Difference between revisions of "GGACR/A.B.A"

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Frame 22. Relatively fast.
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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.
 
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Latest revision as of 12:39, 14 July 2017

A.B.A.
GGAC ABA Portrait.png

Defense Modifier: x 0.89

Guts Rating: 0

Stun Resistance: 80

Jump Startup: 4

Backdash Time: 17 (Normal) 16 (Moroha) 20 (Goku Moroha)

Backdash Invincibility: 8

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)

Navigation

  

Overview[edit]

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.

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.

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.


Strengths[edit]

  • Obscene offense in Moroha Mode with high mobility, powerful pressure, decent pokes, and solid damage.
  • Decent utility in her overall moveset.
  • Combos with Keygrab lead to proper mode management.
  • Learning to switch well between modes can allow her to retain her life lead very well.
  • Very high defense rating, allowing her to take a ton of punishment.
  • Good meterless conversion, and justified meter use.
  • Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
  • Has Danzai

Weaknesses[edit]

  • Essentially requires learning more than one character, thus she is not easy to pick up.
  • Starts in Normal Mode, which is stuck with bad mobility.
  • Moroha Mode can cripple her life lead if not managed properly enough.
  • Loses the ability to manually enter Moroha without proper Bloodpack management.
  • Somewhat meter-reliant for more damage/better setups.
  • Very susceptible to being Instant Killed if played improperly.
  • Named after ABBA

Notable Moves[edit]

  • 5P, 5H, 6H, 2S, 2H (M), j.S
  • Keygrab/Bonding, Bloodpack/[Injecting/Displacement], Danzai/Judgment (FB), Konzetsu/Eradication, Dragging (FB), Goku Moroha/Altercation



Normals[edit]

[edit]
5P
GGAC ABA 5P.png
An AA, not a jab, but 3F blazing fast
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 8 HLF CSJR 3 2 7 +1

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.

Upper body invincible 2~4F.

Moroha 11 HLF CSJR 3 2 7 +1

Has the same utility and invincibility as normal mode, except it does 3 more damage.

Goku Moroha 11 HLF CSJR 3 2 7 +1

Same as normal, but minus one frame of invincibility (3-4f).


[edit]
5K
GGAC ABA 5K.png
Not much of a dancing queen
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 12 HLF SJR 7 5 6 +1

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.

Moroha 14 HLF SJR 7 5 6 +1

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.

Goku Moroha 14 HLF SJR 6 5 4 +3

One frame faster and two frames more advantageous. Still very useful.

Gatling options expand to every other normal, by including 2H.


[edit]
c.S
GGAC ABA cS.png
A close combo starter
GGAC ABA cS M.png
How the hell does she not break her teeth?
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 26 HLF SJR 7 3 12 -1

Not bad, but 5P's a better combo starter at this range.

Moroha 33 HLF SJR 9 3 14 0

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.

Foot invincible 7~22F.

Goku Moroha 33 HLF SJR 7 3 9 +5

Now as fast as normal, but with the added invul and +5 on block. Great.

Gatling options expand to every other normal, excluding itself.

Foot invincible 6~17F.


[edit]
f.S
GGAC ABA fS.png
A standing low which moves foward
GGAC ABA fS M.png
Do a little dance
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 26 LF SJR 9 3 14 ±0

Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block.

Moroha 24x2 HLF SR 9 2(2)2 16 -1

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 hids mid and doesn't move ABA forward.

1st hit causes very little knockback/pushback.

Goku Moroha 24x2 HLF SJR 7 2(2)2 12 +3

Now faster, safe on block, and overall even better. Just as useful as in Moroha mode.

Gatling options expand to every other normal, excluding itself.


[edit]
5H
GGAC ABA 5H.png
Spin him around, show him you care
GGAC ABA 5H M.png
Like the unsettling opening to a psychological horror
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 32 HLF SR 13 7 27 -15

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.

Moroha 30, 25 HLF SR 15 5(6)2 12 0

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). 2nd hit pulls opponent in on hit.

Goku Moroha 30, 25 HLF SJR 11 4(4)2 11 +1

Goes to being faster than even Normal 5H, with all the same other benefits and drawbacks.

Gatling options expand to every other normal, excluding itself.


[edit]
6P
GGAC ABA 6P.png
Using your head is key
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 19x2 HLF SR,SJR 10 3(5)5 10 -1

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.

Upper body invincible 1~9F, above knees invincible 10~12F. Initial prorate 90%.

Moroha 23x2 HLF SR,SJR 10 3,3 17 -6

Its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version.

Upper body invincible 1~9F, above knees invincible 10~12F. Initial prorate 90%.

Goku Moroha 23x2 HLF SR,SJR 7 2,3 12 -1

Much faster and significantly safer, but otherwise has the same uses.

Gatling options expand to every other normal, excluding itself.

Upper body invincible 1~6F, above knees invincible 7~8F. Initial prorate 90%.


[edit]
6H
GGAC ABA 6H.png
The Hail Mary
GGAC ABA 6H M.png
Eats up space all day
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 53 HLF SR 18 9 25 -15

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.

Forced prorate 70%. Dizzy modifier x2.5. Wallbounces opponent on hit (untechable for 35F). CH midscreen causes wallbounce and knockdown. CH near corner causes wallstick (untechable for 92F, stick for 25F).

Moroha 38x2 HLF SR 15 7,7 30 -18

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.

Goku Moroha 38x2 HLF SR 11 7,7 24 -12

Signficantly faster, but still very much unsafe.

Gatling options expand to every other normal, excluding itself.

Untechable for 23F.


[edit]
5D
GGAC ABA 5D.png
Nothing Out of The Ordinary
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 15 HF R 25 4 15 -5

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.

Moroha 17 HF R 24 4 15 -5

One frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.

Goku Moroha 17 HF R 22 4 15 -5

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.


[edit]
Dead Angle Attack
GGAC ABA 5H.png
Your favorite lifeline
GGAC ABA fS M.png
More of a "you'd better stay in the corner" tactic.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 22 HLF R 12 7 29 -22

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.

Fully invincible 1~27F. Throw invincible 28~41F. Knocks down opponent on hit. Initial prorate 50%.

Moroha 28 HLF R 10 2(2)2 20 -12

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.

Fully invincible 1~15F. Throw invincible 16~27F. Initial prorate 50%. Wallbounces opponent on hit (untechable for 28F on ground hit). Can only hit once.

Goku Moroha 28 HLF R 10 2(2)2 20 -12

Identical to the Moroha version.


[edit]
2P
GGAC ABA 2P.png
Look, Honey! A real jab!
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 6 HLF CSJR 5 2 6 +2

When you've got a need for speed, but with more range than 5P. Standard.

Initial prorate 80%.

Moroha 9 HLF CSJR 5 2 6 +2

3 more points of damage, otherwise identical to Normal Mode. Faster than c.S, slower than 5K or 5P.

Initial prorate 80%.

Goku Moroha 9 HLF CSJR 5 2 6 +2

Identical to Moroha Mode.

Initial prorate 80%.


[edit]
2K
GGAC ABA 2K.png
Everywoman's low poke
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 8 LF SR 7 4 10 -2

A low poke with alright range. Leads to 2D > Keygrab on hit.

Initial prorate 70%.

Moroha 13 LF SR 6 4 10 -2

One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos.

Initial prorate 70%.

Goku Moroha 13 LF SR 5 4 10 -2

Identical to Moroha Mode.

Gatling options expand to every other normal, excluding itself, 5H, and 2H.


[edit]
2S
GGAC ABA 2S.png
A surprisingly good crouching uppercut
GGAC ABA 2S M.png
Actually rivaled by the Normal Mode version
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 22 HLF SJR 8 6 13 -5

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.

Moroha 33 HLF SJR 12 6 18 -7

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.

Floats opponent, fully untechable on CH. Untechable for 23F.

Goku Moroha 33 HLF SJR 9 6 9 +2

Starts much faster and has half the recovery of Moroha, making it quite safe. Otherwise, more or less the same.

Gatling options expand to every normal.

Floats opponent, fully untechable on CH. Untechable for 23F.


[edit]
2H
GGAC ABA 2H.png
Stop Exhibitioning
GGAC ABA 2H M.png
Ruins people who press buttons
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 22x2 HLF SJR 14 8(3)7 10 -3

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).

Moroha 28x2 HLF SR,CJRF 17 3,11 6 +2

Important Moroha normal. 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.

Throw invincible 13~18F. 1st hit forces opponent into crouching state on ground hit. 2nd hit groundbounces opponent (untechable for 35F). FRC timing 20~22F.

Goku Moroha 28x2 HLF SR,CJRF 17 3,11 6 +2

Identical to the Moroha version.

Gatling options expand to every normal besides itself.


[edit]
2D
GGAC ABA 2D.png
Your only other low
GGAC ABA 2D M.png
ABA asks Paracelsus to die for her. He's not really keen on that.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 25 LF SJR 10 3 15 -4

Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. 2K is generally preferred for poking.

Low profile 10~12F.

Moroha 37 LF SR 12 2 23 -6

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.

Goku Moroha 37 LF SJR 9 2 23 -6

Three frames faster, but otherwise the same.

Gains gatling options into every other normal, excluding itself.


[edit]
j.P
GGAC ABA jP.png
Kind of a joke, but it's not very funny when it works.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 10 HA CSJR 5 4 14 -

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.

Moroha 13 HA CSJR 5 4 14 -

Pretty much the same as Normal Mode with the exception of doing 3 more points of damage.

Goku Moroha 13 HA CSJR 4 4 4 -

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.


[edit]
j.K
GGAC ABA jK.png
A rising air-to-air, and not much else by itself.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 16 HA SJR 6 8 12 -

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).

Moroha 20 HA SJR 5 8 12 -

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).

Goku Moroha 20 HA SJR 4 8 12 -

Identical to Moroha Mode.

Gatling options expand to include every jumping normal.

Floats opponent on hit (untechable on ground hit for 28F).


[edit]
j.S
GGAC ABA jS.png
Your best friend
GGAC ABA jS M.png
Your best friend on drugs
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 21 HA SJR 7 8 11 -

Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.

Moroha 33 HA SJR 10 5 12 -

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.

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.

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.

Initial Prorate: 90%

Goku Moroha 33 HA SJR 10 4 2 -

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%


[edit]
j.H
GGAC ABA jH.png
Get a Room
GGAC ABA jH M.png
Seriously
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 28 HA SR 15 until landing 0 -

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.

Causes very little knockback/pushback.

Moroha 40 HA SR 12 6 20 -

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.

Initial prorate 80%. Slams down opponent on air hit. Slides opponent on CH (untechable for 112F, slides for 30F).

Goku Moroha 40 HA SR 9 6 20 -

Starts 3 frames faster than Moroha, otherwise identical.

Gatling options expand to include every other jumping normal, excluding itself.


[edit]
j.D
GGAC ABA jD.png
Lay All Your Love on Me
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 35 HA SR 16 4 13+5 after landing -

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%.

Moroha 42 HA SR 13 4 13+5 after landing -

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%.

Goku Moroha 42 HA SJR 7 4 10+5 after landing -

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%.


Throws[edit]

[edit]
Ground Throw
GGAC ABA throw.png
Head over Heels
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 41 45 dots -- -- -- -- -

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. Forced prorate 50%.

(Goku) Moroha 38 45 dots -- -- -- -- -

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. Forced prorate 50%.

[edit]
Air Throw
GGAC ABA airThrow.png
Knocks down; fairly typical
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 50 88 dots -- -- -- -- -

Pretty average, but knockdowns are always good.

Knocks down opponent on hit. Forced prorate 50%.

Moroha 53 88 dots -- -- -- -- -

Gets a slight damage boost, but still only leads to knockdown.

Knocks down opponent on hit. Forced prorate 50%.

Goku Moroha 53 88 dots -- -- -- -- -

Identical to the Moroha version.

Knocks down opponent on hit. Forced prorate 50%.


Specials[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
[edit]
Deletion
236S
GGAC ABA masshou.png
The Gateway Rekka
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 20 HLF R 12 2 17 -5

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.

Can cancel into followup from 21F onwards on hit or block.

Moroha 21 HLF R 11 2 17 -5

By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals.

Can cancel into followup from 20F onwards on hit or block

Goku Moroha 21 HLF RF 10 2 17 -5

Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same.

FRC timing 10~13F. Can cancel into followup from 19F onwards on hit or block. Untechable for 16F.


[edit]
Ruin
Deletion -> 46S
GGAC ABA fukumetsu.png
Not any safer than the first one
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 26 HLF R 6 3 19 -8

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). Can cancel into followup from 10F onwards.

Moroha 28 HLF R 6 3 19 -8

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). Can cancel into followup from 10F onwards. Untechable for 35F on air hit.

Goku Moroha 28 HLF RF 5 3 19 -8

Gains an FRC and starts one frame faster than Moroha Mode.

Forces opponent into crouching state on ground hit and staggers (Max 45F). FRC timing 5~8F. Can cancel into followup from 10F onwards. Untechable for 35F on air hit.


[edit]
Condemnation
Ruin -> 63214S
GGAC ABA dangoku.png
Stop flirting with all the crazies!
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 38 HLF RF 14 3 31 -15

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.

Slides opponent on hit (untechable for 50F, slides for 43F). Forced prorate 90%. FRC timing 14~15F. Opponent's Burst is disabled on hit.

Moroha 43 HLF RF 14 3 28 -12

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.

Slides opponent on hit (untechable for 60F, slides for 40F). Forced prorate 90%. FRC timing 14~15F. Opponent's Burst is disabled on hit.

Goku Moroha 43 HLF RF 14 3 23 -7

Slightly less disadvantegous on block, with a wider FRC window, otherwise the same as Moroha Mode.

Slides opponent on hit (untechable for 60F, slides for 40F). Forced prorate 90%. FRC timing 14~17F. Opponent's Burst is disabled on hit.


[edit]
Bonding
63214H air OK
GGAC ABA ketsugou.png
Show them your Love
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 0,10 All (throw range: 65 pixels) R 13 12 30 -32

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 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.

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.

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.

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.

Air 0,30 All R 10 3 till landing -

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.

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.


Normal Only Specials[edit]

[edit]
Dragging
236P
GGAC ABA kenin.png
A good dodge with a lot of invuln
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F - - 28F total -

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.

Above knees invincible 1~2F, above feet invincible 3~25F. FRC timing 11~13F.


[edit]
Retribution
236K
GGAC ABA shoukyaku.png
It's not Millia, but it'll work.
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 HF RF 22 3 20 -4

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.

6-27F feet and throw invincibility. Feet and throw invincible 6~27F. Staggers opponent on CH (Max 69F). Initial prorate 90%. FRC timing 28~30F.


[edit]
Avoidance
236H
GGAC ABA kihi.png
What the hell is this thing made of?
Damage Guard Cancel Startup Active Recovery Frame Adv.
11 All F 35 18 40F total +18

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.

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.


[edit]
Injecting
63214P
GGAC ABA shousei.png
Just like going back to character select, except without restarting the match
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 38F total -

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.

Fully invincible 19~22F, throw invincible 23F. Consumes a blood pack on 20F and changes ABA to Moroha mode.


Moroha Only Specials[edit]

[edit]
Engorgement
421H
GGAC ABA houshoku.png
THE NEED FOR BLOOD DOES NOT STOP
Damage Guard Cancel Startup Active Recovery Frame Adv.
49 HLF R[JR] 21[20] 11 14[10] -6[-2]

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.

ABA is airborne from 12~31F [11~30F]. Floats opponent on hit (untechable for 34F). ABA is in CH state from 1~38F [1~35F]. Auto jump installs.


[edit]
Judgement / DANZAI
623H
GGAC ABA danzai.png
The Judge, Jury, and Executioner
Damage Guard Cancel Startup Active Recovery Frame Adv.
25,36 HLF R[RF] 18[12] 6(20)3[4(14)2] 25[21] -9[-4]

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.

Throw invincible 1~20F [1~13F]. 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 50F). 2nd hit forced prorate 70%. FRC timing 12~14F. Can absorb one non-super hit for half damage from 1~24F [1~16F]. 2nd hit disables opponent's burst on hit.


[edit]
Displacement
63214P
GGAC ABA bunri.png
He punched out all my blood!
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F - - 40F total -

Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage. Similar to its NM counterpart, MM Bloodpack has a sliver of invincibility, fully on frame 9 and to strikes on 10-13.

Fully invincible on 9F. Strike invincible 10~13F. FRC timing 10~13F. Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F.


[edit]
Blunder
41236K
GGAC ABA kashitsu.png
See what you started, ArcSys?
Damage Guard Cancel Startup Active Recovery Frame Adv.
61 HA R[RF] 28 1 29[19] -

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.

One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.

Lower body invincible 11~24F, foot invincible 25~30F. Throw invincible 11~30F. Staggers opponent when blocked high (Max 55F). Groundbounces opponent on hit (untechable for 50F). [FRC timing 27~29F]. Untechable for 41F.


[edit]
Eradication
j.41236S
GGAC ABA konzetsu.png
Loops, thy name is KONZETSU
Damage Guard Cancel Startup Active Recovery Frame Adv.
39 (rear: 59) All F 16 [12] 6 12F after landing -

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.

Untechable for (front part: 26F, back part: 36F). FRC timing 22~23F [15~18F]. Attack is guaranteed to activate after 10F [6F].


[edit]
Suka Motion
GGAC ABA sukaMotion.png
A Lovers' Suicide
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 52F total -

Occurs when the Moroha gauge hits 0.

If you see this move, you're probably about to eat shit.


Force Breaks[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
[edit]
FB Dragging
Normal Mode 236D
GGAC ABA kenin.png
Just Leave It
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - F - - 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 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.

Fully invincible during the move. Can pass through opponent from 3F until end of move. FRC timing 9~23F.


[edit]
FB Avoidance
Moroha Mode 236D
GGAC ABA kihi.png
Is it blood? Good lord.
Damage Guard Cancel Startup Active Recovery Frame Adv.
18,10x5 All F 51 3(6)3 total 38 +45

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.

Above knees invincible 7~11F and 20~22F, upper body invincible 12~19F. FRC timing 23~24F. Attack is guaranteed to activate after 23F.


[edit]
FB Judgement
Moroha Mode 623D
GGAC ABA danzai.png
YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
Damage Guard Cancel Startup Active Recovery Frame Adv.
25,36 HLF R [RF] 18[12] 6(20)3[4(14)2] 25[21] -11[-6]

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. Throw invincible 1~20F [1~13F]. 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent on hit (untechable for 70F). 2nd hit removes OTG status from opponent on hit. [FRC timing 12~14F]. Can absorb non-super attacks for half damage 1~24F [1~16F] (No Limit?).


Overdrive Attacks[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
[edit]
Evidence: Concealment
632146H
GGAC ABA shoukoIntoku.png
ABA keeps threatening to get a lawyer, but then she conceals evidence
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 70 HLF F 9+10 6 34 -14

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.

Fully invincible 1F~5F after super flash. Above feet and throw invincible 6-13F after super flash, Low profile 14~33F after super flash. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 10~13F after super flash. Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.

2nd hit
1st hit -> 236H
70 HLF F 26 6 34 -14

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.

Above feet invincible 22~29F. Low profile 30~49F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 26~29F. Can cancel into Shouko: Intoku (3rd hit) 1~26F.

3rd hit
2nd hit -> 236H
111 HLF F 39 6 34 -14

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.

Above feet invincible 35~42F. Low profile 43~62F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 39~42F.


[edit]
Evidence: Destruction
j.632146P
GGAC ABA ouro.png
Kind of like RTL, except awful.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 36x4 HA R 9+3 24 till landing+11 -

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.

Fully invincible 1F ~ 2F after super flash. Floats opponent on hit (untechable for 34F). Can hit up to a maximum of 4 times.

Moroha 26x4 HLF RF 9+3 24 till landing+11 -

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.

Fully invincible 1F ~ 5F after super flash. Floats opponent on hit (untechable for 34F). Can cancel into Moroha Followup from 42F until landing. Can hit up to a maximum of 4 times. FRC timing 36~39F. Untechable for 44F.

Moroha Followup
Evidence: Destruction -> 214K
26x4 HF,HAx3 R 2+5 38 till landing+11 -

Unless the opponent is pretty much level with ABA, this move will probably only hit once. Save your meter.

Fully invincible 1F ~ 6F after super flash. Floats opponent on hit (untechable for 24F). Can hit up to a maximum of 4 times. Untechable for 44F.


[edit]
Altercation / Goku Moroha
Moroha Mode 6321463214S
GGAC ABA henshitsu.png
"Time to send you to Hell"
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 HLF - 15+2 3 26 +5

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.

Fully invincible 1~15F. Staggers opponent on ground hit (Max 32F). 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%.


Instant Kill[edit]

Darkness of Ignorance
in IK Mode, 236236H
GGAC ABA IK.png
Lock the Door, Throw away the Key
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal All - 6+30 5 40 -28

Don't, actually. Nobody likes a divorce.



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