GGACR/A.B.A: Difference between revisions

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|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=
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*Fully invincible during the move  
*Fully invincible during the move  


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Can pass through opponent from 3F until end of move; FRC timing 9~23F.''
 
Can pass through opponent from 3F until end of move; FRC timing 9~23F
  }}
  }}
}}
}}
Line 1,406: Line 1,404:
|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 1,416: 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.


'''Supplemental Frame Data:'''
'''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.''
 
Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F; Attack is guaranteed to activate after 23F
  }}
  }}
}}
}}
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{{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 1,440: Line 1,436:
*2nd hit removes OTG status from opponent on hit
*2nd hit removes OTG status from opponent on hit


'''Supplemental Frame Data:'''
'''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].''
 
Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F]
  }}
  }}
}}
}}
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{{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 1,466: Line 1,460:
*Forced prorate 50%
*Forced prorate 50%


'''Supplemental Frame Data:'''
'''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.''
 
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 1,480: Line 1,472:
*Forced prorate 50%
*Forced prorate 50%


'''Supplemental Frame Data:'''
'''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.''
 
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 1,494: Line 1,484:
*Forced prorate 50%
*Forced prorate 50%


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Above feet invincible 35~42F; Low profile 43~62F; Hitstop 7F; FRC timing 39~42F.''
 
Above feet invincible 35~42F; Low profile 43~62F; Hitstop 7F; FRC timing 39~42F
  }}
  }}
}}
}}
Line 1,502: Line 1,490:
{{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 1,517: Line 1,505:
*Can hit up to a maximum of 4 times
*Can hit up to a maximum of 4 times


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 2F after super flash;.''
 
Fully invincible 1F ~ 2F after super flash;
  }}
  }}
{{!}}-
{{!}}-
Line 1,532: Line 1,518:
*Untechable for 44F
*Untechable for 44F


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F.''
 
Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F;
  }}
  }}
{{!}}-
{{!}}-
Line 1,547: Line 1,531:
*Untechable for 44F
*Untechable for 44F


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Fully invincible 1F ~ 6F after super flash.''
 
Fully invincible 1F ~ 6F after super flash;
  }}
  }}
}}
}}
Line 1,555: Line 1,537:
{{MoveData
{{MoveData
|image=GGAC_ABA_henshitsu.png
|image=GGAC_ABA_henshitsu.png
|name=Altercation / Goku Moroha
|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 1,575: Line 1,557:
*Puts A.B.A into Goku Moroha mode and fills Gauge to 100%
*Puts A.B.A into Goku Moroha mode and fills Gauge to 100%


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:''' ''Fully invincible 1~15F.''
 
Fully invincible 1~15F;
  }}
  }}
}}
}}
==Instant Kill==
==Instant Kill==
{{MoveData
{{MoveData

Revision as of 03:21, 16 November 2019

A.B.A.
GGAC ABA Portrait.png
Movement Options
  • Double Jump
  • 1 Air Dash in Normal and Moroha Mode
  • 2 Air Dashes in Goku Moroha Mode
  • Dash Type: Step (in Normal Mode), Run (in Moroha Mode)
Colors

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

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

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

 A.B.A -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

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
GGAC ABA 5P.png
An AA, not a jab, but 3F blazing fast
GGXXACPR ABA 5P-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 3 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 2~4F Upper Body CSJR 9 10 10 11
GGAC ABA 5P.png
3F is good
GGXXACPR ABA 5P-Hitbox.png

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.

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

Moroha


5P[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
11 Mid 3 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 2~4F Upper Body CSJR 9 10 10 11
GGAC ABA 5P.png
3F is great
GGXXACPR ABA 5P-Hitbox.png

Deals 3 more damage than 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

Goku Moroha


5P[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
11 Mid 3 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 2~4F Upper Body CSJR 9 10 10 11
GGAC ABA 5P.png
3F is insane
GGXXACPR ABA 5P-Hitbox.png

Similar to normal version, but has 1 frame less invulnerability and has 1 frame less recovery.

Supplemental Frame Data:

Upper body invincible 3~4F

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

5K
5K
GGAC ABA 5K.png
Not much of a dancing queen
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 7 5 6 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC ABA 5K.png
Average poke that moves ABA slightly forwards
GGXXACPR ABA 5K-1-Hitbox.pngGGXXACPR ABA 5K-2-Hitbox.png
Frames 7-8 • Frames 9-11

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

All three versions move ABA slightly forwards.

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

Moroha


5K[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 7 5 6 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC ABA 5K.png
Average poke that moves ABA slightly forwards
GGXXACPR ABA 5K-1-Hitbox.pngGGXXACPR ABA 5K-2-Hitbox.png
Frames 7-8 • Frames 9-11

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.

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

Goku Moroha


5K[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 6 5 4 +3 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC ABA 5K.png
Even faster now
GGXXACPR ABA 5K-1-Hitbox.pngGGXXACPR ABA 5K-2-Hitbox.png
Frames 6-7 • Frames 8-10

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

Gatling Options: expand to every other normal excluding 2H.

cS
c.S
GGAC ABA cS.png
A close combo starter
GGXXACPR ABA cS-Hitbox.png
GGAC ABA cS M.png
How the hell does she not break her teeth?
GGXXACPR ABA cS-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 7 3 12 -1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC ABA cS.png
GGXXACPR ABA cS-Hitbox.png

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

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

Moroha


c.S[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 9 3 14 0 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 7~22F Foot SJR 16 17 16 14
GGAC ABA cS M.png
GGXXACPR ABA cS-Moroha-Hitbox.png

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.

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

Supplemental Frame Data:

Foot invincible 7~22F

Goku Moroha


c.S[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 7 3 9 +5 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 6~17F Foot SJR 16 17 16 14
GGAC ABA cS M.png
GGXXACPR ABA cS-Moroha-Hitbox.png

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

Gatling Options: expand to every other normal, excluding itself.

Supplemental Frame Data:

Foot invincible 6~17F

fS
f.S
GGAC ABA fS.png
A standing low which moves foward
GGXXACPR ABA fS-Hitbox.png
GGAC ABA fS M.png
Do a little dance
GGXXACPR ABA fS-Moroha-1-Hitbox.png
GGXXACPR ABA fS-Moroha-2-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Low 9 3 14 0 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC ABA fS.png
Watch your shins!
GGXXACPR ABA fS-Hitbox.png

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

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

Moroha


f.S[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×2 Mid 9 2(2)2 16 -1 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 17 16 14
GGAC ABA fS M.png
Footsies
GGXXACPR ABA fS-Moroha-1-Hitbox.pngGGXXACPR ABA fS-Moroha-2-Hitbox.png
Frames 9-10 • Frames 13-14
•1st hit causes very little pushback

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.

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

Goku Moroha


f.S[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×2 Mid 7 2(2)2 12 +3 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 16 17 16 14
GGAC ABA fS M.png
GGXXACPR ABA fS-Moroha-1-Hitbox.pngGGXXACPR ABA fS-Moroha-2-Hitbox.png
1st hit (Frames 7-8) • 2nd hit (Frames 11-12
•1st hit causes very little pushback

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

Gatling Options: expand to every other normal, excluding itself.

5H
5H
GGAC ABA 5H.png
Spin him around, show him you care
GGXXACPR ABA 5H-1-Hitbox.png
GGXXACPR ABA 5H-2-Hitbox.png
GGAC ABA 5H M.png
Like the unsettling opening to a psychological horror
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 13 7 27 -15 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC ABA 5H.png
GGXXACPR ABA 5H-1-Hitbox.pngGGXXACPR ABA 5H-2-Hitbox.png
Frames 13-16 • Frames 17-19
•Floats on CH (untechable for 80F)

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.

Gatling Options: 6H, 5D, 2D

Moroha


5H[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20 Mid 15 5(6)2 12 0 5, 3 20, 10 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 18 19, 14 18, 28 15, 13
GGAC ABA 5H M.png
GGXXACPR ABA 5H-1-Hitbox-MM.pngGGXXACPR ABA 5H-2-Hitbox-MM.png
1st hit (Frames 15-19) • 2nd hit (Frames 26-27)
•1st hit staggers on ground CH (max 61F)
•2nd hit pulls opponent in

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

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

Goku Moroha


5H[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20 Mid 11 4(4)2 11 +1 5, 3 20, 10 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 18, 13 19, 14 18, 28 15, 13
GGAC ABA 5H M.png
GGXXACPR ABA 5H-1-Hitbox-MM.pngGGXXACPR ABA 5H-2-Hitbox-MM.png
1st hit (Frames 11-14) • 2nd hit (Frames 19-20)
•1st hit staggers on ground CH (max 61F)
•2nd hit pulls opponent in

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

Gatling Options: expand to every other normal, excluding itself.

6P
6P
GGAC ABA 6P.png
Using your head is key
GGXXACPR ABA 6P-1-Hitbox.png
GGXXACPR ABA 6P-2-Hitbox.png
GGXXACPR ABA 6P-3-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
19×2 Mid 10 3(5)5 10 -1 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~9F Above Knees SJR 13 14 14 13
GGAC ABA 6P.png
GGXXACPR ABA 6P-1-Hitbox.pngGGXXACPR ABA 6P-2-Hitbox.pngGGXXACPR ABA 6P-3-Hitbox.png
1st hit (Frames 10-12) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-22)
•Jump cancel on 2nd hit only

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%

Gatling Options: 2S, 2H

Supplemental Frame Data:

Upper body invincible 1~9F; above knees invincible 10~12F

Moroha


6P[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23×2 Mid 10 3,3 17 -6 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~9F Upper Body
10~12F Above Knees
SJR 13 14 14 13
GGAC ABA MM 6P.png
GGACR ABA 6P Moroha Hitbox 1.pngGGACR ABA 6P Moroha Hitbox 2.png
1st hit (Frames 10-12) • 2nd hit (Frames 13-15)
•Jump cancel on 2nd hit only

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

  • Initial prorate 90%

Gatling Options: 2S, 2H

Supplemental Frame Data:

Upper body invincible 1~9F; above knees invincible 10~12F;

Goku Moroha


6P[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23×2 Mid 7 2,3 12 -1 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~6F Upper Body
7~8F Above Knees
SJR 13 14 14 13
GGAC ABA MM 6P.png
GGACR ABA 6P Moroha Hitbox 1.pngGGACR ABA 6P Moroha Hitbox 2.png
1st hit (Frames 7-8);2nd hit (Frames 9-11)
•Jump cancel on 2nd hit only

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

  • Initial prorate 90%

Gatling Options: expand to every other normal, excluding itself.

Supplemental Frame Data:

Upper body invincible 1~6F; above knees invincible 7~8F;

6H
6H
GGAC ABA 6H.png
The Hail Mary
GGXXACPR ABA 6H-1-Hitbox.png
GGXXACPR ABA 6H-2-Hitbox.png
GGAC ABA 6H M.png
Eats up space all day
GGXXACPR ABA 6H-1-Moroha-Hitbox.png
GGXXACPR ABA 6H-2-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
53 Mid 18 9 25 -15 5 20 18
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 70% SR 18 Launch 35 + WBounce 15
GGAC ABA 6H.png
The Hail Mary
GGXXACPR ABA 6H-1-Hitbox.pngGGXXACPR ABA 6H-2-Hitbox.png
Frames 18-21 • Frames 22-26
•Dizzy modifier x2.5
•On CH untechable for 80F: wallbounces midscreen, wallsticks in corner (stick for 25F)

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)

Gatling Options: 6P, 5H

Moroha


6H[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38×2 Mid 15 7,7 30 -18 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 18 19 23 15
GGAC ABA 6H M.png
GGXXACPR ABA 6H-1-Moroha-Hitbox.pngGGXXACPR ABA 6H-2-Moroha-Hitbox.pngGGXXACPR ABA 6H-3-Moroha-Hitbox.png
1st hit (Frames 15-18) • 1st hit (Frames 19-21) • 2nd hit (Frames 22-28)

Exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.

  • Untechable for 23F
Goku Moroha


6H[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38×2 Mid 11 7,7 24 -12 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 18 19 23 15
GGAC ABA 6H M.png
GGXXACPR ABA 6H-1-Moroha-Hitbox.pngGGXXACPR ABA 6H-2-Moroha-Hitbox.pngGGXXACPR ABA 6H-3-Moroha-Hitbox.png
1st hit (Frames 11-14) • 1st hit (Frames 15-17) • 2nd hit (Frames 18-24)

Signficantly faster, but still very much unsafe.

  • Untechable for 23F

Gatling Options: expand to every other normal, excluding itself.

5D
5D
GGAC ABA 5D.png
Nothing Out of The Ordinary
GGXXACPR ABA 5D-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 High 25 4 15 -5 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC ABA 5D.png
GGXXACPR ABA 5D-Hitbox.png

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

Moroha


5D[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High 24 4 15 -5 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC ABA 5D.png
GGACR ABA 5D Moroha Hitbox.png
Slightly bigger than normal mode

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

Goku Moroha


5D[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High 22 4 15 -5 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC ABA 5D.png
GGACR ABA 5D Moroha Hitbox.png

Goku Moroha reduces startup another 2 frames, turning it into the second fastest Dust in the game, second only to Sol's when he uses Dragon Install. So, basically, the fastest Dust in the game.

2P
2P
GGAC ABA 2P.png
Look, Honey! A real jab!
GGXXACPR ABA 2P-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC ABA 2P.png
GGXXACPR ABA 2P-Hitbox.png

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

  • Initial prorate 80%

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

Moroha


2P[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC ABA 2P.png
GGXXACPR ABA 2P-Hitbox.png

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

  • Initial prorate 80%

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

Goku Moroha


2P[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC ABA 2P.png
GGXXACPR ABA 2P-Hitbox.png
  • Initial prorate 80%

Gatling Options: expand to include every normal, including itself.

2K
2K
GGAC ABA 2K.png
Everywoman's low poke
GGXXACPR ABA 2K-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Low 7 4 10 -2 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 70% SR 11 12 12 12
GGAC ABA 2K.png
Standard crouching low
GGXXACPR ABA 2K-Hitbox.png

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

  • Initial prorate 70%

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

Moroha


2K[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 Low 6 4 10 -2 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 70% SR 11 12 12 12
GGAC ABA 2K.png
Important for fuzzy high/low mixups
GGXXACPR ABA 2K-Hitbox.png

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

  • Initial prorate 70%

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

Goku Moroha


2K[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 Low 5 4 10 -2 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 70% SR 11 12 12 12
GGAC ABA 2K.png
Important for fuzzy high/low mixups
GGXXACPR ABA 2K-Hitbox.png

Identical to Moroha Mode.

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

2S
2S
GGAC ABA 2S.png
A surprisingly good crouching uppercut
GGXXACPR ABA 2S-1-Hitbox.png
GGXXACPR ABA 2S-2-Hitbox.png
GGAC ABA 2S M.png
Actually rivaled by the Normal Mode version
GGXXACPR ABA 2S-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Mid 8 6 13 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 18 13
GGAC ABA 2S.png
One of her best AAs
GGXXACPR ABA 2S-1-Hitbox.pngGGXXACPR ABA 2S-2-Hitbox.png
Frames 8-10 • Frames 11-13
•On CH untechable for 36F

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

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

Moroha


2S[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 12 6 18 -7 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 23 14
GGAC ABA 2S M.png
Crazy good
GGXXACPR ABA 2S-Moroha-Hitbox.png
•Floats on CH (untechable for 46F)

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

Gatling Options: 5D, 2D

Goku Moroha


2S[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 9 6 9 +2 4 14 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 23 14
GGAC ABA 2S M.png
Crazy good
GGXXACPR ABA 2S-Moroha-Hitbox.png
•Floats on CH (untechable for 46F)

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 Options: expand to every normal including itself.

2H
2H
GGAC ABA 2H.png
Stop Exhibitioning
GGXXACPR ABA 2H-1-Hitbox.png
GGXXACPR ABA 2H-2-Hitbox.png
GGXXACPR ABA 2H-3-Hitbox.png
GGXXACPR ABA 2H-4-Hitbox.png
GGAC ABA 2H M.png
Ruins people who press buttons
GGXXACPR ABA 2H-1-Moroha-Hitbox.png
GGXXACPR ABA 2H-2-Moroha-Hitbox.png
GGXXACPR ABA 2H-3-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×2 Mid 14 8(3)7 10 -3 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SJR 13 14 19, 14 13
GGAC ABA 2H.png
Danzai Jr.
GGXXACPR ABA 2H-1-Hitbox.pngGGXXACPR ABA 2H-2-Hitbox.pngGGXXACPR ABA 2H-3-Hitbox.pngGGXXACPR ABA 2H-4-Hitbox.png
1st hit (Frames 14-17) • 1st hit (Frames 18-21) • 2nd hit (Frames 25-27) • 2nd hit (Frames 28-31)
•1st floats and pulls opponent in on hit

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)

Gatling Options: 6P

Moroha


2H[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28×2 Mid 17 3,11 6 +2 5 20×2 6,14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 13~18F Throw SJRF 18 Crouch 20, Launch 18, 25 + GBounce 15 20~22F
GGAC ABA 2H M.png
GGXXACPR ABA 2H-1-Moroha-Hitbox.pngGGXXACPR ABA 2H-2-Moroha-Hitbox.pngGGXXACPR ABA 2H-3-Moroha-Hitbox.png
1st hit (Frames 17-18) • 1st hit (Frame 19) • 2nd hit (Frames 20-30)
•Jump cancel on 2nd hit only

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)

Gatling Options: 2S

Supplemental Frame Data:

Throw invincible 13~18F; FRC timing 20~22F

Goku Moroha


2H[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28×2 Mid 17 3,11 6 +2 5 20×2 6,14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 13~18F Throw SJRF 18 Crouch 20, Launch 18, 25 + GBounce 15 20~22F
GGAC ABA 2H M.png
GGXXACPR ABA 2H-1-Moroha-Hitbox.pngGGXXACPR ABA 2H-2-Moroha-Hitbox.pngGGXXACPR ABA 2H-3-Moroha-Hitbox.png
1st hit (Frames 17-18) • 1st hit (Frame 19) • 2nd hit (Frames 20-30)
•Jump cancel on 2nd hit only

Identical to the Moroha version.

Gatling Options: expand to every normal except for itself.

2D
2D
GGAC ABA 2D.png
Your only other low
GGXXACPR ABA 2D-Hitbox.png
GGAC ABA 2D M.png
ABA asks Paracelsus to die for her. He's not really keen on that.
GGXXACPR ABA 2D-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Low 10 3 15 -4 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 10~12F Low Profile SJR 13 Down 14 13
GGAC ABA 2D.png
GGXXACPR ABA 2D-Hitbox.png

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

Supplemental Frame Data:

Low profile 10~12F

Moroha


2D[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
37 Low 12 2 23 -6 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Down 18 15
GGAC ABA 2D M.png
The "skill issues" button
GGXXACPR ABA 2D-Moroha-Hitbox.png

Meanwhile, in Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.

Goku Moroha


2D[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
37 Low 9 2 23 -6 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 Down 18 15
GGAC ABA 2D M.png
The "skill issues" button
GGXXACPR ABA 2D-Moroha-Hitbox.png

Three frames faster, but otherwise the same.

Gatling Options: include every normal except for itself.

jP
j.P
GGAC ABA jP.png
Kind of a joke, but it's not very funny when it works.
GGXXACPR ABA jP-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 4 14 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC ABA jP.png
Definitely NOT a standard air jab
GGXXACPR ABA jP-Hitbox.png

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.

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

Moroha


j.P[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 5 4 14 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC ABA jP.png
GGXXACPR ABA jP-Hitbox.png

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

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

Goku Moroha


j.P[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 4 4 4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC ABA jP.png
Blazing fast
GGXXACPR ABA jP-Hitbox.png

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.

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

jK
j.K
GGAC ABA jK.png
A rising air-to-air, and not much else by itself.
GGXXACPR ABA jK-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 6 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 28 14 13
GGAC ABA jK.png
Surprisingly good
GGXXACPR ABA jK-Hitbox.png

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)

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

Moroha


j.K[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 5 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 28 14 13
GGAC ABA jK.png
Even better than before
GGXXACPR ABA jK-Hitbox.png

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)

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

Goku Moroha


j.K[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 4 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 28 14 13
GGAC ABA jK.png
Even better than before
GGXXACPR ABA jK-Hitbox.png
  • Floats opponent on hit (untechable on ground hit for 28F)

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

jS
j.S
GGAC ABA jS.png
Your best friend
GGXXACPR ABA jS-1-Hitbox.png
GGXXACPR ABA jS-2-Hitbox.png
GGAC ABA jS M.png
Your best friend on drugs
GGXXACPR ABA jS-1-Moroha-Hitbox.png
GGXXACPR ABA jS-2-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21 High/Air 7 8 11 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC ABA jS.png
Your main air-to-air
GGXXACPR ABA jS-1-Hitbox.pngGGXXACPR ABA jS-2-Hitbox.png
Frames 7-10 • Frames 11-14

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

Gatling Options: j.P, j.H

Moroha


j.S[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 High/Air 10 5 12 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SJR 16 17 16 14
GGAC ABA jS M.png
All around great
GGXXACPR ABA jS-1-Moroha-Hitbox.pngGGXXACPR ABA jS-2-Moroha-Hitbox.png
Frames 10-11 • Frames 12-14

Take everything great about Normal Mode j.S. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha j.S.

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

Another nice bonus is that j.K CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the j.S > j.K > dj.S > j.H variation since it combos! Pretty sick.

  • Initial Prorate: 90%

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

Goku Moroha


j.S[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 High/Air 10 4 2 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SJR 16 17 16 14
GGAC ABA jS M.png
All around great
GGXXACPR ABA jS-1-Moroha-Hitbox.pngGGXXACPR ABA jS-2-Moroha-Hitbox.png
Frame 10 • Frames 11-13

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%

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

jH
j.H
GGAC ABA jH.png
Get a Room
GGXXACPR ABA jH-Hitbox.png
GGAC ABA jH M.png
Seriously
GGXXACPR ABA jH-1-Moroha-Hitbox.png
GGXXACPR ABA jH-2-Moroha-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 15 Until landing 0 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC ABA jH.png
GGXXACPR ABA jH-Hitbox.png
•Causes very little pushback

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.

Moroha


j.H[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 12 6 20 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 80% SR 18 19 18 15
GGAC ABA jH M.png
GGXXACPR ABA jH-1-Moroha-Hitbox.pngGGXXACPR ABA jH-2-Moroha-Hitbox.pngGGXXACPR ABA jH-3-Moroha-Hitbox.png
Frames 12-13 • Frames 14-15 • Frames 16-17
•Slams down opponent on air hit
•Slides on CH (untechable for 100F, slides for 30F)

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)

Gatling Options: j.D

Goku Moroha


j.H[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 9 6 20 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 80% SR 18 19 18 15
GGAC ABA jH M.png
GGXXACPR ABA jH-1-Moroha-Hitbox.pngGGXXACPR ABA jH-2-Moroha-Hitbox.pngGGXXACPR ABA jH-3-Moroha-Hitbox.png
Frames 9-10 • Frames 11-12 • Frames 13-14
•Slams down opponent on air hit
•Slides on CH (untechable for 100F, slides for 30F)

Starts 3 frames faster than Moroha, otherwise identical.

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

jD
j.D
GGAC ABA jD.png
Lay All Your Love on Me
GGXXACPR ABA jD-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 High/Air 16 4 13+5 after landing 4 8 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SR 16 Launch 22 14
GGAC ABA jD.png
GGXXACPR ABA jD-Hitbox.png
•Wallbounces on CH (untechable for 50F)

Nice horizontal range, but very slow. Works mainly as an early Anti-Air, but otherwise seldom used. If you manage to CH, you are gifted a wallbounce > free keygrab for your troubles.

  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%
Moroha


j.D[m]
moroha
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 13 4 13+5 after landing 4 8 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SR 16 Launch 22 14
GGAC ABA MM jD.png
GGACR ABA jD Moroha Hitbox.png
•Wallbounces on CH (untechable for 50F)

A vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing j.Ss for better conversions.

  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%
Goku Moroha


j.D[gm]
goku
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 7 4 10+5 after landing 4 8 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SJR 16 Launch 22 14
GGAC ABA MM jD.png
GGACR ABA jD Moroha Hitbox.png
•Wallbounces on CH (untechable for 50F)

Nearly half the startup should make you consider using it in neutral a bit, otherwise it's identical to Moroha Mode.

  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%

Universal Mechanics

Ground Throw
GGAC ABA throw.png
Head over Heels
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down + WBounce
GGAC ABA throw.png
•Sends opponent on opposite side of throw direction

Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.

  • Causes wallbounce and knockdown in Normal Mode
  • Forced prorate 50%
Moroha

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
  • Forced prorate 50%
Air Throw
GGAC ABA airThrow.png
Knocks down; fairly typical
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
53 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC ABA airThrow.png

Pretty average, but knockdowns are always good.

  • Knocks down opponent on hit
  • Forced prorate 50%
Moroha

Moroha and Goku Moroha get a slight damage boost, but still only leads to knockdown.

  • Knocks down opponent on hit
  • Forced prorate 50%
Dead Angle Attack
GGAC ABA 5H.png
Your favorite lifeline
GGAC ABA fS M.png
More of a "you'd better stay in the corner" tactic.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Mid 12 7 29 -22 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~27F All
28~41F Throw
R 13 Down 14 13
GGAC ABA 5H.png
Good, but there's a better option
GGXXACPR ABA 5H-1-Hitbox.pngGGXXACPR ABA 5H-2-Hitbox.png
Frames 12-15 • Frames 16-18

Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you.

  • Knocks down opponent on hit
  • Initial prorate 50%

Additional Frame Data:

Fully invincible 1~27F; Throw invincible 28~41F;

Moroha


DAA[m]
Dead Angle Attack (Moroha)
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 10 2(2)2 25 -12 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~15F All
16~27F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC ABA fS M.png
GGXXACPR ABA fS-Moroha-1-Hitbox.pngGGXXACPR ABA fS-Moroha-2-Hitbox.png
Frames 10-11 • Frames 14-15
•Max 1 hit

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;

Goku Moroha

Identical to the Moroha version.

Specials

Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion
Masshou / Deletion
236S
GGAC ABA masshou.png
The Gateway Rekka
GGXXACPR ABA Deletion-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236S
Deletion
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 12 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 13 14 14 13
GGAC ABA masshou.png
Gets the job done at least
GGXXACPR ABA Deletion-Hitbox.png
•Can cancel into followup on 21F on hit or block

Sometimes works as a poke, but mediocre speed. Hitbox is one of the better ones in NM. On hit, cancel into 2nd Rekka > 3rd Rekka > FRC > (other combo filler >) Keygrab. It's unsafe, but its long range and decent pushback can make it safe-ish if used from afar.

Supplemental Frame Data: Can cancel into followup from 21F onwards on hit or block.

Moroha


236S[m]
Deletion
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21 Mid 11 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 13 14 15 13
GGAC ABA MM Masshou.png
Now that's a poke
GGACR ABA 236S Moroha Hitbox.png
•Can cancel into followup on 20F on hit or block

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

Supplemental Frame Data: Can cancel into followup from 20F onwards on hit or block.

Goku Moroha


236S[gm]
Deletion
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21 Mid 10 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 RF 13 14 15 13 10~13F
GGAC ABA MM Masshou.png
Now that's a poke
GGACR ABA 236S Moroha Hitbox.png
•Can cancel into followup on 19F on hit or block

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

  • Untechable for 16F

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

Ruin
Fukumetsu / Ruin
Deletion -> 46S
GGAC ABA fukumetsu.png
Not any safer than the first one
GGXXACPR ABA Ruin-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236S > 46S
Ruin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 3 19 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 13 Stagger 30 14 13
GGAC ABA fukumetsu.png
Combo fodder
GGXXACPR ABA Ruin-Hitbox.png
•Can cancel into followup from 9F onwards
•Forces crouching state

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.

Moroha


236S > 46S[m]
Ruin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 6 3 19 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 13 Stagger 45 35 13
GGAC ABA MM Fukumetsu.png
A bit better in Moroha
GGACR ABA 46S Moroha Hitbox.png
•Can cancel into followup from 9F onwards
•Stagger lasts for 45 frames

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.

Goku Moroha


236S > 46S[gm]
Ruin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 5 3 19 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 RF 13 Stagger 45 35 13 5~8F
GGAC ABA MM Fukumetsu.png
A bit better in Moroha
GGACR ABA 46S Moroha Hitbox.png
•Can cancel into followup from 8F onwards

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.

Condemnation
Dangoku / Condemnation
Ruin -> 63214S
GGAC ABA dangoku.png
Stop flirting with all the crazies!
GGXXACPR ABA Condemnation-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236S > 46S > 63214S
Condemnation
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Mid 14 3 31 -15 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 Forced 90% RF 18 Launch 50 + Slide 43 15 14~15F
GGAC ABA dangoku.png
GGXXACPR ABA Condemnation-Hitbox.png
•Opponent's Burst is disabled on hit

Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.

Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.

  • Slides opponent on hit (untechable for 50F, slides for 43F)
  • Forced prorate 90%
  • Opponent's Burst is disabled on hit

Supplemental Frame Data: FRC timing 14~15F.

Moroha


236S > 46S > 63214S[m]
Condemnation
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 14 3 28 -12 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 Forced 90% RF 18 Launch 60 + Slide 40 15 14~15F
GGAC ABA Dangoku MM.png
We got loops!
GGACR ABA 63214S Moroha Hitbox.png
•Opponent's burst is disabled on hit

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.

Goku Moroha


236S > 46S > 63214S[gm]
Condemnation
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 14 3 23 -7 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 Forced 90% RF 18 Launch 60 + Slide 40 15 14~17F
GGAC ABA Dangoku MM.png
We got loops!
GGACR ABA 63214S Moroha Hitbox.png
•Opponent's burst is disabled on hit

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.

Bonding
Ketsugou / Bonding
63214H air OK
GGAC ABA ketsugou.png
Show them your Love
GGXXACPR ABA Normal-Bonding-1-Hitbox.png
GGXXACPR ABA Normal-Bonding-2-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


63214H
Bonding
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0, 10 All(65 pixels) 13(4) 12(6) 30 -32 1 3 8, 0(6)
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/6.00 R 9 Launch 80 11
GGAC ABA ketsugou.png
GGXXACPR ABA Normal-Bonding-1-Hitbox.pngGGXXACPR ABA Normal-Bonding-2-Hitbox.png
Frames 13-15, 19-21 • Frames 16-18, 22-24
•Listed Recovery is for when the move is blocked. On hit the recovery is 38F
•Data in () is for the throw part
•ABA enters Moroha mode on hit
•Knocks down opponent on hit
•ABA in CH state during move
•Opponent's burst is disabled on hit
•Can only be RC'd on block

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

This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.

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.

Air


j.63214H
Air Bonding
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0, 30 All 10 3 Until landing 1 3 8, 0
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/6.00 R 9 Down 80 11
GGAC ABA ketsugou.png
GGACR ABA j63214H Hitbox.png
Air
•ABA enters Moroha mode on hit
•Knocks down opponent on hit
•ABA is in CH state and air position remains constant from 1~31F
•Can only be RC'd on block

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.

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

Dragging
Ken'in / Dragging
236P
GGAC ABA kenin.png
A good dodge with a lot of invuln
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236P
Dragging
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 28
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/- 1~2F Above Knees
3~25F Above Feet
F 11~13F
GGAC ABA kenin.png
A good dodge with a lot of invuln
GGXXACPR ABA-Slide-1-Hitbox.pngGGXXACPR ABA-Slide-2-Hitbox.pngGGXXACPR ABA-Slide-3-Hitbox.pngGGXXACPR ABA-Slide-4-Hitbox.pngGGXXACPR ABA-Slide-5-Hitbox.pngGGXXACPR ABA-Slide-6-Hitbox.pngGGXXACPR ABA-Slide-7-Hitbox.pngGGXXACPR ABA-Slide-8-Hitbox.png
Frames 1-2 • Frames 3-6 • Frames 7-10 • Frames 11-13 • Frames 14-17 • Frames 18-21 • Frames 22-25 • Frames 26-28


Vitally useful. An evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over. Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish.

Supplemental Frame Data: Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F.

Retribution
Shoukyaku / Retribution
236K
GGAC ABA shoukyaku.png
It's not Millia, but it'll work.
GGXXACPR ABA Retribution-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236K
Retribution
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 High 22 3 20 -4 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% 6~27F Throw, High Profile RF 18 19 18 15 28~30F
GGAC ABA shoukyaku.png
It's no Millia 6K, but it'll work
GGXXACPR ABA Retribution-Hitbox.png
•Staggers on CH (max 69F)


Very long range, hits overhead. Throw and feet invincible mid kick, making for a good meaty. Has a strangely late FRC point, making blocked attempts safe or starting gimmicks. Causes a nice stagger on CH, giving you free Keygrab. Slightly unsafe on block if not FRC’d. Can also be used in place of the 3rd Rekka.

  • Staggers opponent on CH (Max 69F)
  • Initial prorate 90%

Supplemental Frame Data: 6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.

Avoidance
Ki'Hi / Avoidance
236H
GGAC ABA kihi.png
What the hell is this thing made of?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236H
Avoidance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
11 All 35 18 Total 40 +18 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 F 11 12 12 12 23~24F
GGAC ABA kihi.png
Doesn't disappear once it's out, even if ABA gets hit
GGACR ABA 236H Hitbox 1.pngGGACR ABA 236H Hitbox 2.pngGGACR ABA 236H Hitbox 3.pngGGACR ABA 236H Hitbox 4.pngGGACR ABA 236H Hitbox 5.png
Active frames 1-3 • Active frames 4-6 • Active frames 7-12
(ABA recovers on this frame) • Active frames 13-15 • Active frames 16-18
•Attack is guaranteed to activate after 23F


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
GGAC ABA shousei.png
Just like going back to character select, except without restarting the match
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214P
Injecting
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 38
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
19~22F All
23F Strike
GGAC ABA shousei.png
That's all it takes sometimes
•Consumes a blood pack on 20F and changes ABA to Moroha mode


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
GGAC ABA houshoku.png
THE NEED FOR BLOOD DOES NOT STOP
GGXXACPR ABA Engorgement-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
421H
Engorgement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 Mid 21 11 14 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80 85% R 18 Launch 34 15
GGAC ABA houshoku.png
Ground KD tool
GGXXACPR ABA Engorgement-Hitbox.png
•ABA is airborne from 12~31F
•ABA is in CH state from 1~38F
•Auto Jump Install


BUTT. Works well as a combo ender or in Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. On block, you can RC to double jump or airdash.

  • Floats opponent on hit (untechable for 34F)
  • Auto jump installs

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
GGAC ABA danzai.png
The Judge, Jury, and Executioner
GGXXACPR ABA Judgement-1-Hitbox.png
GGXXACPR ABA Judgement-2-Hitbox.png
GGXXACPR ABA Judgement-3-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H
Judgement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25, 35 Mid 18 6(20)3 25 -9 4, 5 14, 20 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/6.00×2 100%, Forced 70% 1~20F Throw
1~24F Armor
R 16, 18 Launch 30, 40 + GBounce 14, 15
GGACR ABA danzai-1.pngGGACR ABA danzai-2.png
The Judge, Jury, • and Executioner
GGXXACPR ABA Judgement-1-Hitbox.pngGGXXACPR ABA Judgement-2-Hitbox.pngGGXXACPR ABA Judgement-3-Hitbox.png
1st hit (Frames 18-20) • 1st hit (Frames 21-23) • 2nd hit (Frames 44-46)
•Armor absorb one non-super hit for half damage
•2nd hit disables opponent's burst on hit


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.

  • 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].

Displacement
Bunri / Displacement
63214P
GGAC ABA bunri.png
He punched out all my blood!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214P[m]
Displacement
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 40
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
9F All
10~13F Strike
F 10~13F
GGAC ABA bunri.png
•Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F


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.

Blunder
Kashitsu / Blunder
41236K or Ruin->236K
GGAC ABA kashitsu.png
See what you started, ArcSys?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236K
Blunder
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Air 28 1 29 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 80% 11~24F Lower Body
25~30F Foot
11~30F Throw
R 18 Launch 41 + GBounce 15
GGAC ABA kashitsu.png
GGXXACPR ABA Kashitsu-Hitbox.png
•Staggers when blocked high (max 55F)
•Does not count as hit when blocked high, deals no damage or self damage


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.

  • 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.

Eradication
Konzetsu / Eradication
j.41236S
GGAC ABA konzetsu.png
Loops, thy name is KONZETSU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.41236S
Eradication
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38(58) All 16(17) 6(5) Until landing+12 4 0 10(2)
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 F 16 17 26(36) 14 22~23F
GGAC ABA konzetsu.png
"Prepare for trouble!"
GGXXACPR ABA Konzetsu-1-Hitbox.pngGGXXACPR ABA Konzetsu-2-Hitbox.png
Frames 16-18 (17-19) • Frames 19-21 (20-21)
•Data in () is for rear orb
•Attack is guaranteed to activate after 10F


An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN.

Has an FRC point just as A.B.A. begins to tuck her outstretched leg back in (right when the Orbs become active). Dash jump at downed opponent > Orbs FRC over their body just before they wakeup > 2K, 5D, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.

  • Untechable for (front part: 26F, back part: 36F)

Supplemental Frame Data: FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F].

Suka Motion
Suka Motion
GGAC ABA sukaMotion.png
9 out of 10 instant kills start with this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Suka Motion
Suka Motion
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 52
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC ABA sukaMotion.png
9/10, would IK again
•Happens if Moroha gauge drops to 0


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
GGAC ABA kenin.png
Just Leave It
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
FB Dragging
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 26
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~End All F 9~23F
GGAC ABA kenin.png
Get-out-of-jail card
•Can pass through opponent from 3F until end of move


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

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.

  • Fully invincible during the move

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
GGAC ABA kihi.png
Is it blood? Good lord.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D[m]
FB Avoidance
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18, 10×5 All 51 1(3)×5,1 Total 38 +45 2 0 7×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.17×5 7~11F, 20~22F Above Knees
12~19F Upper Body
F 11 12 12 12 23~24F
GGACR ABA FB kihi.png
A bit expensive in Moroha mode
GGACR ABA 236D Hitbox.png
Slightly smaller than normal version
•Attack is guaranteed to activate after 23F


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
GGAC ABA danzai.png
YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623D
FB Judgement
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25, 35 Mid 18 6(20)3 25 -11 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
100%, Forced 80% 1~20F Throw
1~24F Armor
R 16 Launch 30, 70 + GBounce 14, 15
GGACR ABA danzai-1.pngGGACR ABA danzai-2.png
GGXXACPR ABA Judgement-1-Hitbox.pngGGXXACPR ABA Judgement-2-Hitbox.pngGGXXACPR ABA Judgement-3-Hitbox.png
1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 2nd hit (Frames 30-31)
•2nd hit removes OTG status from opponent on hit
•Armor absorbs non-super attacks for half damage


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

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Concealment
Shouko Intoku / Evidence: Concealment
632146H
GGAC ABA shoukoIntoku.png
ABA keeps threatening to get a lawyer, but then she conceals evidence
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
1st hit
632146H


632146H
Evidence: Concealment (1st Hit)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
68 Mid 9+10 6 34 -14 5 20 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 50% 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
F 18 Launch 58 7 19~22F
GGAC ABA shoukoIntoku.png
Mercury-infused blood is no joke
GGACR ABA 632146H Hitbox 1.pngGGACR ABA 632146H Hitbox 2.pngGGACR ABA 632146H Hitbox 3.png
Active frames 1-2 • Active frames 3-4 • Active frames 5-6
•Can cancel into 2nd hit from 21~44F

Despite not having full invul until startup, it can kind of work as a reversal, sometimes. Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe.

  • Floats opponent on hit (untechable for 58F)
  • 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.

2nd hit
1st hit -> 236H


632146H > 236H
Evidence: Concealment (2nd Hit)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
68 Mid 23 6 34 -14 5 20 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 50% 19~26F Above Feet
27~53F Low Profile
F 18 Launch 58 7 23~26F
GGAC ABA shoukoIntoku.png
Mercury-infused blood is no joke
GGACR ABA 632146H Hitbox 1.pngGGACR ABA 632146H Hitbox 2.pngGGACR ABA 632146H Hitbox 3.png
•Can cancel into 3rd hit from 23~53F

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

  • Floats opponent on hit (untechable for 58F)
  • 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.

3rd hit
2nd hit -> 236H


632146H > 236H > 236H
Evidence: Concealment (3rd Hit)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
108 Mid 23 6 34 -14 5 20 18
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 50% 19~26F Above Feet
27~53F Low Profile
F 18 Launch 58 7 23~26F
GGAC ABA shoukoIntoku.png
Mercury-infused blood is no joke
GGACR ABA 632146H Hitbox 1.pngGGACR ABA 632146H Hitbox 2.pngGGACR ABA 632146H Hitbox 3.png

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.

  • 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.

Destruction
Ouro /
Evidence: Destruction

j.632146P
GGAC ABA ouro.png
Kind of like RTL, except awful.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
j.632146P


j.632146P
Evidence: Destruction
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35×4 High/Air 9+3 24 Until landing+11 4 11×4 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~11F All R 16 Launch 44 14 36~39F
GGAC ABA ouro.png
Win air-to-air battles for 50% tension and not a lot of damage
GGXXACPR ABA Inmentsu-Hitbox.png
•Max 4 hits

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;.

Moroha
j.632146P


j.632146P[m]
Evidence: Destruction
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×4 Mid 9+3 24 Until landing+11 5 20×4 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~14F All RF 18 Launch 44 15 36~39F
GGAC ABA ouro.png
Use this ONLY when you know it will kill
GGXXACPR ABA Inmentsu-Hitbox.png
•Can cancel into Followup from 41F until landing
•Max 4 hits

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.

  • 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.

Moroha Followup
j.632146P -> 214K


j.632146P > 214K
Evidence: Destruction Followup
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×4 High, High/Air×3 2+5 38 Until landing+11 5 15×4 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F All R 18 Launch 44 15
GGAC ABA ouro.png
GGXXACPR ABA Inmentsu-Hitbox.png
•Max 4 hits

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.

Goku Moroha / Henshitsu / Altercation
Moroha Mode 6321463214S
GGAC ABA henshitsu.png
"Time to send you to Hell"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6321463214S
Altercation
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 15+2 3 26 +5 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~15F All 18 Stagger 45 50 + WBounce 15
GGAC ABA henshitsu.png
"ABA no"
GGXXACPR ABA Moroha-Altercation-Hitbox.png
•Costs 1 Blood Pack
•Is a projectile that doesn't disappear on hit
•Can be cancelled from any move except aerial moves, 63214H and 421H
•Puts A.B.A into Goku Moroha mode and fills Moroha Gauge to 100%
•Staggers for 45 frames on hit


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.

  • 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

Darkness of Ignorance
in IK Mode, 236236H
GGAC ABA IK.png
Lock the Door, Throw away the Key
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Don't, actually. Nobody likes a divorce.

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/A.B.A/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.