(added rekka hitboxes and retribution hitbox) |
|||
(29 intermediate revisions by 4 users not shown) | |||
Line 13: | Line 13: | ||
*2 Air Dashes in Goku Moroha Mode | *2 Air Dashes in Goku Moroha Mode | ||
*Dash Type: Step (in Normal Mode), Run (in 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;"> | <div style="float:left; margin-right:25px;"> | ||
Line 24: | Line 26: | ||
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. | 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. | ||
< | ===<center>Strengths And Weaknesses</center>=== | ||
{{StrengthsAndWeaknesses|strengths= | |||
* Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage. | |||
{| | * 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. | ||
* | }} | ||
* | |||
* | |||
* | |||
* | |||
=== Unique Mechanics === | === Unique Mechanics === | ||
Line 70: | Line 65: | ||
|} | |} | ||
{{#lst:GGACR/A.B.A/Data|Links}} | {{#lst:GGACR/A.B.A/Data|Links}} | ||
==Normals== | ==Normals== | ||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
Line 77: | Line 71: | ||
|name=5P | |name=5P | ||
|caption=An AA, not a jab, but 3F blazing fast | |caption=An AA, not a jab, but 3F blazing fast | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_5P-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_5P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 89: | Line 83: | ||
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. | 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 | [[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 | ||
'''Supplemental Frame Data:''' | |||
Upper body invincible 2~4F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 96: | Line 94: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Deals 3 more damage than normal mode. | |||
[[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 | |||
'''Supplemental Frame Data:''' | |||
Upper body invincible 2~4F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 103: | Line 107: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Similar to normal version, but has 1 frame less invulnerability and has 1 frame less recovery. | |||
'''Supplemental Frame Data:''' | |||
Upper body invincible 3~4F | |||
[[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 | |||
}} | }} | ||
}} | }} | ||
Line 111: | Line 121: | ||
|name=5K | |name=5K | ||
|caption=Not much of a dancing queen | |caption=Not much of a dancing queen | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_5K-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_5K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 124: | Line 134: | ||
All three versions move ABA slightly forwards. | All three versions move ABA slightly forwards. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 131: | Line 143: | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | 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. | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 139: | Line 153: | ||
One frame faster and two frames more advantageous. Still very useful. | One frame faster and two frames more advantageous. Still very useful. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal excluding 2H. | ||
}} | }} | ||
}} | }} | ||
Line 146: | Line 160: | ||
|image=GGAC_ABA_cS.png | |image=GGAC_ABA_cS.png | ||
|caption=A close combo starter | |caption=A close combo starter | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_cS-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_cS-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|image2=GGAC_ABA_cS_M.png | |image2=GGAC_ABA_cS_M.png | ||
|caption2=How the hell does she not break her teeth? | |caption2=How the hell does she not break her teeth? | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 162: | Line 176: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Not bad, but 5P's a better combo starter at this range. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 171: | Line 187: | ||
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. | 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 | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D | ||
'''Supplemental Frame Data:''' | |||
Foot invincible 7~22F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 180: | Line 200: | ||
Now as fast as normal, but with the added invul and +5 on block. Great. | Now as fast as normal, but with the added invul and +5 on block. Great. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | ||
'''Supplemental Frame Data:''' | |||
Foot invincible 6~17F | |||
}} | }} | ||
}} | }} | ||
Line 189: | Line 211: | ||
|image=GGAC_ABA_fS.png | |image=GGAC_ABA_fS.png | ||
|caption=A standing low which moves foward | |caption=A standing low which moves foward | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_fS-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_fS-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|image2=GGAC_ABA_fS_M.png | |image2=GGAC_ABA_fS_M.png | ||
|caption2=Do a little dance | |caption2=Do a little dance | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]] | ||
Line 207: | Line 229: | ||
{{Description|8|text= | {{Description|8|text= | ||
Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block. | 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 | |||
}} | }} | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
Line 212: | Line 236: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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 | 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. | ||
''1st hit causes very little knockback/pushback.'' | ''1st hit causes very little knockback/pushback.'' | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 5H, 2H, 6H, 5D, 2D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 223: | Line 249: | ||
Now faster, safe on block, and overall even better. Just as useful as in Moroha mode. | Now faster, safe on block, and overall even better. Just as useful as in Moroha mode. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | ||
}} | }} | ||
}} | }} | ||
Line 230: | Line 256: | ||
|image=GGAC_ABA_5H.png | |image=GGAC_ABA_5H.png | ||
|caption=Spin him around, show him you care | |caption=Spin him around, show him you care | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_5H-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_5H-2-Hitbox.png|center|175px]] | ||
Line 236: | Line 262: | ||
|image2=GGAC_ABA_5H_M.png | |image2=GGAC_ABA_5H_M.png | ||
|caption2=Like the unsettling opening to a psychological horror | |caption2=Like the unsettling opening to a psychological horror | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]] | ||
Line 249: | Line 275: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 257: | Line 285: | ||
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. | 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 | |||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2H, 6H, 5D, 2D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 266: | Line 297: | ||
Goes to being faster than even Normal 5H, with all the same other benefits and drawbacks. | Goes to being faster than even Normal 5H, with all the same other benefits and drawbacks. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | ||
}} | }} | ||
}} | }} | ||
Line 273: | Line 304: | ||
|image=GGAC_ABA_6P.png | |image=GGAC_ABA_6P.png | ||
|caption=Using your head is key | |caption=Using your head is key | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_6P-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6P-2-Hitbox.png|center|175px]] | ||
Line 287: | Line 318: | ||
{{Description|8|text= | {{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. | 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 | |||
'''Supplemental Frame Data:''' | |||
Upper body invincible 1~9F; above knees invincible 10~12F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 296: | Line 332: | ||
{{Description|8|text= | {{Description|8|text= | ||
Its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version. | Its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version. | ||
*Initial prorate 90% | |||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 2H | |||
'''Supplemental Frame Data:''' | |||
Upper body invincible 1~9F; above knees invincible 10~12F; | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 305: | Line 346: | ||
{{Description|8|text= | {{Description|8|text= | ||
Much faster and significantly safer, but otherwise has the same uses. | 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. | |||
'''Supplemental Frame Data:''' | |||
Upper body invincible 1~6F; above knees invincible 7~8F; | |||
}} | }} | ||
}} | }} | ||
Line 315: | Line 359: | ||
|image=GGAC_ABA_6H.png | |image=GGAC_ABA_6H.png | ||
|caption=The Hail Mary | |caption=The Hail Mary | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_6H-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6H-2-Hitbox.png|center|175px]] | ||
Line 321: | Line 365: | ||
|image2=GGAC_ABA_6H_M.png | |image2=GGAC_ABA_6H_M.png | ||
|caption2=Eats up space all day | |caption2=Eats up space all day | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_6H-1-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6H-1-Moroha-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]] | ||
Line 334: | Line 378: | ||
{{Description|8|text= | {{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. | 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) | |||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6P, 5H | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 343: | Line 392: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 352: | Line 400: | ||
{{Description|8|text= | {{Description|8|text= | ||
Signficantly faster, but still very much unsafe. | Signficantly faster, but still very much unsafe. | ||
*Untechable for 23F | |||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5D</font>====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_5D.png | |image=GGAC_ABA_5D.png | ||
|caption=''Nothing Out of The Ordinary'' | |caption=''Nothing Out of The Ordinary'' | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=5D | |name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D] | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 395: | Line 441: | ||
|image=GGAC_ABA_2P.png | |image=GGAC_ABA_2P.png | ||
|caption=Look, Honey! A real jab! | |caption=Look, Honey! A real jab! | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 407: | Line 453: | ||
{{Description|8|text= | {{Description|8|text= | ||
When you've got a need for speed, but with more range than 5P. Standard. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 416: | Line 463: | ||
{{Description|8|text= | {{Description|8|text= | ||
3 more points of damage, otherwise identical to Normal Mode. Faster than c.S, slower than 5K or 5P. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 424: | Line 472: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Initial prorate 80% | |||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to include every normal, including itself. | |||
}} | }} | ||
}} | }} | ||
Line 433: | Line 481: | ||
|image=GGAC_ABA_2K.png | |image=GGAC_ABA_2K.png | ||
|caption=Everywoman's low poke | |caption=Everywoman's low poke | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 445: | Line 493: | ||
{{Description|8|text= | {{Description|8|text= | ||
A low poke with alright range. Leads to 2D > Keygrab on hit. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 454: | Line 503: | ||
{{Description|8|text= | {{Description|8|text= | ||
One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 464: | Line 514: | ||
Identical to Moroha Mode. | Identical to Moroha Mode. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself, 5H, and 2H. | ||
}} | }} | ||
}} | }} | ||
Line 471: | Line 521: | ||
|image=GGAC_ABA_2S.png | |image=GGAC_ABA_2S.png | ||
|caption=A surprisingly good crouching uppercut | |caption=A surprisingly good crouching uppercut | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_2S-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2S-2-Hitbox.png|center|175px]] | ||
Line 477: | Line 527: | ||
|image2=GGAC_ABA_2S_M.png | |image2=GGAC_ABA_2S_M.png | ||
|caption2=Actually rivaled by the Normal Mode version | |caption2=Actually rivaled by the Normal Mode version | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 489: | Line 539: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 498: | Line 549: | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | 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 | |||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5D, 2D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 507: | Line 560: | ||
{{Description|8|text= | {{Description|8|text= | ||
Starts much faster and has half the recovery of Moroha, making it quite safe. Otherwise, more or less the same. | 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 | |||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal including itself. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2H.png |caption=Stop Exhibitioning | |image=GGAC_ABA_2H.png |caption=Stop Exhibitioning | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_2H-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2H-2-Hitbox.png|center|175px]] | ||
Line 525: | Line 577: | ||
|image2=GGAC_ABA_2H_M.png | |image2=GGAC_ABA_2H_M.png | ||
|caption2=Ruins people who press buttons | |caption2=Ruins people who press buttons | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Moroha-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_2H-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2H-2-Moroha-Hitbox.png|center|175px]] | ||
Line 539: | Line 591: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 548: | Line 601: | ||
{{Description|8|text= | {{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. | 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 | |||
'''Supplemental Frame Data:''' | |||
Throw invincible 13~18F; FRC timing 20~22F | |||
}} | }} | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
Line 557: | Line 616: | ||
Identical to the Moroha version. | Identical to the Moroha version. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal except for itself. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2D</font>====== | ======<font style="visibility:hidden" size="0">2D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2D.png | |image=GGAC_ABA_2D.png | ||
|caption=Your only other low | |caption=Your only other low | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_2D-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2D-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|image2=GGAC_ABA_2D_M.png | |image2=GGAC_ABA_2D_M.png | ||
|caption2=ABA asks Paracelsus to die for her. He's not really keen on that. | |caption2=ABA asks Paracelsus to die for her. He's not really keen on that. | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 583: | Line 641: | ||
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. 2K is generally preferred for poking. | 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 | '''Supplemental Frame Data:''' | ||
Low profile 10~12F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 599: | Line 659: | ||
Three frames faster, but otherwise the same. | Three frames faster, but otherwise the same. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: include every normal except for itself. | |||
}} | }} | ||
}} | }} | ||
Line 606: | Line 666: | ||
|image=GGAC_ABA_jP.png | |image=GGAC_ABA_jP.png | ||
|caption=Kind of a joke, but it's not very funny when it works. | |caption=Kind of a joke, but it's not very funny when it works. | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 618: | Line 678: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 625: | Line 687: | ||
{{Description|8|text= | {{Description|8|text= | ||
Pretty much the same as Normal Mode with the exception of doing 3 more points of damage. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 632: | Line 696: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
}} | }} | ||
Line 638: | Line 704: | ||
|image=GGAC_ABA_jK.png | |image=GGAC_ABA_jK.png | ||
|caption=A rising air-to-air, and not much else by itself. | |caption=A rising air-to-air, and not much else by itself. | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 650: | Line 716: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 659: | Line 726: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 667: | Line 735: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Floats opponent on hit (untechable on ground hit for 28F) | |||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | |||
}} | }} | ||
}} | }} | ||
Line 678: | Line 744: | ||
|image=GGAC_ABA_jS.png | |image=GGAC_ABA_jS.png | ||
|caption=Your best friend | |caption=Your best friend | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_jS-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jS-2-Hitbox.png|center|175px]] | ||
Line 684: | Line 750: | ||
|image2=GGAC_ABA_jS_M.png | |image2=GGAC_ABA_jS_M.png | ||
|caption2=Your best friend on drugs | |caption2=Your best friend on drugs | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Moroha-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]] | ||
Line 697: | Line 763: | ||
{{Description|8|text= | {{Description|8|text= | ||
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox. | 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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 708: | Line 776: | ||
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. | 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% | |||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.K, j.H, j.D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 717: | Line 786: | ||
{{Description|8|text= | {{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. | 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 | |||
}} | }} | ||
}} | }} | ||
Line 724: | Line 794: | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jH.png | |image=GGAC_ABA_jH.png | ||
|imageSize=115px | |||
|caption=Get a Room | |caption=Get a Room | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_jH-Hitbox.png|center| | [[File:GGXXACPR_ABA_jH-Hitbox.png|center|95px]] | ||
</div> | </div> | ||
|image2=GGAC_ABA_jH_M.png | |image2=GGAC_ABA_jH_M.png | ||
|caption2=Seriously | |caption2=Seriously | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Moroha-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]] | ||
Line 742: | Line 813: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Being active until landing makes j.H a good jump-in, and it can cross up as well | 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.'' | ''Causes very little knockback/pushback.'' | ||
Line 752: | Line 823: | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | 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) | |||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.D | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 762: | Line 836: | ||
Starts 3 frames faster than Moroha, otherwise identical. | Starts 3 frames faster than Moroha, otherwise identical. | ||
Gatling | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.D | ||
}} | }} | ||
}} | }} | ||
Line 769: | Line 843: | ||
|image=GGAC_ABA_jD.png | |image=GGAC_ABA_jD.png | ||
|caption=Lay All Your Love on Me | |caption=Lay All Your Love on Me | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
Line 781: | Line 855: | ||
{{Description|8|text= | {{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. | 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% | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 790: | Line 865: | ||
{{Description|8|text= | {{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. | 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% | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 799: | Line 875: | ||
{{Description|8|text= | {{Description|8|text= | ||
Nearly half the startup should make you consider using it in neutral a bit, otherwise it's identical to Moroha Mode. | 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% | |||
}} | }} | ||
}} | }} | ||
Line 811: | Line 888: | ||
|name=Ground Throw | |name=Ground Throw | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | |||
{{#lsth:GGACR/A.B.A/Data|Ground Throw}} | {{#lsth:GGACR/A.B.A/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | 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 | *Causes wallbounce and knockdown in Normal Mode | ||
*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. | 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 | *Causes ground bounce and knockdown in Moroha/Goku Moroha Mode | ||
}} | *Forced prorate 50% | ||
}} | |||
}} | }} | ||
====== ====== | ====== ====== | ||
Line 831: | Line 915: | ||
|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | |||
{{#lsth:GGACR/A.B.A/Data|Air Throw}} | {{#lsth:GGACR/A.B.A/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Pretty average, but knockdowns are always good. | Pretty average, but knockdowns are always good. | ||
*Knocks down opponent on hit | |||
*Forced prorate 50% | |||
}} | |||
{{!}}- | |||
{{AttackVersion|name=Moroha}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Moroha and Goku Moroha get a slight damage boost, but still only leads to knockdown. | Moroha and Goku Moroha get a slight damage boost, but still only leads to knockdown. | ||
*Knocks down opponent on hit | |||
*Forced prorate 50% | |||
}} | }} | ||
}} | }} | ||
Line 861: | Line 952: | ||
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. | 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 | *Knocks down opponent on hit | ||
*Initial prorate 50% | |||
'''Additional Frame Data:''' | |||
Fully invincible 1~27F; Throw invincible 28~41F; | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 870: | Line 966: | ||
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. | 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. | ||
*Initial prorate 50% | |||
*Wallbounces opponent on hit (untechable for 28F on ground hit) | |||
*Can only hit once | |||
'''Additional Frame Data:''' | |||
Fully invincible 1~15F; Throw invincible 16~27F; | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 880: | Line 982: | ||
}} | }} | ||
}} | }} | ||
==Specials== | ==Specials== | ||
Values in [ ] represent when A.B.A. is in Goku Moroha Mode | |||
======<font style="visibility:hidden" size="0">Deletion</font>====== | ======<font style="visibility:hidden" size="0">Deletion</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_masshou.png | |image=GGAC_ABA_masshou.png | ||
|caption=The Gateway Rekka | |caption=The Gateway Rekka | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_Deletion-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Deletion-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=Deletion | |name=Masshou / Deletion | ||
|input=236S | |input=236S | ||
|data= | |data= | ||
Line 903: | Line 1,003: | ||
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. | 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.'' | '''Supplemental Frame Data:''' ''Can cancel into followup from 21F onwards on hit or block.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 912: | Line 1,012: | ||
By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals. | 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'' | '''Supplemental Frame Data:''' ''Can cancel into followup from 20F onwards on hit or block.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 921: | Line 1,021: | ||
Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same. | Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same. | ||
''FRC timing 10~13F | *Untechable for 16F | ||
'''Supplemental Frame Data:''' ''FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Ruin</font>====== | ======<font style="visibility:hidden" size="0">Ruin</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_fukumetsu.png | |image=GGAC_ABA_fukumetsu.png | ||
|caption=Not any safer than the first one | |caption=Not any safer than the first one | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_Ruin-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Ruin-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=Ruin | |name=Fukumetsu / Ruin | ||
|input=Deletion -> 46S | |input=Deletion -> 46S | ||
|data= | |data= | ||
Line 943: | Line 1,044: | ||
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. | 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) | |||
'''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 952: | Line 1,055: | ||
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. | 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) | |||
*Untechable for 35F on air hit | |||
'''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 960: | Line 1,066: | ||
{{Description|8|text= | {{Description|8|text= | ||
Gains an FRC and starts one frame faster than Moroha Mode. | 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.'' | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Condemnation</font>====== | ======<font style="visibility:hidden" size="0">Condemnation</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_dangoku.png | |image=GGAC_ABA_dangoku.png | ||
|caption=Stop flirting with all the crazies! | |caption=Stop flirting with all the crazies! | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_Condemnation-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Condemnation-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=Condemnation | |name=Dangoku / Condemnation | ||
|input=Ruin -> 63214S | |input=Ruin -> 63214S | ||
|data= | |data= | ||
Line 985: | Line 1,092: | ||
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. | 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% | |||
*Opponent's Burst is disabled on hit | |||
'''Supplemental Frame Data:''' ''FRC timing 14~15F.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 994: | Line 1,105: | ||
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. | 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% | |||
*Opponent's Burst is disabled on hit | |||
'''Supplemental Frame Data:''' ''FRC timing 14~15F.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,003: | Line 1,118: | ||
Slightly less disadvantegous on block, with a wider FRC window, otherwise the same as Moroha Mode. | 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% | |||
*Opponent's Burst is disabled on hit | |||
'''Supplemental Frame Data:''' ''FRC timing 14~17F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Bonding</font>====== | ======<font style="visibility:hidden" size="0">Bonding</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_ketsugou.png | |image=GGAC_ABA_ketsugou.png | ||
|caption=Show them your Love | |caption=Show them your Love | ||
<div class="mw-collapsible mw-collapsed" | <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-1-Hitbox.png|center|175px]] | ||
[[File:GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=Bonding | |name=Ketsugou / Bonding | ||
|input=63214H air OK | |input=63214H air OK | ||
|data= | |data= | ||
Line 1,032: | Line 1,150: | ||
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. | 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.'' | '''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.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,041: | Line 1,159: | ||
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. | 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.'' | '''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.'' | ||
}} | }} | ||
}} | }} | ||
===Normal Only Specials=== | ===Normal Only Specials=== | ||
======<font style="visibility:hidden" size="0">Dragging</font>====== | ======<font style="visibility:hidden" size="0">Dragging</font>====== | ||
Line 1,050: | Line 1,167: | ||
|image=GGAC_ABA_kenin.png | |image=GGAC_ABA_kenin.png | ||
|caption=A good dodge with a lot of invuln | |caption=A good dodge with a lot of invuln | ||
|name=Dragging | |name=Ken'in / Dragging | ||
|input=236P | |input=236P | ||
|data= | |data= | ||
Line 1,060: | Line 1,177: | ||
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. | 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 | '''Supplemental Frame Data:''' ''Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F.'' | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Retribution</font>====== | ======<font style="visibility:hidden" size="0">Retribution</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shoukyaku.png | |image=GGAC_ABA_shoukyaku.png | ||
|caption=It's not Millia, but it'll work. | |caption=It's not Millia, but it'll work. | ||
<div class="mw-collapsible mw-collapsed" | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_Retribution-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Retribution-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=Retribution | |name=Shoukyaku / Retribution | ||
|input=236K | |input=236K | ||
|data= | |data= | ||
Line 1,081: | Line 1,197: | ||
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. | 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 | *Staggers opponent on CH (Max 69F) | ||
*Initial prorate 90% | |||
'''Supplemental Frame Data:''' ''6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Avoidance</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kihi.png | |image=GGAC_ABA_kihi.png | ||
|caption=What the hell is this thing made of? | |caption=What the hell is this thing made of? | ||
|name=Avoidance | |name=Ki'Hi / Avoidance | ||
|input=236H | |input=236H | ||
|data= | |data= | ||
Line 1,101: | Line 1,219: | ||
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. | 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 | '''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.'' | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Injecting</font>====== | ======<font style="visibility:hidden" size="0">Injecting</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shousei.png | |image=GGAC_ABA_shousei.png | ||
|name=Injecting | |name=Shousei / Injecting | ||
|input=63214P | |input=63214P | ||
|caption=Just like going back to character select, except without restarting the match | |caption=Just like going back to character select, except without restarting the match | ||
Line 1,119: | Line 1,236: | ||
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. | 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 | '''Supplemental Frame Data:''' ''Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode.'' | ||
}} | }} | ||
}} | }} | ||
===Moroha Only Specials=== | ===Moroha Only Specials=== | ||
======<font style="visibility:hidden" size="0">Engorgement</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_houshoku.png | |image=GGAC_ABA_houshoku.png | ||
|caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big> | |caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big> | ||
|name=Engorgement | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_ABA_Engorgement-Hitbox.png|center|175px]] | |||
</div> | |||
|name=Houshoku / Engorgement | |||
|input=421H | |input=421H | ||
|data= | |data= | ||
Line 1,139: | Line 1,258: | ||
'''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. | '''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) | ||
*Auto jump installs | |||
'''Supplemental Frame Data:''' ''ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Judgement</font>====== | ======<font style="visibility:hidden" size="0">Judgement</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_danzai.png | |image=GGAC_ABA_danzai.png | ||
|name=Judgment | |name=Danzai / Judgment | ||
|input=623H | |input=623H | ||
|caption=The Judge, Jury, and Executioner | |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= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
Line 1,159: | Line 1,285: | ||
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. | 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. | ||
*1st hit floats opponent on hit (untechable for 30F) | |||
*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].'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Displacement</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_bunri.png | |image=GGAC_ABA_bunri.png | ||
|caption=He punched out all my blood! | |caption=He punched out all my blood! | ||
|name=Displacement | |name=Bunri / Displacement | ||
|input=63214P | |input=63214P | ||
|data= | |data= | ||
Line 1,175: | Line 1,305: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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. | 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.'' | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Blunder</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kashitsu.png | |image=GGAC_ABA_kashitsu.png | ||
|name=Blunder | |name=Kashitsu / Blunder | ||
|input=41236K or Ruin->236K | |input=41236K or Ruin->236K | ||
|caption=[https://www.youtube.com/watch?v=0yvFNEWWVIU&feature=youtu.be&t=7m6s See what you started, ArcSys?] | |caption=[https://www.youtube.com/watch?v=0yvFNEWWVIU&feature=youtu.be&t=7m6s See what you started, ArcSys?] | ||
Line 1,199: | Line 1,331: | ||
One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle. | 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 | *Staggers opponent when blocked high (Max 55F) | ||
*Groundbounces opponent on hit (untechable for 50F) | |||
*Untechable for 41F | |||
'''Supplemental Frame Data:''' ''Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Eradication</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_konzetsu.png | |image=GGAC_ABA_konzetsu.png | ||
|caption=Loops, thy name is KONZETSU | |caption=Loops, thy name is KONZETSU | ||
|name=Eradication | |name=Konzetsu / Eradication | ||
|input=j.41236S | |input=j.41236S | ||
|data= | |data= | ||
Line 1,219: | Line 1,354: | ||
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. | 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) | |||
'''Supplemental Frame Data:''' ''FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F].'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Suka Motion</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_sukaMotion.png | |image=GGAC_ABA_sukaMotion.png | ||
|name=Suka Motion | |name=Suka Motion | ||
|caption= | |caption=9 out of 10 instant kills start with this | ||
|input= | |input= | ||
|data= | |data= | ||
Line 1,240: | Line 1,376: | ||
}} | }} | ||
}} | }} | ||
==Force Breaks== | ==Force Breaks== | ||
Line 1,248: | Line 1,383: | ||
|image=GGAC_ABA_kenin.png | |image=GGAC_ABA_kenin.png | ||
|caption=Just Leave It | |caption=Just Leave It | ||
|name=FB Dragging | |name=FB Ken'in / Dragging | ||
|input=Normal Mode 236D | |input=Normal Mode 236D | ||
|data= | |data= | ||
Line 1,260: | Line 1,395: | ||
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. | 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 | |||
'''Supplemental Frame Data:''' ''Can pass through opponent from 3F until end of move; FRC timing 9~23F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">FB Avoidance</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kihi.png | |image=GGAC_ABA_kihi.png | ||
|caption=Is it blood? Good lord. | |caption=Is it blood? Good lord. | ||
|name=FB Avoidance | |name=FB Ki'Hi / Avoidance | ||
|input=Moroha Mode 236D | |input=Moroha Mode 236D | ||
|data= | |data= | ||
Line 1,278: | Line 1,414: | ||
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. | 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 | '''Supplemental Frame Data:''' ''Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F; Attack is guaranteed to activate after 23F.'' | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">FB Judgement</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_danzai.png | |image=GGAC_ABA_danzai.png | ||
|name=FB Judgement | |name=FB Danzai / Judgement | ||
|input=Moroha Mode 623D | |input=Moroha Mode 623D | ||
|caption=YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER | |caption=YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER | ||
Line 1,296: | Line 1,431: | ||
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. | 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 | |||
*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 | |||
'''Supplemental Frame Data:''' ''Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F].'' | |||
}} | }} | ||
}} | }} | ||
==Overdrive Attacks== | ==Overdrive Attacks== | ||
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode | *Numbers in [ ] is when A.B.A. is in Goku Moroha Mode | ||
====== ====== | ======<font style="visibility:hidden" size="0">Concealment</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shoukoIntoku.png | |image=GGAC_ABA_shoukoIntoku.png | ||
|name=Evidence: Concealment | |name=Shouko Intoku / Evidence: Concealment | ||
|input=632146H | |input=632146H | ||
|caption=ABA keeps threatening to get a lawyer, but then she conceals evidence | |caption=ABA keeps threatening to get a lawyer, but then she conceals evidence | ||
Line 1,318: | Line 1,457: | ||
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. | 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 | *Floats opponent on hit (untechable for 58F) | ||
*Forced prorate 50% | |||
'''Supplemental Frame Data:''' ''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.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,327: | Line 1,469: | ||
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. | 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 | *Floats opponent on hit (untechable for 58F) | ||
*Forced prorate 50% | |||
'''Supplemental Frame Data:''' ''Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,336: | Line 1,481: | ||
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. | 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 | *Floats opponent on hit (untechable for 58F) | ||
*Forced prorate 50% | |||
'''Supplemental Frame Data:''' ''Above feet invincible 35~42F; Low profile 43~62F; Hitstop 7F; FRC timing 39~42F.'' | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Destruction</font>====== | |||
====== ====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_ouro.png | |image=GGAC_ABA_ouro.png | ||
|name=Evidence: Destruction | |name=Ouro /<br> Evidence: Destruction | ||
|input=j.632146P | |input=j.632146P | ||
|caption=Kind of like RTL, except awful. | |caption=Kind of like RTL, except awful. | ||
Line 1,355: | Line 1,502: | ||
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. | 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) | |||
*Can hit up to a maximum of 4 times | |||
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 2F after super flash;.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,364: | Line 1,514: | ||
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. | 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 hit up to a maximum of 4 times | |||
*Untechable for 44F | |||
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F.'' | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,373: | Line 1,527: | ||
Unless the opponent is pretty much level with ABA, this move will probably only hit once. Save your meter. | 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) | |||
*Can hit up to a maximum of 4 times | |||
*Untechable for 44F | |||
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 6F after super flash.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_henshitsu.png | |image=GGAC_ABA_henshitsu.png | ||
|name= | |name=Goku Moroha / Henshitsu / Altercation | ||
|input=Moroha Mode 6321463214S | |input=Moroha Mode 6321463214S | ||
|caption="Time to send you to Hell" | |caption="Time to send you to Hell" | ||
Line 1,393: | Line 1,550: | ||
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. | 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. | ||
*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% | |||
'''Supplemental Frame Data:''' ''Fully invincible 1~15F.'' | |||
}} | }} | ||
}} | }} | ||
==Instant Kill== | ==Instant Kill== | ||
Line 1,413: | Line 1,576: | ||
}} | }} | ||
}} | }} | ||
==[[Dustloop_Wiki:Roadmap/GGACR#ABA|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|ABA}} | |||
==Navigation== | ==Navigation== | ||
{{#lsth:GGACR/A.B.A/Data|Links}} | {{#lsth:GGACR/A.B.A/Data|Links}} |
Revision as of 03:21, 16 November 2019
A.B.A. |
---|
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.
|
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.
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 And Weaknesses
Unique Mechanics
Moroha Modes
- 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 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.
Blood Packs
- 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.
Guilty Bits Character Intro | |
---|---|
{{#evt: service=youtube |
id=https://youtu.be/bsIPfBzp5O4
}} |
Normals
5P
5P |
---|
5K
5K |
---|
cS
c.S |
---|
fS
f.S |
---|
5H
5H |
---|
6P
6P |
---|
6H
6H |
---|
5D
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H |
---|
2D
2D |
---|
jP
j.P |
---|
jK
j.K |
---|
jS
j.S |
---|
jH
j.H |
---|
jD
j.D |
---|
Universal Mechanics
Ground Throw |
---|
Air Throw |
---|
Dead Angle Attack |
---|
Specials
Values in [ ] represent when A.B.A. is in Goku Moroha Mode
Deletion
Masshou / Deletion 236S |
---|
Ruin
Fukumetsu / Ruin Deletion -> 46S |
---|
Condemnation
Dangoku / Condemnation Ruin -> 63214S |
---|
Bonding
Ketsugou / Bonding 63214H air OK |
---|
Normal Only Specials
Dragging
Retribution
Shoukyaku / Retribution 236K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: 6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F. |
Avoidance
Ki'Hi / Avoidance 236H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. 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. |
Injecting
Shousei / Injecting 63214P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
Moroha Only Specials
Engorgement
Houshoku / Engorgement 421H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F]. |
Judgement
Danzai / Judgment 623H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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]. |
Displacement
Bunri / Displacement 63214P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage.
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. |
Blunder
Kashitsu / Blunder 41236K or Ruin->236K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F. |
Eradication
Konzetsu / Eradication j.41236S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F]. |
Suka Motion
Suka Motion |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Occurs when the Moroha gauge hits 0. If this happens to you, you're probably about to eat shit. |
Force Breaks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
FB Ken'in / Dragging Normal Mode 236D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: Can pass through opponent from 3F until end of move; FRC timing 9~23F. |
FB Avoidance
FB Ki'Hi / Avoidance Moroha Mode 236D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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: Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F; Attack is guaranteed to activate after 23F. |
FB Judgement
FB Danzai / Judgement Moroha Mode 623D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F]. |
Overdrive Attacks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Concealment
Shouko Intoku / Evidence: Concealment 632146H |
---|
Destruction
Ouro / Evidence: Destruction j.632146P |
---|
Goku Moroha / Henshitsu / Altercation Moroha Mode 6321463214S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Supplemental Frame Data: Fully invincible 1~15F. |
Instant Kill
Darkness of Ignorance in IK Mode, 236236H |
---|
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •