads to knockdown.
|inactive2 = 2
|active3 = 2
|recovery = 20
}}
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
}}


*Knocks down opponent on hit
===<big>Special Moves</big>===
*Forced prorate 50%
----
  }}
===<big>Deletion</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGACR Move Card
|input=236S[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 11
|active  = 2
|recovery = 17
}}
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
}}
}}
====== ======
{{MoveData
|image=GGAC_ABA_5H.png
|caption=Your favorite lifeline
|image2=GGAC_ABA_fS_M.png
|caption2=More of a "you'd better stay in the corner" tactic.
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|DAA}}
{{!}}-
{{Description|8|text=
Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you.


*Knocks down opponent on hit
===<big>Ruin</big>===
*Initial prorate 50%
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
{{GGACR Move Card
|input=236S > 46S[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 19
}}
2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.


'''Additional Frame Data:'''
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.
}}


Fully invincible 1~27F; Throw invincible 28~41F;
===<big>Condemnation</big>===
}}
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Moroha}}
|input=236S > 46S > 63214S[m]
{{#lsth:GGACR/A.B.A/Data|DAA[m]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 14
Faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it, but you can go for a tech trap afterwards.
|active  = 3
|recovery = 28
|frcStart = 14
|frcEnd = 15
}}
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.  
}}


*Initial prorate 50%
===<big>Bonding</big>===
*Wallbounces opponent on hit (untechable for 28F on ground hit)
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
*Can only hit once
{{GGACR Move Card
|input=63214H[m],j.63214H[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 12
|recovery = 30
}}
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.


'''Additional Frame Data:'''
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.
}}


Fully invincible 1~15F; Throw invincible 16~27F;
===<big>Engorgement</big>===
}}
{{InputBadge|{{clr|4|421H}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Goku Moroha}}
|input=421H
{{#lsth:GGACR/A.B.A/Data|DAA[gm]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 21
Identical to the Moroha version.
|active  = 11
}}
|recovery = 14
}}
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.
}}
}}


==Specials==
===<big>Judgment</big>===
Values in [ ] represent when A.B.A. is in Goku Moroha Mode
{{InputBadge|{{clr|4|623H}}}}
======<font style="visibility:hidden" size="0">Deletion</font>======
{{GGACR Move Card
{{MoveData
|input=623H
|image=GGAC_ABA_masshou.png
|description=
|caption=The Gateway Rekka
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 18
[[File:GGXXACPR_ABA_Deletion-Hitbox.png|center|175px]]
|active  = 6
</div>
|inactive2 = 20
|name=Masshou / Deletion
|active3 = 3
|input=236S
|recovery = 25
|data=
}}
{{AttackDataHeader-GGACR|version=yes}}
Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S}}
{{!}}-
{{Description|8|text=
Sometimes works as a poke, but mediocre speed. Hitbox is one of the better ones in NM. On hit, cancel into 2nd Rekka > 3rd Rekka > FRC > (other combo filler >) Keygrab. It's unsafe, but its long range and decent pushback can make it safe-ish if used from afar.


'''Supplemental Frame Data:''' ''Can cancel into followup from 21F onwards on hit or block.''
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S[m]}}
{{!}}-
{{Description|8|text=
By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals.


'''Supplemental Frame Data:''' ''Can cancel into followup from 20F onwards on hit or block.''
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
}}
}}
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S[gm]}}
{{!}}-
{{Description|8|text=
Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same.


*Untechable for 16F
===<big>Displacement</big>===
{{InputBadge|{{clr|1|63214P}}}}
{{GGACR Move Card
|input=63214P[m]
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 40
|frcStart = 10
|frcEnd = 13
}}
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
}}


'''Supplemental Frame Data:''' ''FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.''
===<big>Blunder</big>===
}}
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}
{{GGACR Move Card
|input=41236K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 1
|recovery = 29
}}
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}
}}
}}
======<font style="visibility:hidden" size="0">Ruin</font>======
{{MoveData
|image=GGAC_ABA_fukumetsu.png
|caption=Not any safer than the first one
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Ruin-Hitbox.png|center|175px]]
</div>
|name=Fukumetsu / Ruin
|input=Deletion -> 46S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S}}
{{!}}-
{{Description|8|text=
Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.


*Forces opponent into crouching state on ground hit and staggers (Max 30F)
===<big>Eradication</big>===
{{InputBadge|{{clr|3|j.41236S}}}}
{{GGACR Move Card
|input=j.41236S
|description=
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.
 
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.


'''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.''
Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.
}}
}}
{{!}}-
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S[m]}}
{{!}}-
{{Description|8|text=
50% more stagger. If you want, you can RC and go into whatever out of the stagger. If you’re close enough, you might be able to link into a quick poke (5P, 2P, or 5K) depending on how good your opponent is at mashing out. You can even get Rekka 1 > Rekka 2 > [Command Keygrab] x 2 for a complete transform. Hitstun is beefy enough to confirm into 3rd Rekka > Rekka loops after tagging an opponent trying to jump out with 2nd Rekka.


*Forces opponent into crouching state on ground hit and staggers (Max 45F)
===<big>Suka Motion</big>===
*Untechable for 35F on air hit
{{InputBadge|Moroha Gauge reaches 0}}
{{GGACR Move Card
|input=Suka Motion
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 52
}}
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.


'''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.''
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
}}
# Is in the middle of an attack animation
{{!}}-
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
{{AttackVersion|name=Goku Moroha}}
# Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)
{{#lsth:GGACR/A.B.A/Data|236S > 46S[gm]}}
{{!}}-
{{Description|8|text=
Gains an FRC and starts one frame faster than Moroha Mode.
*Untechable for 35F on air hit
*Forces opponent into crouching state on ground hit and staggers (Max 45F)


'''Supplemental Frame Data:''' ''FRC timing 5~8F; Can cancel into followup from 10F onwards.''
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.
}}
}}
}}
======<font style="visibility:hidden" size="0">Condemnation</font>======
{{MoveData
|image=GGAC_ABA_dangoku.png
|caption=Stop flirting with all the crazies!
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Condemnation-Hitbox.png|center|175px]]
</div>
|name=Dangoku / Condemnation
|input=Ruin -> 63214S
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S > 63214S}}
{{!}}-
{{Description|8|text=
Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.


Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.
===<big>Force Breaks</big>===
----
===<big>FB Avoidance</big>===
{{InputBadge|{{clr|5|236D}}}}
{{GGACR Move Card
|input=236D[m]
|description=
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. However, it's better to save that meter for GM activation most of the time. <br>


*Slides opponent on hit (untechable for 50F, slides for 43F)
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.
*Forced prorate 90%
}}
*Opponent's Burst is disabled on hit


'''Supplemental Frame Data:''' ''FRC timing 14~15F.''
===<big>FB Judgment</big>===
}}
{{InputBadge|{{clr|5|623D}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Moroha}}
|input=623D
{{#lsth:GGACR/A.B.A/Data|236S > 46S > 63214S[m]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 18
Gains even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.
|active  = 6
|inactive2 = 20
|active3 = 3
|recovery = 25
}}
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.
}}


*Slides opponent on hit (untechable for 60F, slides for 40F)
===<big>Overdrives</big>===
*Forced prorate 90%
----
*Opponent's Burst is disabled on hit
===<big>Evidence: Destruction</big>===
{{InputBadge|{{clr|1|j.632146P}}}}
{{GGACR Move Card
|input=j.632146P[m],j.632146P > 214K
|description=
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
----
The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.
}}


'''Supplemental Frame Data:''' ''FRC timing 14~15F.''
===<big>Altercation</big>===
}}
{{InputBadge|{{clr|3|6321463214S}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Goku Moroha}}
|input=6321463214S
{{#lsth:GGACR/A.B.A/Data|236S > 46S > 63214S[gm]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 17
Slightly less disadvantegous on block, with a wider FRC window, otherwise the same as Moroha Mode.
|active  = 3
|recovery = 27
}}
Your win condition.  Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.


*Slides opponent on hit (untechable for 60F, slides for 40F)
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.
*Forced prorate 90%
*Opponent's Burst is disabled on hit


'''Supplemental Frame Data:''' ''FRC timing 14~17F.''
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.
}}
}}
}}
======<font style="visibility:hidden" size="0">Bonding</font>======
 
{{MoveData
<!--------------------- GOKU MOROHA MODE --------------------------------->
|image=GGAC_ABA_ketsugou.png
|caption=Show them your Love
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Normal-Bonding-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png|center|175px]]
</div>
</div>
|name=Ketsugou / Bonding
<div id="movelist-3" class="movelist">
|input=63214H air OK
 
|data=
In Goku Moroha mode, almost all of ABA's normals gain jump cancel points, and also can chain into either themselves or each other, letting you reverse cancel strings you normally couldn't in Moroha mode.
{{AttackDataHeader-GGACR|version=yes}}
 
{{!}}-
===<big>{{clr|1|5P}}</big>===
{{AttackVersion|name=Ground}}
{{GGACR Move Card
{{#lsth:GGACR/A.B.A/Data|63214H}}
|input=5P[gm]
{{!}}-
|description=
{{Description|8|text=Keygrab. The most important move in your arsenal.  
{{#invoke:FrameChart|drawFrameData
Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
|startup  = 3
|active  = 2
|recovery = 6
}}
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.
 
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]


This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
===<big>{{clr|2|5K}}</big>===
{{GGACR Move Card
|input=5K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 5
|recovery = 4
}}
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.


If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any normal, including itself)
}}


'''Supplemental Frame Data:''' ''Listed Recovery is for when the move is blocked. On hit the recovery is 38F. Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F. Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA in CH state during move. Opponent's burst is disabled on hit. Can only be RC'd on block.''
===<big>{{clr|3|c.S}}</big>===
}}
{{GGACR Move Card
{{!}}-
|input=c.S[gm]
{{AttackVersion|name=Air}}
|description=
{{#lsth:GGACR/A.B.A/Data|j.63214H}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 7
{{Description|8|text=
|active  = 3
Has nearly the same utility as the grounded version, with the exception that the air version only acts as a strike. Since you'll be ending air combos with this as necessary, it shouldn't be that detrimental of a change.
|recovery = 9
}}
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon


'''Supplemental Frame Data:''' ''Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA is in CH state and air position remains constant from 1~31F. Can only be RC'd on block.''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}
}}
}}
===Normal Only Specials===
======<font style="visibility:hidden" size="0">Dragging</font>======
{{MoveData
|image=GGAC_ABA_kenin.png
|caption=A good dodge with a lot of invuln
|name=Ken'in / Dragging
|input=236P
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236P}}
{{!}}-
{{Description|7|text=
Vitally useful. An evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over. Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish.


'''Supplemental Frame Data:''' ''Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F.''
===<big>{{clr|3|f.S}}</big>===
  }}
{{GGACR Move Card
|input=f.S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 2
|inactive2 = 2
|active3 = 2
|recovery = 12
}}
}}
======<font style="visibility:hidden" size="0">Retribution</font>======
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.
{{MoveData
 
|image=GGAC_ABA_shoukyaku.png
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.
|caption=It's not Millia, but it'll work.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Retribution-Hitbox.png|center|175px]]
</div>
|name=Shoukyaku / Retribution
|input=236K
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236K}}
{{!}}-
{{Description|7|text=
Very long range, hits overhead. Throw and feet invincible mid kick, making for a good meaty. Has a strangely late FRC point, making blocked attempts safe or starting gimmicks. Causes a nice stagger on CH, giving you free Keygrab. Slightly unsafe on block if not FRC’d. Can also be used in place of the 3rd Rekka.


*Staggers opponent on CH (Max 69F)
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})
*Initial prorate 90%
}}


'''Supplemental Frame Data:''' ''6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.''
===<big>{{clr|4|5H}}</big>===
  }}
{{GGACR Move Card
|input=5H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 11
|active  = 4
|inactive2 = 4
|active3 = 2
|recovery = 11
}}
}}
======<font style="visibility:hidden" size="0">Avoidance</font>======
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery
{{MoveData
|image=GGAC_ABA_kihi.png
|caption=What the hell is this thing made of?
|name=Ki'Hi / Avoidance
|input=236H
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236H}}
{{!}}-
{{Description|7|text=
A very slow-starting projectile, its slow movement speed and bulky hitbox make it take up quite a bit of spacing, and make it difficult to avoid. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.


It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack.
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed


'''Supplemental Frame Data:''' ''Above knees invincible 7~11F; Upper body invincible 12~19F; above knees invincible 20~22F; FRC timing 23~24F; Attack is guaranteed to activate after 23F.''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}
}}
}}
======<font style="visibility:hidden" size="0">Injecting</font>======
{{MoveData
|image=GGAC_ABA_shousei.png
|name=Shousei / Injecting
|input=63214P
|caption=Just like going back to character select, except without restarting the match
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|63214P}}
{{!}}-
{{Description|7|text=Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab.
This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead.


'''Supplemental Frame Data:''' ''Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode.''
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
}}
{{GGACR Move Card
|input=5D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 4
|recovery = 15
}}
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything
}}
}}


===Moroha Only Specials===
===<big>{{clr|1|6P}}</big>===
======<font style="visibility:hidden" size="0">Engorgement</font>======
{{GGACR Move Card
{{MoveData
|input=6P[gm]
|image=GGAC_ABA_houshoku.png
|description=
|caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big>
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 7
[[File:GGXXACPR_ABA_Engorgement-Hitbox.png|center|175px]]
|active  = 2
</div>
|active2 = 3
|name=Houshoku / Engorgement
|recovery = 12
|input=421H
}}
|data=
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|421H}}
{{!}}-
{{Description|7|text=
'''BUTT'''. Works well as a combo ender or in Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. On block, you can RC to double jump or airdash.


*Floats opponent on hit (untechable for 34F)
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
*Auto jump installs
}}


'''Supplemental Frame Data:''' ''ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].''
===<big>{{clr|4|6H}}</big>===
  }}
{{GGACR Move Card
|input=6H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 11
|active  = 7
|active2 = 7
|recovery = 24
}}
}}
======<font style="visibility:hidden" size="0">Judgement</font>======
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.
{{MoveData
|image=GGAC_ABA_danzai.png
|name=Danzai / Judgment
|input=623H
|caption=The Judge, Jury, and Executioner
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Judgement-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Judgement-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Judgement-3-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|623H}}
{{!}}-
{{Description|7|text=Danzai, the Hammer of Judgment. One of the best specials in the game.
Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far.  


Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can IB the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.


*1st hit floats opponent on hit (untechable for 30F)
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
*2nd hit groundbounces opponent (untechable for 50F)
}}
*2nd hit forced prorate 70%
*2nd hit disables opponent's burst on hit


'''Supplemental Frame Data:''' ''Throw invincible 1~20F [1~13F]; FRC timing 12~14F; Can absorb one non-super hit for half damage from 1~24F [1~16F].''
===<big>{{clr|1|2P}}</big>===
  }}
{{GGACR Move Card
|input=2P[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 5
|active  = 2
|recovery = 6
}}
}}
======<font style="visibility:hidden" size="0">Displacement</font>======
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.
{{MoveData
|image=GGAC_ABA_bunri.png
|caption=He punched out all my blood!
|name=Bunri / Displacement
|input=63214P
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|63214P[m]}}
{{!}}-
{{Description|7|text=
Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage.
*Consumes a blood pack and changes ABA to normal mode
*Restores self damage
*some invincibility at the end


'''Supplemental Frame Data:''' ''Full Invincibility 9F; Strike invincibility 10~13F; FRC timing 10~13F; restores 1.2x of the self inflicted Moroha damage on 10F.''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}
}}
}}
======<font style="visibility:hidden" size="0">Blunder</font>======
{{MoveData
|image=GGAC_ABA_kashitsu.png
|name=Kashitsu / Blunder
|input=41236K or Ruin->236K
|caption=[https://www.youtube.com/watch?v=0yvFNEWWVIU&feature=youtu.be&t=7m6s See what you started, ArcSys?]
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|41236K}}
{{!}}-
{{Description|7|text=
An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH.


Flipkick is best used with 50% to RC it--on hit, this gives you better combo options like Flipkick RC > dash j.S > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and has several ways to beat it, just like all of ABA's moves.
===<big>{{clr|2|2K}}</big>===
{{GGACR Move Card
|input=2K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 10
}}
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.


One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}


*Staggers opponent when blocked high (Max 55F)
===<big>{{clr|3|2S}}</big>===
*Groundbounces opponent on hit (untechable for 50F)
{{GGACR Move Card
*Untechable for 41F
|input=2S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 9
}}
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals


'''Supplemental Frame Data:''' ''Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F.''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}
}}
}}
======<font style="visibility:hidden" size="0">Eradication</font>======
{{MoveData
|image=GGAC_ABA_konzetsu.png
|caption=Loops, thy name is KONZETSU
|name=Konzetsu / Eradication
|input=j.41236S
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|j.41236S}}
{{!}}-
{{Description|7|text=
An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN.


Has an FRC point just as A.B.A. begins to tuck her outstretched leg back in (right when the Orbs become active). Dash jump at downed opponent > Orbs FRC over their body just before they wakeup > 2K, 5D, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.
===<big>{{clr|4|2H}}</big>===
{{GGACR Move Card
|input=2H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 3
|active2= 11
|recovery = 6
|frcStart = 20
|frcEnd = 22
}}
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.


*Untechable for (front part: 26F, back part: 36F)
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.


'''Supplemental Frame Data:''' ''FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F].''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}
}}
}}
======<font style="visibility:hidden" size="0">Suka Motion</font>======
{{MoveData
|image=GGAC_ABA_sukaMotion.png
|name=Suka Motion
|caption=9 out of 10 instant kills start with this
|input=
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|Suka Motion}}
{{!}}-
{{Description|7|text=
Occurs when the Moroha gauge hits 0.


If this happens to you, you're probably about to eat shit.
===<big>{{clr|5|2D}}</big>===
  }}
{{GGACR Move Card
|input=2D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 9
|active  = 2
|recovery = 23
}}
}}
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring


==Force Breaks==
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
}}
====== ======
{{MoveData
|image=GGAC_ABA_kenin.png
|caption=Just Leave It
|name=FB Dragging
|input=Normal Mode 236D
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236D}}
{{!}}-
{{Description|7|text=
The '''best''' move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.


It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
===<big>{{clr|1|j.P}}</big>===
{{GGACR Move Card
|input=j.P[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 4
|recovery = 4
}}
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia
*Speed makes it impossible to IB>Throw when self gatlinged
*Very disjointed. Difficult to contest due to the speed and hitbox
*Very strong as a guts crush due to the self gatling. Good for closing out rounds
*Gatlings to every air normal she has for easy air-to-air confirms
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


*Fully invincible during the move  
===<big>{{clr|2|j.K}}</big>===
{{GGACR Move Card
|input=j.K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 8
|recovery = 12
}}
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.


'''Supplemental Frame Data:'''
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


Can pass through opponent from 3F until end of move; FRC timing 9~23F
===<big>{{clr|3|j.S}}</big>===
  }}
{{GGACR Move Card
|input=j.S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active  = 4
|recovery = 2
}}
}}
======<font style="visibility:hidden" size="0">FB Avoidance</font>======
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.
{{MoveData
|image=GGAC_ABA_kihi.png
|caption=Is it blood? Good lord.
|name=FB Avoidance
|input=Moroha Mode 236D
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236D[m]}}
{{!}}-
{{Description|7|text=
Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension.


'''Supplemental Frame Data:'''
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.


Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F; Attack is guaranteed to activate after 23F
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}
}}
}}
======<font style="visibility:hidden" size="0">FB Judgement</font>======
{{MoveData
|image=GGAC_ABA_danzai.png
|name=FB Judgement
|input=Moroha Mode 623D
|caption=YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|623D}}
{{!}}-
{{Description|7|text=
Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.


*2nd hit has 80% Forced Prorate
===<big>{{clr|4|j.H}}</big>===
*1st hit floats opponent on hit (untechable for 30F)
{{GGACR Move Card
*2nd hit groundbounces opponent on hit (untechable for 70F)
|input=j.H[gm]
*2nd hit removes OTG status from opponent on hit
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 20
}}
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.


'''Supplemental Frame Data:'''
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.


Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F]
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}
}}
}}


==Overdrive Attacks==
===<big>{{clr|5|j.D}}</big>===
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
{{GGACR Move Card
======<font style="visibility:hidden" size="0">Concealment</font>======
|input=j.D[gm]
{{MoveData
|description=
|image=GGAC_ABA_shoukoIntoku.png
{{#invoke:FrameChart|drawFrameData
|name=Evidence: Concealment
|startup  = 7
|input=632146H
|active  = 4
|caption=ABA keeps threatening to get a lawyer, but then she conceals evidence
|recovery = 10
|data=
|specialRecovery = 5
{{AttackDataHeader-GGACR|version=yes}}
}}
{{!}}-
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this
{{AttackVersion|name=1st hit|subtitle=632146H}}
}}
{{#lsth:GGACR/A.B.A/Data|632146H}}
{{!}}-
{{Description|8|text=
Despite not having full invul until startup, it can kind of work as a reversal, sometimes. Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe.


*Floats opponent on hit (untechable for 58F)
===<big>Universal Mechanics</big>===
*Forced prorate 50%
----
===<big>Ground Throw</big>===
{{GGACR Move Card
|input=Ground Throw[m]
|description=
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}.


'''Supplemental Frame Data:'''
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary
}}


Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash; Hitstop 7F; FRC timing 10~13F after super flash; Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash
===<big>Air Throw</big>===
}}
{{GGACR Move Card
{{!}}-
|input=Air Throw[m]
{{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}}
|description=
{{#lsth:GGACR/A.B.A/Data|632146H > 236H}}
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
{{!}}-
}}
{{Description|8|text=
Followup hit. Probably best to cancel into this most of the time since it'll push the opponent back and make the move safer despite being -26.


*Floats opponent on hit (untechable for 58F)
===<big>Dead Angle Attack</big>===
*Forced prorate 50%
{{GGACR Move Card
|input=DAA[m]
|description=
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
}}


'''Supplemental Frame Data:'''
===<big>Special Moves</big>===
----
===<big>Deletion</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGACR Move Card
|input=236S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 2
|recovery = 17
|frcStart = 10
|frcEnd = 13
}}
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
}}


Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F
===<big>Ruin</big>===
}}
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}}
|input=236S > 46S[gm]
{{#lsth:GGACR/A.B.A/Data|632146H > 236H > 236H}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 5
No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.
|active  = 3
|recovery = 19
|frcStart = 5
|frcEnd = 8
}}
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}
}}


*Floats opponent on hit (untechable for 58F)
===<big>Condemnation</big>===
*Forced prorate 50%
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}
{{GGACR Move Card
|input=236S > 46S > 63214S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 3
|recovery = 23
|frcStart = 14
|frcEnd = 17
}}
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges
}}


'''Supplemental Frame Data:'''
===<big>Bonding</big>===
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
{{GGACR Move Card
|input=63214H[m],j.63214H[m]
|description=
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.


Above feet invincible 35~42F; Low profile 43~62F; Hitstop 7F; FRC timing 39~42F
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
}}
}}
}}
======<font style="visibility:hidden" size="0">Destruction</font>======
{{MoveData
|image=GGAC_ABA_ouro.png
|name=Evidence: Destruction
|input=j.632146P
|caption=Kind of like RTL, except awful.
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=Normal|subtitle=j.632146P}}
{{#lsth:GGACR/A.B.A/Data|j.632146P}}
{{!}}-
{{Description|8|text=
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.


*Floats opponent on hit (untechable for 34F)
===<big>Engorgement</big>===
*Can hit up to a maximum of 4 times
{{InputBadge|{{clr|4|421H}}}}
{{GGACR Move Card
|input=421H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 11
|recovery = 10
}}
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible
}}


'''Supplemental Frame Data:'''
===<big>Judgment</big>===
{{InputBadge|{{clr|4|623H}}}}
{{GGACR Move Card
|input=623H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|inactive2 = 14
|active3 = 2
|recovery = 21
|frcStart = 12
|frcEnd = 14
}}
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai
}}


Fully invincible 1F ~ 2F after super flash;
===<big>Displacement</big>===
}}
{{InputBadge|{{clr|1|63214P}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=Moroha|subtitle=j.632146P}}
|input=63214P[m]
{{#lsth:GGACR/A.B.A/Data|j.632146P[m]}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|recovery = 40
Not much more useful than the Normal Mode version. It does even less damage in exchange for being cancellable into the Moroha exclusive followup and getting a very late FRC point, but it's still pretty bad. Again, its only use is if it will kill.
|frcStart = 10
|frcEnd = 13
}}
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
}}


*Floats opponent on hit (untechable for 34F)
===<big>Blunder</big>===
*Can hit up to a maximum of 4 times
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}
*Untechable for 44F
{{GGACR Move Card
|input=41236K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 1
|recovery = 19
|frcStart = 28
|frcEnd = 30
}}
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}
}}


'''Supplemental Frame Data:'''
===<big>Eradication</big>===
{{InputBadge|{{clr|3|j.41236S}}}}
{{GGACR Move Card
|input=j.41236S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|active2 = 5
|specialRecovery = 12
|frcStart = 15
|frcEnd = 18
}}
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.


Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F;
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.
}}
}}
{{!}}-
{{AttackVersion|name=Moroha Followup|subtitle=j.632146P -> 214K}}
{{#lsth:GGACR/A.B.A/Data|j.632146P > 214K}}
{{!}}-
{{Description|8|text=
Unless the opponent is pretty much level with ABA, this move will probably only hit once. Save your meter.


*Floats opponent on hit (untechable for 24F)
===<big>Suka Motion</big>===
*Can hit up to a maximum of 4 times
{{InputBadge|Moroha Gauge reaches 0}}
*Untechable for 44F
{{GGACR Move Card
|input=Suka Motion
|description=
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.


'''Supplemental Frame Data:'''
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
# Is in the middle of an attack animation
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
# Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)


Fully invincible 1F ~ 6F after super flash;
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.
}}
}}
}}
====== ======
{{MoveData
|image=GGAC_ABA_henshitsu.png
|name=Altercation / Goku Moroha
|input=Moroha Mode 6321463214S
|caption="Time to send you to Hell"
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/A.B.A/Data|6321463214S}}
{{!}}-
{{Description|7|text=
Steroid Moroha. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from '''anything''' grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground.


Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.
===<big>Force Breaks</big>===
----
===<big>FB Avoidance</big>===
{{InputBadge|{{clr|5|236D}}}}
{{GGACR Move Card
|input=236D[m]
|description=
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br>


*Staggers opponent on ground hit (Max 32F)
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.
*Wallbounces opponent on air hit (untechable for 50F)
}}
*Cannot be interrupted
*Can pass through projectiles
*Can be cancelled from any move except aerial moves, Ketsugou, Houshoku and Konzetsu
*Puts A.B.A into Goku Moroha mode and fills Gauge to 100%


'''Supplemental Frame Data:'''
===<big>FB Judgment</big>===
{{InputBadge|{{clr|5|623D}}}}
{{GGACR Move Card
|input=623D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|inactive2 = 14
|active3 = 2
|recovery = 21
|frcStart = 12
|frcEnd = 14
}}
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some
}}


Fully invincible 1~15F;
===<big>Overdrives</big>===
}}
----
===<big>Evidence: Destruction</big>===
{{InputBadge|{{clr|1|j.632146P}}}}
{{GGACR Move Card
|input=j.632146P[m],j.632146P > 214K
|description=
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
----
The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.
}}
}}
<!--------------------- END DON'T MESS WITH ME --------------------------------->
</div>
==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Darkness of Ignorance</big>===
|image=GGAC_ABA_IK.png
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|name=Darkness of Ignorance
{{GGACR Move Card
|input=in IK Mode, 236236H
|input=236236H
|caption=Lock the Door, Throw away the Key
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGACR}}
|startup  = 36
{{!}}-
|active  = 5
{{#lsth:GGACR/A.B.A/Data|IK}}
|recovery = 40
{{!}}-
}}
{{Description|7|text=
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.
Don't, actually. Nobody likes a divorce.
}}
}}
}}
==[[Dustloop_Wiki:Roadmap/GGACR#ABA|Roadmap]]==
 
{{#lst:Dustloop_Wiki:Roadmap/GGACR|ABA}}
==Colors==
{{GGACRColors|Character=A.B.A}}
 
==Navigation==
==Navigation==
{{#lsth:GGACR/A.B.A/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGACR/Navigation}}
{{Navbar-GGACR}}
 
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Unga]]
[[Category:A.B.A]]

Latest revision as of 23:23, 30 March 2024

Overview

Overview

A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.

A.B.A begins the round in Normal Mode (NM), in which she has neither great damage nor mobility, save for the low-profile slide DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-. A.B.A plays very defensively in this mode, using her powerful anti-airs in 5P and 2S alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature BondingGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32 command grab, or otherwise create an opportunity to spend a bloodbag resource for InjectingGGAC ABA shousei.pngGuardStartupRecoveryTotal 38Advantage-.

If either of these conditions are met, A.B.A enters Moroha Mode (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, allowing her to get into Goku Moroha Mode. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.

This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine.

A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.
GGACR A.B.A Nameplate.png
GGACR A.B.A Portrait.png
Damage Received Mod
×0.89
Guts Rating
0/5
Gravity Mod
×0.98
Stun Resistance
80
Prejump
4F
Backdash
17F (1~8F Strike Invuln)
Forwards Dash
22F
Wakeup Timing
32F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Step Dash
Fastest Attack
5P (3F)
Reversals
623H (Armor 18F/12F)
623D (Armor 18F/12F)
236D (Invincible 26F)
6321463214S (17F)

 A.B.A puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.

Pros
Cons
  • Moroha Mode: Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-9.
    • Moroha Normals: Many of A.B.A's normals in Moroha mode are best-in-class. Her 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 and f.S in particular are strong space control tools that lead to great damage on hit.
    • Moroha Pressure: A.B.A's pressure in Moroha mode is very strong as many of her normals (especially 2H) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life.
    • Moroha Endgame: When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an oppressive attackGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5 that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game.
  • Deceptive Tangibility: A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly.
  • Tanky: A.B.A has a high defense modifier and stun resist, and she can self-heal with BloodpackGGAC ABA bunri.pngGuardStartupRecoveryTotal 40Advantage-, KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32, or when activating Goku MorohaGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5 to make up for her health drain.
  • Normal Mode Can Survive: Normal Mode isn't entirely useless, as it has the excellent DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage- to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs.
  • Normal Mode: ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode.
  • Health Drain: During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare.
  • Limited Unique Resource: A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it.
  • Knockdown Vulnerability: If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.

Unique Mechanics

Mode Switch

Mode Switch

A.B.A starts every round in her Normal mode. A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.

The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.

Blood Packs

Blood Packs GGACR ABA BloodPack.png

A.B.A starts each round with a limited resource known as Blood Packs.

Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Moroha Mode Movement Stat Changes

Moroha Mode Movement Stat Changes

Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the full frame data page.

Mode Backdash Air Dashes Initial Dash Speed Forwards Jump Speed Forwards Air Dash Speed
A.B.A 17F (1~8F Strike Invuln) 1 7.0 5.5 10.0
A.B.A (Moroha) 16F (1~8F Strike Invuln) 1 11.0 5.5 16.0
A.B.A (Goku Moroha) 20F (1~8F Strike Invuln) 2 14.0 5.9 16.0
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

GGACR ABA Normal Icon.png   Normal
GGACR ABA Moroha Icon.png   Moroha
GGACR ABA Goku Moroha Icon.png   Goku Moroha

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 3 2 7 +1 2~4F Upper Body
Total: 11

While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into 2D > keygrab.

On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either 5K, 2K, 2D or 6H, to prevent jump-outs.

Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 7 5 6 +1
Total: 17

A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.

Gatling Options: 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 7 3 12 -1
Total: 21

Proximity normal. Rather important for combos leading to keygrab or rekkas.

Interestingly enough, you can do a reverse gatling cancel on block into 2P to remain more plus.

Gatling Options: 2P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 3 14 0
Total: 25

Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after c.S.

Being safe on block means you can try to go for big frame traps like 5H, 2H, 6H, or even an IAD j.H pressure reset.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

5H

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 13 7 27 -15
Total: 46

A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.

On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel 2D to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.

Gatling Options: 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Floats on CH (untechable for 80F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 4 15 -5
Total: 43

Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
19×2 Mid 10 3(5)5 10 -1 1~9F Above Knees
Total: 32

A relatively fast two-hitting 6P. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.

Gatling Options: 2S

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
53 Mid 18 9 25 -15
Total: 51

A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.

Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to 236K to remain somewhat safer. Don't whiff this.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 70% 20 18 5
  • Dizzy modifier x2.5
  • On CH untechable for 80F: wallbounces midscreen, wallsticks in corner (stick for 25F)

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 5 2 6 +2
Total: 12

2F slower than 5P, but more far-reaching and plus on block. Standard crouching jab.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 7 4 10 -2
Total: 20

A low poke with ok range. Leads to either rekkas or 2D > Keygrab on hit.

Gatling Options: c.S, 2S, 5H, 2H, 6H, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 8 6 13 -5
Total: 26

Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.

Essentially an air KD on CH, so you often can combo into keygrab from trades.

Gatling Options: 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • On CH untechable for 36F

2H

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 14 8(3)7 10 -3
Total: 41

1st hit launches the opponent, which leads to easy combos ending with keygrab. Although 2H is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 7×2 3
  • 1st floats and pulls opponent in on hit

2D

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 10 3 15 -4 10~12F Low Profile
Total: 27

Pretty typical. You'll usually end ground strings with this into keygrab.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 4 14
Total: 22

Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > j.P as rather safe roundstart option. On hit, you can confirm into (JC) j.P > keygrab.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 6 8 12
Total: 25

Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD j.S j.P j.K) into a short air combo ending with keygrab.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
21 High/Air 7 8 11
Total: 25

Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 15 Until landing 0
Total: 15

One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.

Generally safe enough on standing block that you can cancel it to 5P to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4
  • Causes very little pushback

j.D

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 16 4 13+5 after landing
Total: 37

Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
53 88 pixels

Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 12 7 29 -22 1~27F All
28~41F Throw
Total: 47

ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.

On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Blue Burst

Damage Guard Startup Active Recovery On-Block Invuln
0 All 17 6 24 -12 1~31F Strike
Total: 49

A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 25% 6 20 2
  • Untech time does not change on CH
  • Hitstop is one-sided like projectiles

Special Moves

Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 12 2 17 -5
Total: 30

The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case 2D > keygrab isn't possible.

At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup on 21F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 3 19 -8
Total: 27

2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup from 9F onwards
  • Forces crouching state

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 14 3 31 -15
Total: 47

The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].

In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with c.S/f.S/2S > keygrab, or 2K c.S > keygrab (on mids/heavies only), though both of this are rather tight.

The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.

FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F Forced 90% 20 6 5
  • Opponent's Burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H 0, 10 All(65 pixels) 13(4) 12(6) 30 -32
j.63214H 0, 30 All 10 3 Until landing
Total: 54

Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.

This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H N/A 3 8, 0(6) 1
j.63214H N/A 3 8, 0 1

63214H:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • ABA enters Moroha mode on hit
  • Knocks down opponent on hit
  • ABA in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

j.63214H:

  • ABA enters Moroha mode on hit
  • Knocks down opponent on hit
  • ABA is in CH state and air position remains constant from 1~31F
  • Can only be RC'd on block

Dragging

236P

Damage Guard Startup Active Recovery On-Block Invuln
Total 28 1~2F Above Knees
3~25F Above Feet
Total: 28

Vitally useful. Being an evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.

Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after 5H on CH/block or 6H on hit.

FRC Window Proration Guard Bar+ Guard Bar- Level
11~13F

Retribution

236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
35 High 22 3 20 -4 6~27F Throw, High Profile
Total: 44

A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into 5K/c.S > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka (63214S).

FRC Window Proration Guard Bar+ Guard Bar- Level
28~30F 90% 15 6 5
  • Staggers on CH (max 69F)

Avoidance

236H

Damage Guard Startup Active Recovery On-Block Invuln
11 All 35 18 Total 40 +18
Total: 40

A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.

It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7 2
  • Attack is guaranteed to activate after 23F

Injecting

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 38 19~22F All
23F Strike
Total: 38

Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.

This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Consumes a blood pack on 20F and changes ABA to Moroha mode

Force Breaks

FB Dragging

236D

Damage Guard Startup Active Recovery On-Block Invuln
Total 26 1~End All
Total: 26

The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.

  • Doesn't work out of dash normally, but can be done with a Negative Edge D held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.
FRC Window Proration Guard Bar+ Guard Bar- Level
9~23F
  • Can pass through opponent from 3F until end of move

Overdrives

Evidence: Concealment

632146H

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 68 Mid 9+10 6 34 -14 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
632146H > 236H 68 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
632146H > 236H > 236H 108 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
Total: 58

Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.

Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.


It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H 19~22F Forced 50% 20 12 5
632146H > 236H 23~26F Forced 50% 20 12 5
632146H > 236H > 236H 23~26F Forced 50% 20 18 5

632146H:

  • Can cancel into 2nd hit from 21~44F

632146H > 236H:

  • Can cancel into 3rd hit from 23~53F

632146H > 236H > 236H:

Evidence: Destruction

j.632146P

Damage Guard Startup Active Recovery On-Block Invuln
35×4 High/Air 9+3 24 Until landing+11 1~11F All
Total: 0

Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after f.S.

FRC Window Proration Guard Bar+ Guard Bar- Level
36~39F 11×4 6×4 4
  • Max 4 hits

In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved S, H, and D normals.

5P

Damage Guard Startup Active Recovery On-Block Invuln
11 Mid 3 2 7 +1 2~4F Upper Body
Total: 11

While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into MM c.S > 2H > etc, or f.S > rekkas.

On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.

Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 5 6 +1
Total: 17

As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as f.S or 2D. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or 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. options

Gatling Options: 6P, 5K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 14 0 7~22F Foot
Total: 25

A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.

As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation (6321463214S).

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 Mid 9 2(2)2 16 -1
Total: 30

With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.

As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.

Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×2 6×2 4
  • 1st hit causes very little pushback

5H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20 Mid 15 5(6)2 12 0
Total: 39

Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.

Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.

There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed

Gatling Options: 2S, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20, 10 6×2 5, 3
  • 1st hit staggers on ground CH (max 61F)
  • 2nd hit pulls opponent in

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 24 4 15 -5
Total: 42

A frame faster than the Normal mode version and fairly safe for a 5D at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.

  • Interestingly, you can cancel this into AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
23×2 Mid 10 3,3 17 -6 1~9F Upper Body
10~12F Above Knees
Total: 32

In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.

Gatling Options: 2S, 6H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 15 7,7 30 -18
Total: 58

No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.

On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
Total: 12

Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
13 Low 6 4 10 -2
Total: 19

Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.

Gatling Options: 6P, c.S, f.S, 2S, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 6 18 -7
Total: 35

A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 8 4
  • Floats on CH (untechable for 46F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 17 3,11 6 +2 13~18F Throw
Total: 36

One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.

Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.

Gatling Options: 2S

FRC Window Proration Guard Bar+ Guard Bar- Level
20~22F 20×2 6,14 5
  • Jump cancel on 2nd hit only

2D

Damage Guard Startup Active Recovery On-Block Invuln
37 Low 12 2 23 -6
Total: 36

In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.

Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 4 14
Total: 22

Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 5 8 12
Total: 24

Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 10 5 12
Total: 26

Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

Gatling Options: j.P, j.K, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 12 6 20
Total: 37

ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.

On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 15 6 5
  • Slams down opponent on air hit
  • Slides on CH (untechable for 100F, slides for 30F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 13 4 13+5 after landing
Total: 34

Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics


Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H. A crucial part of A.B.A's offensive gameplan.

6H sends the opponent backward while 4H sends them forward. Can be OSed with 5K or c.S, but even 5H and 6H are surprisingly good at catching jump-outs and backdashes, though are much slower.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
57 88 pixels

Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw
Total: 35

The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Max 1 hit

Special Moves


Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
21 Mid 11 2 17 -5
Total: 29

The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup on 20F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 3 19 -8
Total: 27

2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.

You can also immediately cancel it to GM activation 6321463214S, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup from 9F onwards
  • Stagger lasts for 45 frames

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 14 3 28 -12
Total: 44

The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.

FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F Forced 90% 20 6 5
  • Opponent's burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H[m] 0, 10 [1, 9] All(65 pixels) 13(4) 12(6) 30 -32
j.63214H[m] 1, 30 All 10 3 Until landing
Total: 54

In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.

  • On block, can cancel to AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, or be RC'd.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H[m] N/A 3 8, 0(6) 1
j.63214H[m] N/A 3 8, 0 1

63214H[m]:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

j.63214H[m]:

  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state and air position remains constant from 1~31F
  • Can only be RC'd on block

Engorgement

421H

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 21 11 14 -6
Total: 45

Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 20 6 5
  • ABA is airborne from 12~31F
  • ABA is in CH state from 1~38F
  • Auto Jump Install

Judgment

623H

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -9 1~20F Throw
1~24F Armor
Total: 71

Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!

Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.

As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 70% 14, 20 6×2 4, 5
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit

Displacement

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 40 9F All
10~13F Strike
Total: 40

Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F
  • Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F

Blunder

41236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
60 Air 28 1 29 11~24F Lower Body
25~30F Foot
11~30F Throw
Total: 57

Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with FB BloodballGGACR ABA FB kihi.pngGuardAllStartup51RecoveryTotal 38Advantage+45 for an expensive but very powerful unblockable setup into Goku MorohaGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 20 6 5
  • Staggers when blocked high (max 55F)
  • Does not count as hit when blocked high, deals no damage or self damage

Eradication

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
38(58) All 16(17) 6(5) Until landing+12

Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.

You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.

Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.

FRC Window Proration Guard Bar+ Guard Bar- Level
22~23F 0 10(2) 4
  • Data in () is for rear orb
  • Attack is guaranteed to activate after 10F

Suka Motion

Moroha Gauge reaches 0

Damage Guard Startup Active Recovery On-Block Invuln
Total 52
Total: 52

Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.

Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:

  1. Is in the middle of an attack animation
  2. Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
  3. Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)

If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Happens if Moroha gauge drops to 0

Force Breaks


FB Avoidance

236D

Damage Guard Startup Active Recovery On-Block Invuln
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body

Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. However, it's better to save that meter for GM activation most of the time.

The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7×6 2
  • Attack is guaranteed to activate after 23F

FB Judgment

623D

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -11 1~20F Throw
1~24F Armor
Total: 71

FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 80% 14×2 6×2 4
  • 2nd hit removes OTG status from opponent on hit
  • Armor absorbs non-super attacks for half damage

Overdrives


Evidence: Destruction

j.632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.632146P[m] 26×4 Mid 9+3 24 Until landing+11 1~14F All
j.632146P > 214K 26×4 High, High/Air×3 2+5 38 Until landing+11 1~8F All

No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.


The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.632146P[m] 36~39F 20×4 6×4 5
j.632146P > 214K N/A 15×4 6×4 5

j.632146P[m]:

  • Can cancel into Followup from 41F until landing
  • Max 4 hits

j.632146P > 214K:

  • Max 4 hits

Altercation

6321463214S

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 15+2 3 26 +5 1~15F All
Total: 46

Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to Goku Moroha mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from anything grounded (normals/specials, except EngorgementGGAC ABA houshoku.pngGuardMidStartup21Recovery14Advantage-6), rendering Moroha ABA a constant threat whenever she has 50 meter.

In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. 6P > 5H > 6P > 5H > etc). Let them know fear.

Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even slashback A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping S+HS within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 framesed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 10 5
  • Costs 1 Blood Pack
  • Is a projectile that doesn't disappear on hit
  • Can be cancelled from any move except aerial moves, 63214H and 421H
  • Puts A.B.A into Goku Moroha mode and fills Moroha Gauge to 100%
  • Staggers for 45 frames on hit

In Goku Moroha mode, almost all of ABA's normals gain jump cancel points, and also can chain into either themselves or each other, letting you reverse cancel strings you normally couldn't in Moroha mode.

5P

Damage Guard Startup Active Recovery On-Block Invuln
11 Mid 3 2 6 +2 2~4F Upper Body
Total: 10

5P reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > f.S > 5P > whiff cancel f.S > 5P > whiff cancel etc, which is an airtight blockstring if done correctly.

On block, you can mix the opponent up with tick throws, or extend your pressure into S or H normals for frame traps/remaining plus. A more detailed explanation on this can be found here

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 6 5 4 +3
Total: 14

With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.

Gatling Options: (any normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 7 3 9 +5 6~17F Foot
Total: 18

Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with 2K and 2D and overheads with flipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery19Advantage- and 5D. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into f.SGGAC ABA fS M.pngGuardMidStartup7Recovery12Advantage+3 so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than 2SGGAC ABA 2S M.pngGuardMidStartup9Recovery9Advantage+2. Trades are usually in your favor but shouldn't be overly relied upon

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 Mid 7 2(2)2 12 +3
Total: 24

A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM f.S good, combined with all the juicy GM buffs ABA receives. Your party starter.

On hit/block, it leads nicely to 5H, which you can reverse chain back into f.S again, or go for a pressure reset with 5P whiff cancels.

Gatling Options: (any other normal except c.S)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×2 6×2 4
  • 1st hit causes very little pushback

5H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20 Mid 11 4(4)2 11 +1
Total: 31

While still a tad slow at 11 frames, Goku Moroha 5H is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to rebeat Canceling into a normal on a up-the-alphabet, or weaker button direction. into 5P on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery

There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20, 10 6×2 5, 3
  • 1st hit staggers on ground CH (max 61F)
  • 2nd hit pulls opponent in

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 22 4 15 -5
Total: 40

Another two frames shaved off the startup puts Goku 5D at the second fastest dust in the game after  Sol Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
23×2 Mid 7 2,3 12 -1 1~6F Upper Body
7~8F Above Knees
Total: 23

In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 11 7,7 24 -12
Total: 48

No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.

On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
Total: 12

Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
13 Low 5 4 10 -2
Total: 18

Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 6 9 +2
Total: 23

Goku 2S loses 3 frames of startup and half its recovery compared to Moroha 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 putting this at just a frame slower than Normal 2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 8 4
  • Floats on CH (untechable for 46F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 17 3,11 6 +2 13~18F Throw
Total: 36

One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.

Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
20~22F 20×2 6,14 5
  • Jump cancel on 2nd hit only

2D

Damage Guard Startup Active Recovery On-Block Invuln
37 Low 9 2 23 -6
Total: 33

In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 4 4 4
Total: 11

1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia

  • Speed makes it impossible to IB>Throw when self gatlinged
  • Very disjointed. Difficult to contest due to the speed and hitbox
  • Very strong as a guts crush due to the self gatling. Good for closing out rounds
  • Gatlings to every air normal she has for easy air-to-air confirms

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 4 8 12
Total: 23

Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 10 4 2
Total: 15

Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 6 20
Total: 34

ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.

On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 15 6 5
  • Slams down opponent on air hit
  • Slides on CH (untechable for 100F, slides for 30F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 7 4 10+5 after landing
Total: 25

Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into OrbGGAC ABA konzetsu.pngGuardAllStartup12(13)RecoveryUntil landing+12Advantage- with the FRC will generally keep you safe if your opponent blocks this

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics


Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
57 88 pixels

Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw

The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Max 1 hit

Special Moves


Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
21 Mid 10 2 17 -5
Total: 28

The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F 10 7 3
  • Can cancel into followup on 19F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 5 3 19 -8
Total: 26

Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32

FRC Window Proration Guard Bar+ Guard Bar- Level
5~8F 10 7 3
  • Can cancel into followup from 8F onwards

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 14 3 23 -7
Total: 39

Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges

FRC Window Proration Guard Bar+ Guard Bar- Level
14~17F Forced 90% 20 6 5
  • Opponent's burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H[m] 0, 10 [1, 9] All(65 pixels) 13(4) 12(6) 30 -32
j.63214H[m] 1, 30 All 10 3 Until landing

In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H[m] N/A 3 8, 0(6) 1
j.63214H[m] N/A 3 8, 0 1

63214H[m]:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

j.63214H[m]:

  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state and air position remains constant from 1~31F
  • Can only be RC'd on block

Engorgement

421H

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 20 11 10 -2
Total: 40

Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK OrbGGAC ABA konzetsu.pngGuardAllStartup12(13)RecoveryUntil landing+12Advantage- that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • ABA is airborne from 11~30F
  • ABA is in CH state from 1~35F
  • Auto Jump Install

Judgment

623H

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 12 4(14)2 21 -4 1~13F Throw
1~16F Armor
Total: 52

Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai

FRC Window Proration Guard Bar+ Guard Bar- Level
12~14F 100%, Forced 70% 14, 20 6×2 4, 5
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit

Displacement

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 40 9F All
10~13F Strike
Total: 40

Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F
  • Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F

Blunder

41236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
60 Air 28 1 19 11~24F Lower Body
25~30F Foot
11~30F Throw
Total: 47

Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a Dead Angle An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure., backdash, certain dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.es or low profile moves like Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21

FRC Window Proration Guard Bar+ Guard Bar- Level
28~30F 80% 20 6 5
  • Staggers when blocked high (max 55F)
  • Does not count as hit when blocked high, deals no damage or self damage

Eradication

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
38(58) All 12(13) 6(5) Until landing+12
Total: 34

Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.

You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.

FRC Window Proration Guard Bar+ Guard Bar- Level
15~18F 0 10(2) 4
  • Data in () is for rear orb
  • Attack is guaranteed to activate after 6F

Suka Motion

Moroha Gauge reaches 0

Damage Guard Startup Active Recovery On-Block Invuln
Total 52

Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.

Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:

  1. Is in the middle of an attack animation
  2. Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
  3. Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)

If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Happens if Moroha gauge drops to 0

Force Breaks


FB Avoidance

236D

Damage Guard Startup Active Recovery On-Block Invuln
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body

Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's flipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery19Advantage- to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a j.HGGAC ABA jH M.pngGuardHigh/AirStartup9Recovery20Advantage- ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that 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. this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be

The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7×6 2
  • Attack is guaranteed to activate after 23F

FB Judgment

623D

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 12 4(14)2 21 -6 1~13F Throw
1~16F Armor
Total: 52

Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some

FRC Window Proration Guard Bar+ Guard Bar- Level
12~14F 100%, Forced 80% 14×2 6×2 4
  • 2nd hit removes OTG status from opponent on hit
  • Armor absorbs non-super attacks for half damage

Overdrives


Evidence: Destruction

j.632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.632146P[m] 26×4 Mid 9+3 24 Until landing+11 1~14F All
j.632146P > 214K 26×4 High, High/Air×3 2+5 38 Until landing+11 1~8F All

No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.


The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.632146P[m] 36~39F 20×4 6×4 5
j.632146P > 214K N/A 15×4 6×4 5

j.632146P[m]:

  • Can cancel into Followup from 41F until landing
  • Max 4 hits

j.632146P > 214K:

  • Max 4 hits

Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 6+30 5 40 -28 6~10F All
Total: 80

Standard IK. Rather useful after CH NM 6H punish attempts.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 4
  • IK Mode activation: 68F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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