(added color coding) |
(added color coding to all overview pages) |
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{{MoveData | {{MoveData | ||
|image=GGAC_ABA_5P.png | |image=GGAC_ABA_5P.png | ||
|name=5P | |name={{clr|1|5P}} | ||
|caption=An AA, not a jab, but 3F blazing fast | |caption=An AA, not a jab, but 3F blazing fast | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 84: | Line 84: | ||
Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes. | Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 92: | Line 92: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5P[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|5P}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Deals 3 more damage than normal mode. | Deals 3 more damage than normal mode. | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 105: | Line 105: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5P[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|5P}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 114: | Line 114: | ||
Upper body invincible 3~4F | Upper body invincible 3~4F | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
}} | }} | ||
Line 120: | Line 120: | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_5K.png | |image=GGAC_ABA_5K.png | ||
|name=5K | |name={{clr|2|5K}} | ||
|caption=Not much of a dancing queen | |caption=Not much of a dancing queen | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 136: | Line 136: | ||
All three versions move ABA slightly forwards. | All three versions move ABA slightly forwards. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5K[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|5K}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Not much different than Normal Mode, but loses out a bit since other normals are better in Moroha. Still useful overall if you're in range. | Not much different than Normal Mode, but loses out a bit since other normals are better in Moroha. Still useful overall if you're in range. | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5K[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|5K}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
One frame faster and two frames more advantageous. Still very useful. | One frame faster and two frames more advantageous. Still very useful. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal excluding 2H. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal excluding {{clr|4|2H}}. | ||
}} | }} | ||
}} | }} | ||
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[[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 177: | Line 177: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Not bad, but 5P's a better combo starter at this range. | Not bad, but {{clr|1|5P}}'s a better combo starter at this range. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2P, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|c.S[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|c.S}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now. | Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now. | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 196: | Line 196: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|c.S[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|c.S}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 221: | Line 221: | ||
[[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 231: | Line 231: | ||
Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block. | Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2K, c.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|f.S[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|f.S}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into 5H or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward. | 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 {{clr|4|5H}} or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward. | ||
''1st hit causes very little knockback/pushback.'' | ''1st hit causes very little knockback/pushback.'' | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|f.S[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|f.S}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 267: | Line 267: | ||
[[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=5H | |name={{clr|4|5H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 277: | Line 277: | ||
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade. | A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5H[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|5H}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this. | Fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into {{clr|4|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 {{clr|4|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) | *Staggers opponent on CH (Max 61F) | ||
*2nd hit pulls opponent in on hit | *2nd hit pulls opponent in on hit | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5H[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|5H}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Goes to being faster than even Normal 5H, with all the same other benefits and drawbacks. | Goes to being faster than even Normal {{clr|4|5H}}, with all the same other benefits and drawbacks. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself. | ||
Line 310: | Line 310: | ||
[[File:GGXXACPR_ABA_6P-3-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6P-3-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=6P | |name={{clr|1|6P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 318: | Line 318: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
A relatively fast 6P, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab. | A relatively fast {{clr|1|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% | *Initial prorate 90% | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2S, 2H | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 329: | Line 329: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|6P[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|6P}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 335: | Line 335: | ||
*Initial prorate 90% | *Initial prorate 90% | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S, 2H | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 343: | Line 343: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|6P[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|6P}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 370: | Line 370: | ||
[[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=6H | |name={{clr|4|6H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 385: | Line 385: | ||
* CH near corner causes wallstick (untechable for 92F, stick for 25F) | * CH near corner causes wallstick (untechable for 92F, stick for 25F) | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6P, 5H | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|6H[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|6H}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement. | Exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|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 | *Untechable for 23F | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|6H[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|6H}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 413: | Line 413: | ||
[[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D] | |name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 425: | Line 425: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5D[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|5D}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 432: | Line 432: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|5D[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|5D}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 445: | Line 445: | ||
[[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=2P | |name={{clr|1|2P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 453: | Line 453: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
When you've got a need for speed, but with more range than 5P. Standard. | When you've got a need for speed, but with more range than {{clr|1|5P}}. Standard. | ||
*Initial prorate 80% | *Initial prorate 80% | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2P[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|2P}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
3 more points of damage, otherwise identical to Normal Mode. Faster than c.S, slower than 5K or 5P. | 3 more points of damage, otherwise identical to Normal Mode. Faster than {{clr|3|c.S}}, slower than {{clr|2|5K}} or {{clr|1|5P}}. | ||
*Initial prorate 80% | *Initial prorate 80% | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2P[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|2P}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 485: | Line 485: | ||
[[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=2K | |name={{clr|2|2K}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 493: | Line 493: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
A low poke with alright range. Leads to 2D > Keygrab on hit. | A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit. | ||
*Initial prorate 70% | *Initial prorate 70% | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: c.S, 2S, 5H, 2H, 6H, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2K[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|2K}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 506: | Line 506: | ||
*Initial prorate 70% | *Initial prorate 70% | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 6P, c.S, f.S, 2S, 6H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2K[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|2K}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Identical to Moroha Mode. | Identical to Moroha Mode. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself, 5H, and 2H. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal, excluding itself, {{clr|4|5H}}, and {{clr|4|2H}}. | ||
}} | }} | ||
}} | }} | ||
Line 531: | Line 531: | ||
[[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=2S | |name={{clr|3|2S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 542: | Line 542: | ||
*Untechable on air hit for 18F | *Untechable on air hit for 18F | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, 2H, 5D, 2D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2S[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|2S}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 553: | Line 553: | ||
*Untechable for 23F | *Untechable for 23F | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 5D, 2D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2S[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|2S}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 583: | Line 583: | ||
[[File:GGXXACPR_ABA_2H-3-Moroha-Hitbox.png|center|150px]] | [[File:GGXXACPR_ABA_2H-3-Moroha-Hitbox.png|center|150px]] | ||
</div> | </div> | ||
|name=2H | |name={{clr|4|2H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 594: | Line 594: | ||
*1st floats and pulls opponent in on hit (untechable for 19F) | *1st floats and pulls opponent in on hit (untechable for 19F) | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6P | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2H[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|2H}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 605: | Line 605: | ||
*2nd hit groundbounces opponent (untechable for 35F) | *2nd hit groundbounces opponent (untechable for 35F) | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: 2S | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}} | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 612: | Line 612: | ||
}} | }} | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2H[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|2H}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 632: | Line 632: | ||
[[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=2D | |name={{clr|5|2D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 640: | Line 640: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. 2K is generally preferred for poking. | Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. {{clr|2|2K}} is generally preferred for poking. | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' | ||
Line 648: | Line 648: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2D[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|2D}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Meanwhile, in Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good. | Meanwhile, in Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|2D[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|2D}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 670: | Line 670: | ||
[[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 680: | Line 680: | ||
Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this. | Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.P[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|j.P}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Pretty much the same as Normal Mode with the exception of doing 3 more points of damage. | Pretty much the same as Normal Mode with the exception of doing 3 more points of damage. | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.P[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|j.P}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
One frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however. | One frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
}} | }} | ||
Line 708: | Line 708: | ||
[[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 719: | Line 719: | ||
*Floats opponent on hit (untechable on ground hit for 28F) | *Floats opponent on hit (untechable on ground hit for 28F) | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.S, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.K[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|j.K}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after j.S, leading to some disgusting results amongst j.S's other options. | Not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after {{clr|3|j.S}}, leading to some disgusting results amongst {{clr|3|j.S}}'s other options. | ||
*Floats opponent on hit (untechable on ground hit for 28F) | *Floats opponent on hit (untechable on ground hit for 28F) | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.S, j.D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.K[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|2|j.K}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Floats opponent on hit (untechable on ground hit for 28F) | *Floats opponent on hit (untechable on ground hit for 28F) | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
}} | }} | ||
Line 755: | Line 755: | ||
[[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 765: | Line 765: | ||
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox. | Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.H | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.S[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|j.S}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | Take everything great about Normal Mode {{clr|3|j.S}}. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha {{clr|3|j.S}}. | ||
Your standard setup for fuzzies is [j.S > | Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into {{clr|1|j.P}} or {{clr|2|j.K}}, you can Fuzzy Guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is still so tiny, but the possibilities from {{clr|3|j.S}} > {{clr|2|j.K}} are really gross. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s. | ||
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 > | Another nice bonus is that {{clr|2|j.K}} CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}} variation since it combos! Pretty sick. | ||
*Initial Prorate: 90% | *Initial Prorate: 90% | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.P, j.K, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.S[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|3|j.S}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 789: | Line 789: | ||
*Initial Prorate: 90% | *Initial Prorate: 90% | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.H, j.D | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | }} | ||
}} | }} | ||
Line 806: | Line 806: | ||
[[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 814: | Line 814: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Being active until landing makes j.H a good jump-in, and it can cross up as well. Like some air normals that are similar, it can be IB'd and thrown on landing since it can't be gatling'd. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately. | Being active until landing makes {{clr|4|j.H}} a good jump-in, and it can cross up as well. Like some air normals that are similar, it can be IB'd and thrown on landing since it can't be gatling'd. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately. | ||
''Causes very little knockback/pushback.'' | ''Causes very little knockback/pushback.'' | ||
Line 820: | Line 820: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.H[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|j.H}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 828: | Line 828: | ||
*Slides opponent on CH (untechable for 112F, slides for 30F) | *Slides opponent on CH (untechable for 112F, slides for 30F) | ||
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: j.D | [[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|j.D}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.H[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|j.H}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Starts 3 frames faster than Moroha, otherwise identical. | Starts 3 frames faster than Moroha, otherwise identical. | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: j.P, j.K, j.S, j.D | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|5|j.D}} | ||
}} | }} | ||
}} | }} | ||
Line 847: | Line 847: | ||
[[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]] | [[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 862: | Line 862: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.D[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|j.D}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
A vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing j. | 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 {{clr|3|j.S}}s for better conversions. | ||
*Blows back opponent on hit (untechable for 22F) | *Blows back opponent on hit (untechable for 22F) | ||
*Wallbounces opponent on CH (untechable for 52F) | *Wallbounces opponent on CH (untechable for 52F) | ||
Line 872: | Line 872: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{#lsth:GGACR/A.B.A/Data|j.D[gm]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|j.D}}[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 904: | Line 904: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H. | Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. | ||
*Causes ground bounce and knockdown in Moroha/Goku Moroha Mode | *Causes ground bounce and knockdown in Moroha/Goku Moroha Mode | ||
Line 1,387: | Line 1,387: | ||
|caption=Just Leave It | |caption=Just Leave It | ||
|name=FB Ken'in / Dragging | |name=FB Ken'in / Dragging | ||
|input=Normal Mode 236D | |input=Normal Mode {{clr|5|236D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
Line 1,408: | Line 1,408: | ||
|caption=Is it blood? Good lord. | |caption=Is it blood? Good lord. | ||
|name=FB Ki'Hi / Avoidance | |name=FB Ki'Hi / Avoidance | ||
|input=Moroha Mode 236D | |input=Moroha Mode {{clr|5|236D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/A.B.A/Data|236D[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|5|236D}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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|image=GGAC_ABA_danzai.png | |image=GGAC_ABA_danzai.png | ||
|name=FB Danzai / Judgement | |name=FB Danzai / Judgement | ||
|input=Moroha Mode 623D | |input=Moroha Mode {{clr|5|623D}} | ||
|caption=YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER | |caption=YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER | ||
|data= | |data= | ||
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|image=GGAC_ABA_shoukoIntoku.png | |image=GGAC_ABA_shoukoIntoku.png | ||
|name=Shouko Intoku / Evidence: Concealment | |name=Shouko Intoku / Evidence: Concealment | ||
|input=632146H | |input={{clr|4|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 | ||
|data= | |data= | ||
Line 1,467: | Line 1,467: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}} | {{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}} | ||
{{#lsth:GGACR/A.B.A/Data|632146H > 236H}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|632146H}} > 236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,479: | Line 1,479: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}} | {{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}} | ||
{{#lsth:GGACR/A.B.A/Data|632146H > 236H > 236H}} | {{#lsth:GGACR/A.B.A/Data|{{clr|4|632146H}} > {{clr|4|236H}} > 236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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|image=GGAC_ABA_ouro.png | |image=GGAC_ABA_ouro.png | ||
|name=Ouro /<br> Evidence: Destruction | |name=Ouro /<br> Evidence: Destruction | ||
|input=j.632146P | |input={{clr|1|j.632146P}} | ||
|caption=Kind of like RTL, except awful. | |caption=Kind of like RTL, except awful. | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha|subtitle=j.632146P}} | {{AttackVersion|name=Moroha|subtitle=j.632146P}} | ||
{{#lsth:GGACR/A.B.A/Data|j.632146P[m]}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|j.632146P}}[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,524: | Line 1,524: | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha Followup|subtitle=j.632146P -> 214K}} | {{AttackVersion|name=Moroha Followup|subtitle={{clr|1|j.632146P}} -> 214K}} | ||
{{#lsth:GGACR/A.B.A/Data|j.632146P > 214K}} | {{#lsth:GGACR/A.B.A/Data|{{clr|1|j.632146P}} > 214K}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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|image=GGAC_ABA_henshitsu.png | |image=GGAC_ABA_henshitsu.png | ||
|name=Goku Moroha / Henshitsu / Altercation | |name=Goku Moroha / Henshitsu / Altercation | ||
|input=Moroha Mode 6321463214S | |input=Moroha Mode {{clr|3|6321463214S}} | ||
|caption="Time to send you to Hell" | |caption="Time to send you to Hell" | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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|image=GGAC_ABA_IK.png | |image=GGAC_ABA_IK.png | ||
|name=Darkness of Ignorance | |name=Darkness of Ignorance | ||
|input=in IK Mode, 236236H | |input=in IK Mode, {{clr|4|236236H}} | ||
|caption=Lock the Door, Throw away the Key | |caption=Lock the Door, Throw away the Key | ||
|data= | |data= |
Revision as of 20:06, 20 December 2019
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.
A.B.A A.B.A 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.
- Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage.
- Decent utility.
- Keygrab can be combo'ed into to help manage mode.
- Proper mode switching helps mitigate her self damage.
- Very high defense rating.
- Good meterless conversion, and meter usage options.
- Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
- Danzai.
- Modes are very different and thus she is not easy to pick up.
- Starts in Normal Mode, has bad mobility.
- Moroha Mode can cripple her life lead if not managed properly enough.
- Needs bloodpacks to enter Moroha mode without a combo.
- Somewhat meter-reliant for more damage/better setups.
- Very susceptible to being Instant Killed if played improperly.
- 4f jump startup.
Unique Mechanics
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 | |
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{{#evt: service=youtube |
id=https://youtu.be/bsIPfBzp5O4
}} |
Normals
5P
5P |
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5K
5K |
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cS
c.S |
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fS
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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jP
j.P |
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jK
j.K |
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jS
j.S |
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jH
j.H |
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jD
j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode
Deletion
Deletion (Masshou) 236S |
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Ruin
Ruin (Fukumetsu) Deletion -> 46S |
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Condemnation
Condemnation (Dangoku) Ruin -> 63214S |
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Bonding
Bonding (Ketsugou) 63214H air OK |
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Normal Only Specials
Dragging
Retribution
Retribution (Shoukyaku) 236K |
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Very long range, hits overhead. Throw and feet invincible mid kick, making for a good meaty. Has a strangely late FRC point, making blocked attempts safe or starting gimmicks. Causes a nice stagger on CH, giving you free Keygrab. Slightly unsafe on block if not FRC’d. Can also be used in place of the 3rd Rekka.
Supplemental Frame Data: 6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F. |
Avoidance
Avoidance (Ki'Hi) 236H |
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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
Injecting (Shousei) 63214P |
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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
Engorgement (Houshoku) 421H |
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BUTT. Works well as a combo ender or in Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. On block, you can RC to double jump or airdash.
Supplemental Frame Data: ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F]. |
Judgement
Judgment (Danzai) 623H |
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Danzai, the Hammer of Judgment. One of the best specials in the game. Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far. Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can IB the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.
Supplemental Frame Data: Throw invincible 1~20F [1~13F]; FRC timing 12~14F; Can absorb one non-super hit for half damage from 1~24F [1~16F]. |
Displacement
Displacement (Bunri) 63214P |
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Blunder
Blunder (Kashitsu) 41236K or Ruin->236K |
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An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH. Flipkick is best used with 50% to RC it--on hit, this gives you better combo options like Flipkick RC > dash j.S > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and has several ways to beat it, just like all of ABA's moves. One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.
Supplemental Frame Data: Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F. |
Eradication
Eradication (Konzetsu) j.41236S |
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An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN. Has an FRC point just as A.B.A. begins to tuck her outstretched leg back in (right when the Orbs become active). Dash jump at downed opponent > Orbs FRC over their body just before they wakeup > 2K, 5D, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.
Supplemental Frame Data: FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F]. |
Suka Motion
Suka Motion |
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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 |
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The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends. It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
Supplemental Frame Data: Can pass through opponent from 3F until end of move; FRC timing 9~23F. |
FB Avoidance
FB Ki'Hi / Avoidance Moroha Mode 236D |
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FB Judgement
FB Danzai / Judgement Moroha Mode 623D |
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Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.
Supplemental Frame Data: Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F]. |
Overdrive Attacks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Concealment
Shouko Intoku / Evidence: Concealment 632146H |
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Destruction
Ouro / Evidence: Destruction j.632146P |
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Goku Moroha / Henshitsu / Altercation Moroha Mode 6321463214S |
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Steroid Moroha. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from anything grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground. Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.
Supplemental Frame Data: Fully invincible 1~15F. |
Instant Kill
Darkness of Ignorance in IK Mode, 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •