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{| class="wikitable" style="float:right; margin-left: | {| class="wikitable" style="float:right; margin-left: 0.5em; width:25%" | ||
|- | |- | ||
! | ![[File:GGACR_A.B.A_Nameplate.png]] | ||
|- | |- | ||
|| | || | ||
[[File:GGAC_ABA_Portrait.png| | [[File:GGAC_ABA_Portrait.png|300px|center]] | ||
|- | |- | ||
|| | || | ||
{{# | {{#lst:GGACR/A.B.A/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
*Double Jump | *Double Jump | ||
Line 13: | Line 13: | ||
*2 Air Dashes in Goku Moroha Mode | *2 Air Dashes in Goku Moroha Mode | ||
*Dash Type: Step (in Normal Mode), Run (in Moroha Mode) | *Dash Type: Step (in Normal Mode), Run (in Moroha Mode) | ||
{{GGACRColors|Character=ABA}} | {{GGACRColors|Character=ABA}} | ||
|} | |} | ||
Line 26: | Line 25: | ||
This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game. | This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game. | ||
= | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GGACR|A.B.A|24px}} 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. | |||
| pros = | |||
* Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage. | * Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage. | ||
* Decent utility. | * Decent utility. | ||
Line 35: | Line 35: | ||
* Good meterless conversion, and meter usage options. | * Good meterless conversion, and meter usage options. | ||
* Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically. | * Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically. | ||
* | * Danzai. | ||
| | | cons = | ||
* Modes are very different and thus she is not easy to pick up. | * Modes are very different and thus she is not easy to pick up. | ||
* Starts in Normal Mode, has bad mobility. | * Starts in Normal Mode, has bad mobility. | ||
Line 45: | Line 45: | ||
*4f jump startup. | *4f jump startup. | ||
}} | }} | ||
=== Unique Mechanics === | === Unique Mechanics === | ||
---- | ---- | ||
Line 65: | Line 64: | ||
|} | |} | ||
{{#lst:GGACR/A.B.A/Data|Links}} | {{#lst:GGACR/A.B.A/Data|Links}} | ||
==Normals== | ==Normals== | ||
======< | ======<span style="visibility:hidden;font-size:0">5P</span>====== | ||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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 91: | Line 88: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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 104: | Line 101: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5P[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 113: | Line 110: | ||
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}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_5P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 135: | Line 134: | ||
All three versions move ABA slightly forwards. | All three versions move ABA slightly forwards. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 5K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | [[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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}}. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_5K-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">cS</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_cS.png | |image=GGAC_ABA_cS.png | ||
|caption=A close combo starter | |caption=A close combo starter | ||
|image2=GGAC_ABA_cS_M.png | |image2=GGAC_ABA_cS_M.png | ||
|caption2=How the hell does she not break her teeth? | |caption2=How the hell does she not break her teeth? | ||
|name={{clr|3|c.S}} | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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 195: | Line 193: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|c.S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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Foot invincible 6~17F | Foot invincible 6~17F | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_cS-Hitbox.png | |||
GGXXACPR_ABA_cS-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">fS</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_fS.png | |image=GGAC_ABA_fS.png | ||
|caption=A standing low which moves foward | |caption=A standing low which moves foward | ||
|image2=GGAC_ABA_fS_M.png | |image2=GGAC_ABA_fS_M.png | ||
|caption2=Do a little dance | |caption2=Do a little dance | ||
|name={{clr|3|f.S}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block. | Good range and acceptable speed. Will catch opponents off guard due to how far foward it moves. Safe on block. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 2K, c.S, 2S, 5H, 2H, 6H, 5D, 2D | [[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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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 | 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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|f.S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 250: | Line 247: | ||
[[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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_fS-Hitbox.png | |||
GGXXACPR_ABA_fS-Moroha-1-Hitbox.png | |||
GGXXACPR_ABA_fS-Moroha-2-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5H</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_5H.png | |image=GGAC_ABA_5H.png | ||
|caption=Spin him around, show him you care | |caption=Spin him around, show him you care | ||
|image2=GGAC_ABA_5H_M.png | |image2=GGAC_ABA_5H_M.png | ||
|caption2=Like the unsettling opening to a psychological horror | |caption2=Like the unsettling opening to a psychological horror | ||
|name={{clr|4|5H}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade. | A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: 6H, 5D, 2D | [[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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_5H-1-Hitbox.png | |||
GGXXACPR_ABA_5H-2-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6P</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_6P.png | |image=GGAC_ABA_6P.png | ||
|caption=Using your head is key | |caption=Using your head is key | ||
|name={{clr|1|6P}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{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 328: | Line 324: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|6P[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 334: | Line 330: | ||
*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 342: | Line 338: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|6P[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 353: | Line 349: | ||
Upper body invincible 1~6F; above knees invincible 7~8F; | Upper body invincible 1~6F; above knees invincible 7~8F; | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_6P-1-Hitbox.png | |||
GGXXACPR_ABA_6P-2-Hitbox.png | |||
GGXXACPR_ABA_6P-3-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_6H.png | |image=GGAC_ABA_6H.png | ||
|caption=The Hail Mary | |caption=The Hail Mary | ||
|image2=GGAC_ABA_6H_M.png | |image2=GGAC_ABA_6H_M.png | ||
|caption2=Eats up space all day | |caption2=Eats up space all day | ||
|name={{clr|4|6H}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 384: | Line 379: | ||
* 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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|6H[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 403: | Line 398: | ||
[[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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_6H-1-Hitbox.png | |||
GGXXACPR_ABA_6H-2-Hitbox.png | |||
GGXXACPR_ABA_6H-1-Moroha-Hitbox.png | |||
GGXXACPR_ABA_6H-2-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5D</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_5D.png | |image=GGAC_ABA_5D.png | ||
|caption=''Nothing Out of The Ordinary'' | |caption=''Nothing Out of The Ordinary'' | ||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | |||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D] | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 424: | Line 423: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5D[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 431: | Line 430: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|5D[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Goku Moroha reduces startup another 2 frames, turning it into the second fastest Dust in the game, second only to Sol's when he uses Dragon Install. So, basically, the fastest Dust in the game. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_5D-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2P</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2P.png | |image=GGAC_ABA_2P.png | ||
|caption=Look, Honey! A real jab! | |caption=Look, Honey! A real jab! | ||
|name={{clr|1|2P}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2P[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 475: | Line 475: | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to include every normal, including itself. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to include every normal, including itself. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_2P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2K</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2K.png | |image=GGAC_ABA_2K.png | ||
|caption=Everywoman's low poke | |caption=Everywoman's low poke | ||
|name={{clr|2|2K}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2K[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 505: | 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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}}. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_2K-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2S</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2S.png | |image=GGAC_ABA_2S.png | ||
|caption=A surprisingly good crouching uppercut | |caption=A surprisingly good crouching uppercut | ||
|image2=GGAC_ABA_2S_M.png | |image2=GGAC_ABA_2S_M.png | ||
|caption2=Actually rivaled by the Normal Mode version | |caption2=Actually rivaled by the Normal Mode version | ||
|name={{clr|3|2S}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 541: | Line 540: | ||
*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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2S[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 552: | Line 551: | ||
*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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 564: | Line 563: | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal including itself. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal including itself. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_2S-1-Hitbox.png | |||
GGXXACPR_ABA_2S-2-Hitbox.png | |||
GGXXACPR_ABA_2S-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2H.png |caption=Stop Exhibitioning | |image=GGAC_ABA_2H.png |caption=Stop Exhibitioning | ||
|image2=GGAC_ABA_2H_M.png | |image2=GGAC_ABA_2H_M.png | ||
|caption2=Ruins people who press buttons | |caption2=Ruins people who press buttons | ||
|name={{clr|4|2H}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 593: | Line 587: | ||
*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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2H[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 604: | Line 598: | ||
*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 611: | Line 605: | ||
}} | }} | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2H[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 617: | Line 611: | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal except for itself. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every normal except for itself. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_2H-1-Hitbox.png | |||
GGXXACPR_ABA_2H-2-Hitbox.png | |||
GGXXACPR_ABA_2H-3-Hitbox.png | |||
GGXXACPR_ABA_2H-4-Hitbox.png | |||
GGXXACPR_ABA_2H-1-Moroha-Hitbox.png | |||
GGXXACPR_ABA_2H-2-Moroha-Hitbox.png | |||
GGXXACPR_ABA_2H-3-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_2D.png | |image=GGAC_ABA_2D.png | ||
|caption=Your only other low | |caption=Your only other low | ||
|image2=GGAC_ABA_2D_M.png | |image2=GGAC_ABA_2D_M.png | ||
|caption2=ABA asks Paracelsus to die for her. He's not really keen on that. | |caption2=ABA asks Paracelsus to die for her. He's not really keen on that. | ||
|name={{clr|5|2D}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{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 647: | Line 648: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|2D[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 660: | Line 661: | ||
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: include every normal except for itself. | [[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: include every normal except for itself. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_2D-Hitbox.png | |||
GGXXACPR_ABA_2D-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">jP</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jP.png | |image=GGAC_ABA_jP.png | ||
|caption=Kind of a joke, but it's not very funny when it works. | |caption=Kind of a joke, but it's not very funny when it works. | ||
|name={{clr|1|j.P}} | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this. | Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | [[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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_jP-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">jK</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jK.png | |image=GGAC_ABA_jK.png | ||
|caption=A rising air-to-air, and not much else by itself. | |caption=A rising air-to-air, and not much else by itself. | ||
|name={{clr|2|j.K}} | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 718: | Line 725: | ||
*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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_jK-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">jS</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jS.png | |image=GGAC_ABA_jS.png | ||
|caption=Your best friend | |caption=Your best friend | ||
|image2=GGAC_ABA_jS_M.png | |image2=GGAC_ABA_jS_M.png | ||
|caption2=Your best friend on drugs | |caption2=Your best friend on drugs | ||
|name={{clr|3|j.S}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox. | Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox. | ||
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: j.P, j.H | [[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}} | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 788: | Line 792: | ||
*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}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_jS-1-Hitbox.png | |||
GGXXACPR_ABA_jS-2-Hitbox.png | |||
GGXXACPR_ABA_jS-1-Moroha-Hitbox.png | |||
GGXXACPR_ABA_jS-2-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">jH</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jH.png | |image=GGAC_ABA_jH.png | ||
|imageSize=115px | |imageSize=115px | ||
|caption=Get a Room | |caption=Get a Room | ||
|image2=GGAC_ABA_jH_M.png | |image2=GGAC_ABA_jH_M.png | ||
|caption2=Seriously | |caption2=Seriously | ||
|name={{clr|4|j.H}} | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{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 819: | Line 823: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.H[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 827: | Line 831: | ||
*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}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_jH-Hitbox.png | |||
GGXXACPR_ABA_jH-1-Moroha-Hitbox.png | |||
GGXXACPR_ABA_jH-2-Moroha-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">jD</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_jD.png | |image=GGAC_ABA_jD.png | ||
|caption=Lay All Your Love on Me | |caption=Lay All Your Love on Me | ||
|name={{clr|5|j.D}} | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 861: | Line 869: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|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 871: | Line 879: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.D[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 878: | Line 886: | ||
*Wallbounces opponent on CH (untechable for 50F) | *Wallbounces opponent on CH (untechable for 50F) | ||
*Initial prorate 90% | *Initial prorate 90% | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_jD-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
Line 891: | Line 904: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 903: | Line 916: | ||
{{!}}- | {{!}}- | ||
{{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 909: | Line 922: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 918: | Line 932: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 936: | Line 950: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 947: | Line 962: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 961: | Line 976: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|DAA[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 976: | Line 991: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|DAA[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 984: | Line 999: | ||
==Specials== | ==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 | Values in [ ] represent when A.B.A. is in Goku Moroha Mode | ||
======< | ======<span style="visibility:hidden;font-size:0">Deletion</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_masshou.png | |image=GGAC_ABA_masshou.png | ||
|caption=The Gateway Rekka | |caption=The Gateway Rekka | ||
< | |name=Deletion<br><small>(Masshou)</small> | ||
|input={{clr|3|236S}} | |||
</ | |||
| | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Sometimes works as a poke, but mediocre speed. Hitbox is one of the better ones in NM. On hit, cancel into 2nd Rekka > 3rd Rekka > FRC > (other combo filler >) Keygrab. It's unsafe, but its long range and decent pushback can make it safe-ish if used from afar. | 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:''' | '''Supplemental Frame Data:''' ''Can cancel into followup from 21F onwards on hit or block.'' | ||
Can cancel into followup from 21F onwards on hit or block | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals. | 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:''' | '''Supplemental Frame Data:''' ''Can cancel into followup from 20F onwards on hit or block.'' | ||
Can cancel into followup from 20F onwards on hit or block | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,027: | Line 1,036: | ||
*Untechable for 16F | *Untechable for 16F | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Deletion-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Ruin</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_fukumetsu.png | |image=GGAC_ABA_fukumetsu.png | ||
|caption=Not any safer than the first one | |caption=Not any safer than the first one | ||
< | |name=Ruin<br><small>(Fukumetsu)</small> | ||
|input=Deletion -> {{clr|3|46S}} | |||
</ | |||
|input=Deletion -> 46S | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,052: | Line 1,062: | ||
*Forces opponent into crouching state on ground hit and staggers (Max 30F) | *Forces opponent into crouching state on ground hit and staggers (Max 30F) | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.'' | ||
Can cancel into followup from 10F onwards | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
50% more stagger. If you want, you can RC and go into whatever out of the stagger. If you’re close enough, you might be able to link into a quick poke (5P, 2P, or 5K) depending on how good your opponent is at mashing out. You can even get Rekka 1 > Rekka 2 > [Command Keygrab] x 2 for a complete transform. Hitstun is beefy enough to confirm into 3rd Rekka > Rekka loops after tagging an opponent trying to jump out with 2nd Rekka. | 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 ({{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|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) | *Forces opponent into crouching state on ground hit and staggers (Max 45F) | ||
*Untechable for 35F on air hit | *Untechable for 35F on air hit | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''Can cancel into followup from 10F onwards.'' | ||
Can cancel into followup from 10F onwards. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Gains an FRC and starts one frame faster than Moroha Mode. | Gains an FRC and starts one frame faster than Moroha Mode. | ||
*Untechable for 35F on air hit | *Untechable for 35F on air hit | ||
*Forces opponent into crouching state on ground hit and staggers (Max 45F) | *Forces opponent into crouching state on ground hit and staggers (Max 45F) | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 5~8F; Can cancel into followup from 10F onwards.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Ruin-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Condemnation</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_dangoku.png | |image=GGAC_ABA_dangoku.png | ||
|caption=Stop flirting with all the crazies! | |caption=Stop flirting with all the crazies! | ||
< | |name=Condemnation<br><small>(Dangoku)</small> | ||
|input=Ruin -> {{clr|3|63214S}} | |||
</ | |||
|input=Ruin -> 63214S | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S 63214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides. | 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. | Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > {{clr|4|5H}} > Keygrab]. In the corner, you can substitute {{clr|4|5H}} with {{clr|4|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) | *Slides opponent on hit (untechable for 50F, slides for 43F) | ||
Line 1,109: | Line 1,114: | ||
*Opponent's Burst is disabled on hit | *Opponent's Burst is disabled on hit | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 14~15F.'' | ||
FRC timing 14~15F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha}} | {{AttackVersion|name=Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S 63214S[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Gains even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D. | Gains even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner {{clr|5|2D}}. | ||
*Slides opponent on hit (untechable for 60F, slides for 40F) | *Slides opponent on hit (untechable for 60F, slides for 40F) | ||
Line 1,124: | Line 1,127: | ||
*Opponent's Burst is disabled on hit | *Opponent's Burst is disabled on hit | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 14~15F.'' | ||
FRC timing 14~15F | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goku Moroha}} | {{AttackVersion|name=Goku Moroha}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|236S 46S 63214S[gm]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,139: | Line 1,140: | ||
*Opponent's Burst is disabled on hit | *Opponent's Burst is disabled on hit | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 14~17F.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
FRC timing 14~17F | GGXXACPR_ABA_Condemnation-Hitbox.png | ||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Bonding</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_ketsugou.png | |image=GGAC_ABA_ketsugou.png | ||
|caption=Show them your Love | |caption=Show them your Love | ||
< | |name=Bonding<br><small>(Ketsugou)</small> | ||
|input={{clr|4|63214H}} air OK | |||
</ | |||
| | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|63214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=Keygrab. The most important move in your arsenal. | {{Description|8|text=Keygrab. The most important move in your arsenal. | ||
Line 1,169: | Line 1,168: | ||
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab. | If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab. | ||
''Listed Recovery is for when the move is blocked. On hit the recovery is 38F. Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F. Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA in CH state during move. Opponent's burst is disabled on hit. Can only be RC'd on block.'' | '''Supplemental Frame Data:''' ''Listed Recovery is for when the move is blocked. On hit the recovery is 38F. Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F. Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA in CH state during move. Opponent's burst is disabled on hit. Can only be RC'd on block.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.63214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Has nearly the same utility as the grounded version, with the exception that the air version only acts as a strike. Since you'll be ending air combos with this as necessary, it shouldn't be that detrimental of a change. | Has nearly the same utility as the grounded version, with the exception that the air version only acts as a strike. Since you'll be ending air combos with this as necessary, it shouldn't be that detrimental of a change. | ||
''Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA is in CH state and air position remains constant from 1~31F. Can only be RC'd on block.'' | '''Supplemental Frame Data:''' ''Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA is in CH state and air position remains constant from 1~31F. Can only be RC'd on block.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Normal-Bonding-1-Hitbox.png | |||
GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
===Normal Only Specials=== | ===Normal Only Specials=== | ||
======< | ======<span style="visibility:hidden;font-size:0">Dragging</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kenin.png | |image=GGAC_ABA_kenin.png | ||
|caption=A good dodge with a lot of invuln | |caption=A good dodge with a lot of invuln | ||
|name=Dragging | |name=Dragging<br><small>(Ken'in)</small> | ||
|input=236P | |input={{clr|1|236P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|236P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Vitally useful. An evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under anticipated pokes for a throw > Keygrab. You can even slide under stuff like | 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 {{clr|1|2P}}s 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:''' | '''Supplemental Frame Data:''' ''Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F.'' | ||
Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Retribution</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shoukyaku.png | |image=GGAC_ABA_shoukyaku.png | ||
|caption=It's not Millia, but it'll work. | |caption=It's not Millia, but it'll work. | ||
< | |name=Retribution<br><small>(Shoukyaku)</small> | ||
|input={{clr|2|236K}} | |||
</ | |||
| | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|236K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,221: | Line 1,222: | ||
*Initial prorate 90% | *Initial prorate 90% | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Retribution-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Avoidance</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kihi.png | |image=GGAC_ABA_kihi.png | ||
|caption=What the hell is this thing made of? | |caption=What the hell is this thing made of? | ||
|name=Avoidance | |name=Avoidance<br><small>(Ki'Hi)</small> | ||
|input=236H | |input={{clr|4|236H}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,242: | Line 1,246: | ||
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack. | It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack. | ||
'''Supplemental Frame Data:''' | '''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.'' | ||
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 | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Injecting</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shousei.png | |image=GGAC_ABA_shousei.png | ||
|name=Injecting | |name=Injecting<br><small>(Shousei)</small> | ||
|input=63214P | |input={{clr|1|63214P}} | ||
|caption=Just like going back to character select, except without restarting the match | |caption=Just like going back to character select, except without restarting the match | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|63214P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. | {{Description|7|text=Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. | ||
This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead. | 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:''' | '''Supplemental Frame Data:''' ''Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode.'' | ||
Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
===Moroha Only Specials=== | ===Moroha Only Specials=== | ||
======< | ======<span style="visibility:hidden;font-size:0">Engorgement</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_houshoku.png | |image=GGAC_ABA_houshoku.png | ||
|caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big> | |caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big> | ||
< | |name=Engorgement<br><small>(Houshoku)</small> | ||
|input={{clr|4|421H}} | |||
</ | |||
| | |||
| | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|421H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,288: | Line 1,286: | ||
*Auto jump installs | *Auto jump installs | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Engorgement-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Judgement</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_danzai.png | |image=GGAC_ABA_danzai.png | ||
|name=Judgment | |name=Judgment<br><small>(Danzai)</small> | ||
|input=623H | |input={{clr|4|623H}} | ||
|caption=The Judge, Jury, and Executioner | |caption=The Judge, Jury, and Executioner | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Danzai, the Hammer of Judgment. One of the best specials in the game. | {{Description|7|text=Danzai, the Hammer of Judgment. One of the best specials in the game. | ||
Line 1,319: | Line 1,315: | ||
*2nd hit disables opponent's burst on hit | *2nd hit disables opponent's burst on hit | ||
'''Supplemental Frame Data:''' | '''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].'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Judgement-1-Hitbox.png | |||
GGXXACPR_ABA_Judgement-2-Hitbox.png | |||
GGXXACPR_ABA_Judgement-3-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Displacement</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_bunri.png | |image=GGAC_ABA_bunri.png | ||
|caption=He punched out all my blood! | |caption=He punched out all my blood! | ||
|name=Displacement | |name=Displacement<br><small>(Bunri)</small> | ||
|input=63214P | |input={{clr|1|63214P}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|63214P[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,341: | Line 1,342: | ||
*some invincibility at the end | *some invincibility at the end | ||
'''Supplemental Frame Data:''' | '''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.'' | ||
Full Invincibility 9F; Strike invincibility 10~13F; FRC timing 10~13F; restores 1.2x of the self inflicted Moroha damage on 10F | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Blunder</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kashitsu.png | |image=GGAC_ABA_kashitsu.png | ||
|name=Blunder | |name=Blunder<br><small>(Kashitsu)</small> | ||
|input=41236K or Ruin->236K | |input={{clr|2|41236K}} or Ruin->{{clr|2|236K}} | ||
|caption=[https:// | |caption=[https://youtu.be/0yvFNEWWVIU?t=426 See what you started, ArcSys?] | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|41236K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH. | 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. | Flipkick is best used with 50% to RC it--on hit, this gives you better combo options like Flipkick RC > dash {{clr|3|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. | One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle. | ||
Line 1,368: | Line 1,368: | ||
*Untechable for 41F | *Untechable for 41F | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F.'' | ||
Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Eradication</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_konzetsu.png | |image=GGAC_ABA_konzetsu.png | ||
|caption=Loops, thy name is KONZETSU | |caption=Loops, thy name is KONZETSU | ||
|name=Eradication | |name=Eradication<br><small>(Konzetsu)</small> | ||
|input=j.41236S | |input={{clr|3|j.41236S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.41236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN. | 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. | 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 > {{clr|2|2K}}, {{clr|5|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) | *Untechable for (front part: 26F, back part: 36F) | ||
'''Supplemental Frame Data:''' | '''Supplemental Frame Data:''' ''FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F].'' | ||
FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F] | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Suka Motion</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_sukaMotion.png | |image=GGAC_ABA_sukaMotion.png | ||
|name=Suka Motion | |name=Suka Motion | ||
|caption= | |caption=9 out of 10 instant kills start with this | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|Suka Motion}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,420: | Line 1,418: | ||
|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 {{clr|5|236D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|236D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,434: | Line 1,432: | ||
*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 | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">FB Avoidance</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_kihi.png | |image=GGAC_ABA_kihi.png | ||
|caption=Is it blood? Good lord. | |caption=Is it blood? Good lord. | ||
|name=FB Avoidance | |name=FB Ki'Hi / Avoidance | ||
|input=Moroha Mode 236D | |input=Moroha Mode {{clr|5|236D}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|236D[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension. | 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 | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">FB Judgement</span>====== | |||
{{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 {{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= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|623D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,477: | Line 1,473: | ||
*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] | |||
}} | }} | ||
}} | }} | ||
Line 1,485: | Line 1,479: | ||
==Overdrive Attacks== | ==Overdrive Attacks== | ||
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode | *Numbers in [ ] is when A.B.A. is in Goku Moroha Mode | ||
======< | ======<span style="visibility:hidden;font-size:0">Concealment</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_shoukoIntoku.png | |image=GGAC_ABA_shoukoIntoku.png | ||
|name=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 1,495: | Line 1,489: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=1st hit|subtitle=632146H}} | {{AttackVersion|name=1st hit|subtitle=632146H}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|632146H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,503: | Line 1,497: | ||
*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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}} | {{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|632146H 236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,517: | Line 1,509: | ||
*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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}} | {{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|632146H 236H 236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,531: | Line 1,521: | ||
*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 | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Destruction</span>====== | |||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_ouro.png | |image=GGAC_ABA_ouro.png | ||
|name=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= | ||
Line 1,546: | Line 1,535: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal|subtitle=j.632146P}} | {{AttackVersion|name=Normal|subtitle=j.632146P}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.632146P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,554: | Line 1,543: | ||
*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; | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha|subtitle=j.632146P}} | {{AttackVersion|name=Moroha|subtitle=j.632146P}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.632146P[m]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,569: | Line 1,556: | ||
*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 | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Moroha Followup|subtitle=j.632146P -> 214K}} | {{AttackVersion|name=Moroha Followup|subtitle={{clr|1|j.632146P}} -> 214K}} | ||
{{# | {{#lst:GGACR/A.B.A/Data|j.632146P 214K}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,584: | Line 1,569: | ||
*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 | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|image=GGAC_ABA_henshitsu.png | |image=GGAC_ABA_henshitsu.png | ||
|name= | |name=Goku Moroha / Henshitsu / Altercation | ||
|input=Moroha Mode 6321463214S | |input=Moroha Mode {{clr|3|6321463214S}} | ||
|caption="Time to send you to Hell" | |caption="Time to send you to Hell" | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|6321463214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,612: | Line 1,596: | ||
*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.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_ABA_Moroha-Altercation-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
==Instant Kill== | ==Instant Kill== | ||
{{MoveData | {{MoveData | ||
|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= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:GGACR/A.B.A/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,632: | Line 1,619: | ||
}} | }} | ||
}} | }} | ||
==[[Dustloop_Wiki:Roadmap/GGACR#ABA|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|ABA}} | |||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:GGACR/A.B.A/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGACR}} | {{Navbar-GGACR}} | ||
[[Category:Guilty Gear XX Accent Core + R]] | [[Category:Guilty Gear XX Accent Core + R]] | ||
[[Category:A.B.A]] | [[Category:A.B.A]] |
Revision as of 19:39, 24 May 2020
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 |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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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 (Masshou) 236S |
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Ruin (Fukumetsu) Deletion -> 46S |
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Condemnation (Dangoku) Ruin -> 63214S |
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Bonding (Ketsugou) 63214H air OK |
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Normal Only Specials
Dragging (Ken'in) 236P |
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Retribution (Shoukyaku) 236K |
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Avoidance (Ki'Hi) 236H |
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Injecting (Shousei) 63214P |
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Moroha Only Specials
Engorgement (Houshoku) 421H |
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Judgment (Danzai) 623H |
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Displacement (Bunri) 63214P |
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Blunder (Kashitsu) 41236K or Ruin->236K |
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Eradication (Konzetsu) j.41236S |
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Suka Motion |
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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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FB Ki'Hi / Avoidance Moroha Mode 236D |
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FB Danzai / Judgement Moroha Mode 623D |
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Overdrive Attacks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Shouko Intoku / Evidence: Concealment 632146H |
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Ouro / Evidence: Destruction j.632146P |
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Goku Moroha / Henshitsu / Altercation Moroha Mode 6321463214S |
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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 •