GGACR/A.B.A: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
|-
![[File:GGACR_A.B.A_Nameplate.png]]
![[File:GGACR_A.B.A_Nameplate.png]]
|-
|-
||
||
[[File:GGAC_ABA_Portrait.png|350px|center]]
[[File:GGAC_ABA_Portrait.png|300px|center]]
|-
|-
||
||
{{#lsth:GGACR/A.B.A/Data|SystemData}}
{{#lst:GGACR/A.B.A/Data|SystemData}}
;Movement Options
;Movement Options
*Double Jump
*Double Jump
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*2 Air Dashes in Goku Moroha Mode
*2 Air Dashes in Goku Moroha Mode
*Dash Type: Step (in Normal Mode), Run (in Moroha Mode)
*Dash Type: Step (in Normal Mode), Run (in Moroha Mode)
<center>'''Colors'''</center>
{{GGACRColors|Character=ABA}}
{{GGACRColors|Character=ABA}}
|}
|}
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==Normals==
==Normals==
======<font style="visibility:hidden" size="0">5P</font>======
======<span style="visibility:hidden;font-size:0">5P</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_5P.png
|image=GGAC_ABA_5P.png
|name={{clr|1|5P}}
|name={{clr|1|5P}}
|caption=An AA, not a jab, but 3F blazing fast
|caption=An AA, not a jab, but 3F blazing fast
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5P-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5P}}
{{#lst:GGACR/A.B.A/Data|5P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5P[m]}}
{{#lst:GGACR/A.B.A/Data|5P[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5P[gm]}}
{{#lst:GGACR/A.B.A/Data|5P[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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[[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}}
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5K</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">5K</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_5K.png
|image=GGAC_ABA_5K.png
|name={{clr|2|5K}}
|name={{clr|2|5K}}
|caption=Not much of a dancing queen
|caption=Not much of a dancing queen
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5K-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5K}}
{{#lst:GGACR/A.B.A/Data|5K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5K[m]}}
{{#lst:GGACR/A.B.A/Data|5K[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5K[gm]}}
{{#lst:GGACR/A.B.A/Data|5K[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: expand to every other normal excluding {{clr|4|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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">cS</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_cS-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_cS_M.png
|image2=GGAC_ABA_cS_M.png
|caption2=How the hell does she not break her teeth?
|caption2=How the hell does she not break her teeth?
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_cS-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|3|c.S}}
|name={{clr|3|c.S}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|c.S}}
{{#lst:GGACR/A.B.A/Data|c.S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|c.S[m]}}
{{#lst:GGACR/A.B.A/Data|c.S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|c.S[gm]}}
{{#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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">fS</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_fS-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_fS_M.png
|image2=GGAC_ABA_fS_M.png
|caption2=Do a little dance
|caption2=Do a little dance
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_fS-Moroha-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_fS-Moroha-2-Hitbox.png|center|175px]]
</div>
|name={{clr|3|f.S}}
|name={{clr|3|f.S}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|f.S}}
{{#lst:GGACR/A.B.A/Data|f.S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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[[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}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
  }}
  }}
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|f.S[m]}}
{{#lst:GGACR/A.B.A/Data|f.S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|f.S[gm]}}
{{#lst:GGACR/A.B.A/Data|f.S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5H</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_5H-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_5H_M.png
|image2=GGAC_ABA_5H_M.png
|caption2=Like the unsettling opening to a psychological horror
|caption2=Like the unsettling opening to a psychological horror
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Moroha-5H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Moroha-5H-2-Hitbox.png|center|175px]]
</div>
|name={{clr|4|5H}}
|name={{clr|4|5H}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5H}}
{{#lst:GGACR/A.B.A/Data|5H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5H[m]}}
{{#lst:GGACR/A.B.A/Data|5H[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5H[gm]}}
{{#lst:GGACR/A.B.A/Data|5H[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Goes to being faster than even Normal {{clr|4|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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">6P</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_6P-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6P-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6P-3-Hitbox.png|center|175px]]
</div>
|name={{clr|1|6P}}
|name={{clr|1|6P}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|6P}}
{{#lst:GGACR/A.B.A/Data|6P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|6P[m]}}
{{#lst:GGACR/A.B.A/Data|6P[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|6P[gm]}}
{{#lst:GGACR/A.B.A/Data|6P[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">6H</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_6H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6H-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_6H_M.png
|image2=GGAC_ABA_6H_M.png
|caption2=Eats up space all day
|caption2=Eats up space all day
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_6H-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_6H-2-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|4|6H}}
|name={{clr|4|6H}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|6H}}
{{#lst:GGACR/A.B.A/Data|6H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|6H[m]}}
{{#lst:GGACR/A.B.A/Data|6H[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|6H[gm]}}
{{#lst:GGACR/A.B.A/Data|6H[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5D</font>======
<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''
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_5D-Hitbox.png|center|175px]]
</div>
|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 {{clr|5|5D}}]
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|5D}}
{{#lst:GGACR/A.B.A/Data|5D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|5D[m]}}
{{#lst:GGACR/A.B.A/Data|5D[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|5D[gm]}}
{{#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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2P</font>======
<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!
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2P-Hitbox.png|center|175px]]
</div>
|name={{clr|1|2P}}
|name={{clr|1|2P}}
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2P}}
{{#lst:GGACR/A.B.A/Data|2P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2P[m]}}
{{#lst:GGACR/A.B.A/Data|2P[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2P[gm]}}
{{#lst:GGACR/A.B.A/Data|2P[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 476: 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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2K-Hitbox.png|center|175px]]
</div>
|name={{clr|2|2K}}
|name={{clr|2|2K}}
|data=
|data=
Line 490: Line 490:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2K}}
{{#lst:GGACR/A.B.A/Data|2K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 500: Line 500:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2K[m]}}
{{#lst:GGACR/A.B.A/Data|2K[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 510: Line 510:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2K[gm]}}
{{#lst:GGACR/A.B.A/Data|2K[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 516: Line 516:


[[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}}.
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2S</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2S-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2S-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2S_M.png
|image2=GGAC_ABA_2S_M.png
|caption2=Actually rivaled by the Normal Mode version
|caption2=Actually rivaled by the Normal Mode version
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2S-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|3|2S}}
|name={{clr|3|2S}}
|data=
|data=
Line 536: Line 534:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2S}}
{{#lst:GGACR/A.B.A/Data|2S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 546: Line 544:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2S[m]}}
{{#lst:GGACR/A.B.A/Data|2S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 557: Line 555:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2S[gm]}}
{{#lst:GGACR/A.B.A/Data|2S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 565: 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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2H</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2H-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-3-Hitbox.png|center|150px]]
[[File:GGXXACPR_ABA_2H-4-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2H_M.png
|image2=GGAC_ABA_2H_M.png
|caption2=Ruins people who press buttons
|caption2=Ruins people who press buttons
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2H-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-2-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_2H-3-Moroha-Hitbox.png|center|150px]]
</div>
|name={{clr|4|2H}}
|name={{clr|4|2H}}
|data=
|data=
Line 588: Line 581:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2H}}
{{#lst:GGACR/A.B.A/Data|2H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 598: Line 591:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2H[m]}}
{{#lst:GGACR/A.B.A/Data|2H[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 612: Line 605:
  }}
  }}
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2H[gm]}}
{{#lst:GGACR/A.B.A/Data|2H[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 618: 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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2D-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_2D_M.png
|image2=GGAC_ABA_2D_M.png
|caption2=ABA asks Paracelsus to die for her. He's not really keen on that.
|caption2=ABA asks Paracelsus to die for her. He's not really keen on that.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_2D-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|5|2D}}
|name={{clr|5|2D}}
|data=
|data=
Line 637: Line 637:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|2D}}
{{#lst:GGACR/A.B.A/Data|2D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 648: Line 648:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|2D[m]}}
{{#lst:GGACR/A.B.A/Data|2D[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 655: Line 655:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|2D[gm]}}
{{#lst:GGACR/A.B.A/Data|2D[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 661: 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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">jP</font>======
<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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jP-Hitbox.png|center|175px]]
</div>
|name={{clr|1|j.P}}
|name={{clr|1|j.P}}
|data=
|data=
Line 675: Line 679:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.P}}
{{#lst:GGACR/A.B.A/Data|j.P}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 684: Line 688:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.P[m]}}
{{#lst:GGACR/A.B.A/Data|j.P[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 693: Line 697:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.P[gm]}}
{{#lst:GGACR/A.B.A/Data|j.P[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 699: Line 703:


[[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}}
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">jK</font>======
<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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jK-Hitbox.png|center|175px]]
</div>
|name={{clr|2|j.K}}
|name={{clr|2|j.K}}
|data=
|data=
Line 713: Line 719:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.K}}
{{#lst:GGACR/A.B.A/Data|j.K}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 723: Line 729:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.K[m]}}
{{#lst:GGACR/A.B.A/Data|j.K[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 733: Line 739:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.K[gm]}}
{{#lst:GGACR/A.B.A/Data|j.K[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 739: Line 745:


[[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}}
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">jS</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jS-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jS-2-Hitbox.png|center|175px]]
</div>
|image2=GGAC_ABA_jS_M.png
|image2=GGAC_ABA_jS_M.png
|caption2=Your best friend on drugs
|caption2=Your best friend on drugs
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jS-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jS-2-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|3|j.S}}
|name={{clr|3|j.S}}
|data=
|data=
Line 760: Line 763:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.S}}
{{#lst:GGACR/A.B.A/Data|j.S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 769: Line 772:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.S[m]}}
{{#lst:GGACR/A.B.A/Data|j.S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 783: Line 786:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.S[gm]}}
{{#lst:GGACR/A.B.A/Data|j.S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 790: Line 793:


[[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}}
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">jH</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jH-Hitbox.png|center|95px]]
</div>
|image2=GGAC_ABA_jH_M.png
|image2=GGAC_ABA_jH_M.png
|caption2=Seriously
|caption2=Seriously
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jH-1-Moroha-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_jH-2-Moroha-Hitbox.png|center|175px]]
</div>
|name={{clr|4|j.H}}
|name={{clr|4|j.H}}
|data=
|data=
Line 811: Line 814:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.H}}
{{#lst:GGACR/A.B.A/Data|j.H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 820: Line 823:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.H[m]}}
{{#lst:GGACR/A.B.A/Data|j.H[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 832: Line 835:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.H[gm]}}
{{#lst:GGACR/A.B.A/Data|j.H[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 838: Line 841:


[[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}}
[[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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">jD</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_jD-Hitbox.png|center|175px]]
</div>
|name={{clr|5|j.D}}
|name={{clr|5|j.D}}
|data=
|data=
Line 852: Line 859:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|j.D}}
{{#lst:GGACR/A.B.A/Data|j.D}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 862: Line 869:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.D[m]}}
{{#lst:GGACR/A.B.A/Data|j.D[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 872: Line 879:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|j.D[gm]}}
{{#lst:GGACR/A.B.A/Data|j.D[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 879: 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 892: Line 904:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|Ground Throw}}
{{#lst:GGACR/A.B.A/Data|Ground Throw}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 910: Line 922:
  }}
  }}
}}
}}
<nowiki/>
====== ======
====== ======
{{MoveData
{{MoveData
Line 919: Line 932:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|Air Throw}}
{{#lst:GGACR/A.B.A/Data|Air Throw}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 937: Line 950:
  }}
  }}
}}
}}
<nowiki/>
====== ======
====== ======
{{MoveData
{{MoveData
Line 948: Line 962:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|DAA}}
{{#lst:GGACR/A.B.A/Data|DAA}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 962: Line 976:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|DAA[m]}}
{{#lst:GGACR/A.B.A/Data|DAA[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 977: Line 991:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|DAA[gm]}}
{{#lst:GGACR/A.B.A/Data|DAA[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 987: Line 1,001:
Moves are listed first by their entry in the in-game english move list, then by their Japanese name.
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
======<font style="visibility:hidden" size="0">Deletion</font>======
======<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Deletion-Hitbox.png|center|175px]]
</div>
|name=Deletion<br><small>(Masshou)</small>
|name=Deletion<br><small>(Masshou)</small>
|input={{clr|3|236S}}
|input={{clr|3|236S}}
Line 1,000: Line 1,011:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S}}
{{#lst:GGACR/A.B.A/Data|236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,009: Line 1,020:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S[m]}}
{{#lst:GGACR/A.B.A/Data|236S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,018: Line 1,029:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S[gm]}}
{{#lst:GGACR/A.B.A/Data|236S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,026: Line 1,037:


'''Supplemental Frame Data:''' ''FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.''
'''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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Ruin</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Ruin-Hitbox.png|center|175px]]
</div>
|name=Ruin<br><small>(Fukumetsu)</small>
|name=Ruin<br><small>(Fukumetsu)</small>
|input=Deletion -> {{clr|3|46S}}
|input=Deletion -> {{clr|3|46S}}
Line 1,041: Line 1,055:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S}}
{{#lst:GGACR/A.B.A/Data|236S 46S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,052: Line 1,066:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S > {{clr|3|46S}}[m]}}
{{#lst:GGACR/A.B.A/Data|236S 46S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,064: Line 1,078:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S > {{clr|3|46S}}[gm]}}
{{#lst:GGACR/A.B.A/Data|236S 46S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,072: Line 1,086:


'''Supplemental Frame Data:''' ''FRC timing 5~8F; Can cancel into followup from 10F onwards.''
'''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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Condemnation</font>======
<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!
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Condemnation-Hitbox.png|center|175px]]
</div>
|name=Condemnation<br><small>(Dangoku)</small>
|name=Condemnation<br><small>(Dangoku)</small>
|input=Ruin -> {{clr|3|63214S}}
|input=Ruin -> {{clr|3|63214S}}
Line 1,087: Line 1,103:
{{!}}-
{{!}}-
{{AttackVersion|name=Normal}}
{{AttackVersion|name=Normal}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S > 63214S}}
{{#lst:GGACR/A.B.A/Data|236S 46S 63214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,102: Line 1,118:
{{!}}-
{{!}}-
{{AttackVersion|name=Moroha}}
{{AttackVersion|name=Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S > 63214S[m]}}
{{#lst:GGACR/A.B.A/Data|236S 46S 63214S[m]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,115: Line 1,131:
{{!}}-
{{!}}-
{{AttackVersion|name=Goku Moroha}}
{{AttackVersion|name=Goku Moroha}}
{{#lsth:GGACR/A.B.A/Data|236S > 46S >63214S[gm]}}
{{#lst:GGACR/A.B.A/Data|236S 46S 63214S[gm]}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,125: Line 1,141:


'''Supplemental Frame Data:''' ''FRC timing 14~17F.''
'''Supplemental Frame Data:''' ''FRC timing 14~17F.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_ABA_Condemnation-Hitbox.png
</gallery>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Bonding</font>======
<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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Normal-Bonding-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png|center|175px]]
</div>
|name=Bonding<br><small>(Ketsugou)</small>
|name=Bonding<br><small>(Ketsugou)</small>
|input={{clr|4|63214H}} air OK
|input={{clr|4|63214H}} air OK
Line 1,141: Line 1,157:
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:GGACR/A.B.A/Data|63214H}}
{{#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 1,156: Line 1,172:
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:GGACR/A.B.A/Data|j.63214H}}
{{#lst:GGACR/A.B.A/Data|j.63214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 1,162: Line 1,178:


'''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.''
'''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===
======<font style="visibility:hidden" size="0">Dragging</font>======
======<span style="visibility:hidden;font-size:0">Dragging</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_kenin.png
|image=GGAC_ABA_kenin.png
Line 1,174: Line 1,196:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236P}}
{{#lst:GGACR/A.B.A/Data|236P}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,182: Line 1,204:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Retribution</font>======
<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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Retribution-Hitbox.png|center|175px]]
</div>
|name=Retribution<br><small>(Shoukyaku)</small>
|name=Retribution<br><small>(Shoukyaku)</small>
|input={{clr|2|236K}}
|input={{clr|2|236K}}
Line 1,194: Line 1,214:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236K}}
{{#lst:GGACR/A.B.A/Data|236K}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,203: Line 1,223:


'''Supplemental Frame Data:''' ''6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.''
'''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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Avoidance</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Avoidance</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_kihi.png
|image=GGAC_ABA_kihi.png
Line 1,214: Line 1,239:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236H}}
{{#lst:GGACR/A.B.A/Data|236H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,224: Line 1,249:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Injecting</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Injecting</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_shousei.png
|image=GGAC_ABA_shousei.png
Line 1,233: Line 1,259:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|63214P}}
{{#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.  
Line 1,241: Line 1,267:
  }}
  }}
}}
}}
 
<nowiki/>
===Moroha Only Specials===
===Moroha Only Specials===
======<font style="visibility:hidden" size="0">Engorgement</font>======
======<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>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Engorgement-Hitbox.png|center|175px]]
</div>
|name=Engorgement<br><small>(Houshoku)</small>
|name=Engorgement<br><small>(Houshoku)</small>
|input={{clr|4|421H}}
|input={{clr|4|421H}}
Line 1,255: Line 1,278:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|421H}}
{{#lst:GGACR/A.B.A/Data|421H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,264: Line 1,287:


'''Supplemental Frame Data:''' ''ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].''
'''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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Judgement</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Judgement</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_danzai.png
|image=GGAC_ABA_danzai.png
Line 1,272: Line 1,300:
|input={{clr|4|623H}}
|input={{clr|4|623H}}
|caption=The Judge, Jury, and Executioner
|caption=The Judge, Jury, and Executioner
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Judgement-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Judgement-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_ABA_Judgement-3-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|623H}}
{{#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 1,293: Line 1,316:


'''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].''
'''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>
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Displacement</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Displacement</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_bunri.png
|image=GGAC_ABA_bunri.png
Line 1,304: Line 1,334:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|63214P[m]}}
{{#lst:GGACR/A.B.A/Data|63214P[m]}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,315: Line 1,345:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Blunder</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Blunder</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_kashitsu.png
|image=GGAC_ABA_kashitsu.png
Line 1,324: Line 1,355:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|41236K}}
{{#lst:GGACR/A.B.A/Data|41236K}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,340: Line 1,371:
  }}
  }}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Eradication</font>======
======<span style="visibility:hidden;font-size:0">Eradication</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_konzetsu.png
|image=GGAC_ABA_konzetsu.png
Line 1,350: Line 1,381:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|j.41236S}}
{{#lst:GGACR/A.B.A/Data|j.41236S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,362: Line 1,393:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Suka Motion</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Suka Motion</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_sukaMotion.png
|image=GGAC_ABA_sukaMotion.png
Line 1,371: Line 1,403:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|Suka Motion}}
{{#lst:GGACR/A.B.A/Data|Suka Motion}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,391: Line 1,423:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236D}}
{{#lst:GGACR/A.B.A/Data|236D}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,403: Line 1,435:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">FB Avoidance</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">FB Avoidance</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_kihi.png
|image=GGAC_ABA_kihi.png
Line 1,412: Line 1,445:
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{!}}-
{{#lsth:GGACR/A.B.A/Data|236D[m]}}
{{#lst:GGACR/A.B.A/Data|236D[m]}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 1,420: Line 1,453:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">FB Judgement</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">FB Judgement</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_danzai.png
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{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{#lsth:GGACR/A.B.A/Data|623D}}
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==Overdrive Attacks==
==Overdrive Attacks==
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
======<font style="visibility:hidden" size="0">Concealment</font>======
======<span style="visibility:hidden;font-size:0">Concealment</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_shoukoIntoku.png
|image=GGAC_ABA_shoukoIntoku.png
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{{!}}-
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{{AttackVersion|name=1st hit|subtitle=632146H}}
{{AttackVersion|name=1st hit|subtitle=632146H}}
{{#lsth:GGACR/A.B.A/Data|632146H}}
{{#lst:GGACR/A.B.A/Data|632146H}}
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{{!}}-
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{{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}}
{{AttackVersion|name=2nd hit|subtitle=1st hit -> 236H}}
{{#lsth:GGACR/A.B.A/Data|632146H > 236H}}
{{#lst:GGACR/A.B.A/Data|632146H 236H}}
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{{!}}-
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{{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}}
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> 236H}}
{{#lsth:GGACR/A.B.A/Data|632146H > 236H > 236H}}
{{#lst:GGACR/A.B.A/Data|632146H 236H 236H}}
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}}
======<font style="visibility:hidden" size="0">Destruction</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Destruction</span>======
{{MoveData
{{MoveData
|image=GGAC_ABA_ouro.png
|image=GGAC_ABA_ouro.png
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{{!}}-
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{{AttackVersion|name=Normal|subtitle=j.632146P}}
{{AttackVersion|name=Normal|subtitle=j.632146P}}
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{{AttackVersion|name=Moroha|subtitle=j.632146P}}
{{AttackVersion|name=Moroha|subtitle=j.632146P}}
{{#lsth:GGACR/A.B.A/Data|j.632146P[m]}}
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{{AttackVersion|name=Moroha Followup|subtitle={{clr|1|j.632146P}} -> 214K}}
{{AttackVersion|name=Moroha Followup|subtitle={{clr|1|j.632146P}} -> 214K}}
{{#lsth:GGACR/A.B.A/Data|j.632146P > 214K}}
{{#lst:GGACR/A.B.A/Data|j.632146P 214K}}
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====== ======
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{{MoveData
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|input=Moroha Mode {{clr|3|6321463214S}}
|input=Moroha Mode {{clr|3|6321463214S}}
|caption="Time to send you to Hell"
|caption="Time to send you to Hell"
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_ABA_Moroha-Altercation-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
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'''Supplemental Frame Data:''' ''Fully invincible 1~15F.''
'''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>
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  }}
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{{#lst:Dustloop_Wiki:Roadmap/GGACR|ABA}}
{{#lst:Dustloop_Wiki:Roadmap/GGACR|ABA}}
==Navigation==
==Navigation==
{{#lsth:GGACR/A.B.A/Data|Links}}
{{#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

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

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

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

Overview

ABA has the potential to be downright terrifying. A homunculus who spent most of her developing years literally trapped in the darkness, she fights with a giant key named Paracelcus who happens to be her "husband" and is also voiced by the guy who directs BlazBlue.

ABA is a pure Risk/Reward character who switches between two modes: one which might be the worst character in the game, and one which is probably the best. She starts in Normal Mode, as slow, plodding, and generally incapable. When she lands a Keygrab or consumes a bloodpack while in this mode, however, she enters Moroha mode. Wherein, she gains a massive shift in the strength of her attacks, her overall speed, her pressure and ability to crank the guard bar, and several other bonuses which turn her from listless to livid, making her extremely frightening to deal with. ABA is generally uncommon enough a character that many players have trouble dealing with her overwhelming options.

This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game.


 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.

Pros
Cons
  • 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

{{#evt: service=youtube

id=https://youtu.be/bsIPfBzp5O4

}}

Normals

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

Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.

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

Supplemental Frame Data:

Upper body invincible 2~4F

Moroha

Deals 3 more damage than normal mode.

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

Supplemental Frame Data:

Upper body invincible 2~4F

Goku Moroha

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

Supplemental Frame Data:

Upper body invincible 3~4F

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

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

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

All three versions move ABA slightly forwards.

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

Moroha

Not much different than Normal Mode, but loses out a bit since other normals are better in Moroha. Still useful overall if you're in range.

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

Goku Moroha

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

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

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

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

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

Moroha

Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.

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

Supplemental Frame Data:

Foot invincible 7~22F

Goku Moroha

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

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

Supplemental Frame Data:

Foot invincible 6~17F

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

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

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

Moroha

Excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into 5H or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.

1st hit causes very little knockback/pushback.

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

Goku Moroha

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

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

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

A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade.

Gatling Options: 6H, 5D, 2D

Moroha

Fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.

  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit

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

Goku Moroha

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

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

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

A relatively fast 6P, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.

  • Initial prorate 90%

Gatling Options: 2S, 2H

Supplemental Frame Data:

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

Moroha

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

  • Initial prorate 90%

Gatling Options: 2S, 2H

Supplemental Frame Data:

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

Goku Moroha

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

  • Initial prorate 90%

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

Supplemental Frame Data:

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

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

A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. Since it hits at a slightly upwards angle, it makes for a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff.

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

Gatling Options: 6P, 5H

Moroha

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

  • Untechable for 23F
Goku Moroha

Signficantly faster, but still very much unsafe.

  • Untechable for 23F

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

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

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

Moroha

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

Goku Moroha

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

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

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

  • Initial prorate 80%

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

Moroha

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

  • Initial prorate 80%

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

Goku Moroha
  • Initial prorate 80%

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

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

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

  • Initial prorate 70%

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

Moroha

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

  • Initial prorate 70%

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

Goku Moroha

Identical to Moroha Mode.

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

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

Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.

  • Untechable on air hit for 18F

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

Moroha

50% slower than Normal Mode, but it has big range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.

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

Gatling Options: 5D, 2D

Goku Moroha

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

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

Gatling Options: expand to every normal including itself.

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

A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.

  • 1st floats and pulls opponent in on hit (untechable for 19F)

Gatling Options: 6P

Moroha

One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.

  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)

Gatling Options: 2S

Supplemental Frame Data:

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

Goku Moroha

Identical to the Moroha version.

Gatling Options: expand to every normal except for itself.


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

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

Supplemental Frame Data:

Low profile 10~12F

Moroha

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

Goku Moroha

Three frames faster, but otherwise the same.

Gatling Options: include every normal except for itself.


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

Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this.

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

Moroha

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

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

Goku Moroha

One frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however.

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

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

Hits directly above A.B.A., which is good for intercepting opponents from below. Its horizontal hitbox is incredibly narrow though, and will probably whiff in most other situations.

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

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

Moroha

Not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after j.S, leading to some disgusting results amongst j.S's other options.

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

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

Goku Moroha
  • Floats opponent on hit (untechable on ground hit for 28F)

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

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

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

Gatling Options: j.P, j.H

Moroha

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

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

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

  • Initial Prorate: 90%

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

Goku Moroha

Pretty close to the Moroha version, except its recovery has been cut down by a modest 83% (10 frames). Somehow ridiculously improved.

  • Initial Prorate: 90%

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

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

Being active until landing makes j.H a good jump-in, and it can cross up as well. Like some air normals that are similar, it can be IB'd and thrown on landing since it can't be gatling'd. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately.

Causes very little knockback/pushback.

Moroha

Huge hitbox, great for cross-ups, and on CH it ground slides into ludicrous damage despite its prorate. The built-in OS with airthrow doesn't do your opponents any favors either. People hate this move.

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

Gatling Options: j.D

Goku Moroha

Starts 3 frames faster than Moroha, otherwise identical.

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

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

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

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

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

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

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

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


Universal Mechanics

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

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

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

Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.

  • Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
  • Forced prorate 50%

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

Pretty average, but knockdowns are always good.

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

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

  • Knocks down opponent on hit
  • Forced prorate 50%

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

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

  • Knocks down opponent on hit
  • Initial prorate 50%

Additional Frame Data:

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

Moroha

Faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it, but you can go for a tech trap afterwards.

  • Initial prorate 50%
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once

Additional Frame Data:

Fully invincible 1~15F; Throw invincible 16~27F;

Goku Moroha

Identical to the Moroha version.

Specials

Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion
Deletion
(Masshou)

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

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

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

Moroha

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

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

Goku Moroha

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

  • Untechable for 16F

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


Ruin
Ruin
(Fukumetsu)

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

Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.

  • Forces opponent into crouching state on ground hit and staggers (Max 30F)

Supplemental Frame Data: Can cancel into followup from 10F onwards.

Moroha

50% more stagger. If you want, you can RC and go into whatever out of the stagger. If you’re close enough, you might be able to link into a quick poke (5P, 2P, or 5K) depending on how good your opponent is at mashing out. You can even get Rekka 1 > Rekka 2 > [Command Keygrab] x 2 for a complete transform. Hitstun is beefy enough to confirm into 3rd Rekka > Rekka loops after tagging an opponent trying to jump out with 2nd Rekka.

  • Forces opponent into crouching state on ground hit and staggers (Max 45F)
  • Untechable for 35F on air hit

Supplemental Frame Data: Can cancel into followup from 10F onwards.

Goku Moroha

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

  • Untechable for 35F on air hit
  • Forces opponent into crouching state on ground hit and staggers (Max 45F)

Supplemental Frame Data: FRC timing 5~8F; Can cancel into followup from 10F onwards.

Condemnation
Condemnation
(Dangoku)

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

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

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

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

Supplemental Frame Data: FRC timing 14~15F.

Moroha

Gains even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.

  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Forced prorate 90%
  • Opponent's Burst is disabled on hit

Supplemental Frame Data: FRC timing 14~15F.

Goku Moroha

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

  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Forced prorate 90%
  • Opponent's Burst is disabled on hit

Supplemental Frame Data: FRC timing 14~17F.

Bonding
Bonding
(Ketsugou)

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

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

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

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

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

Supplemental Frame Data: Listed Recovery is for when the move is blocked. On hit the recovery is 38F. Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F. Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA in CH state during move. Opponent's burst is disabled on hit. Can only be RC'd on block.

Air

Has nearly the same utility as the grounded version, with the exception that the air version only acts as a strike. Since you'll be ending air combos with this as necessary, it shouldn't be that detrimental of a change.

Supplemental Frame Data: Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA is in CH state and air position remains constant from 1~31F. Can only be RC'd on block.

Normal Only Specials

Dragging
Dragging
(Ken'in)

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

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

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

Retribution
Retribution
(Shoukyaku)

236K
GGAC ABA shoukyaku.png
It's not Millia, but it'll work.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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

Avoidance
Avoidance
(Ki'Hi)

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

A very slow-starting projectile, its slow movement speed and bulky hitbox make it take up quite a bit of spacing, and make it difficult to avoid. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.

It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack.

Supplemental Frame Data: Above knees invincible 7~11F; Upper body invincible 12~19F; above knees invincible 20~22F; FRC timing 23~24F; Attack is guaranteed to activate after 23F.

Injecting
Injecting
(Shousei)

63214P
GGAC ABA shousei.png
Just like going back to character select, except without restarting the match
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead.

Supplemental Frame Data: Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode.

Moroha Only Specials

Engorgement
Engorgement
(Houshoku)

421H
GGAC ABA houshoku.png
THE NEED FOR BLOOD DOES NOT STOP
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

Supplemental Frame Data: ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].

Judgement
Judgment
(Danzai)

623H
GGAC ABA danzai.png
The Judge, Jury, and Executioner
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Danzai, the Hammer of Judgment. One of the best specials in the game. Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far.

Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can IB the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.

  • 1st hit floats opponent on hit (untechable for 30F)
  • 2nd hit groundbounces opponent (untechable for 50F)
  • 2nd hit forced prorate 70%
  • 2nd hit disables opponent's burst on hit

Supplemental Frame Data: Throw invincible 1~20F [1~13F]; FRC timing 12~14F; Can absorb one non-super hit for half damage from 1~24F [1~16F].

Displacement
Displacement
(Bunri)

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

Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage.

  • Consumes a blood pack and changes ABA to normal mode
  • Restores self damage
  • some invincibility at the end

Supplemental Frame Data: Full Invincibility 9F; Strike invincibility 10~13F; FRC timing 10~13F; restores 1.2x of the self inflicted Moroha damage on 10F.

Blunder
Blunder
(Kashitsu)

41236K or Ruin->236K
GGAC ABA kashitsu.png
See what you started, ArcSys?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH.

Flipkick is best used with 50% to RC it--on hit, this gives you better combo options like Flipkick RC > dash j.S > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and has several ways to beat it, just like all of ABA's moves.

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

  • Staggers opponent when blocked high (Max 55F)
  • Groundbounces opponent on hit (untechable for 50F)
  • Untechable for 41F

Supplemental Frame Data: Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F.

Eradication
Eradication
(Konzetsu)

j.41236S
GGAC ABA konzetsu.png
Loops, thy name is KONZETSU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

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

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

Suka Motion
Suka Motion
GGAC ABA sukaMotion.png
9 out of 10 instant kills start with this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Occurs when the Moroha gauge hits 0.

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

Force Breaks

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
FB Ken'in / Dragging
Normal Mode 236D
GGAC ABA kenin.png
Just Leave It
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

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

  • Fully invincible during the move

Supplemental Frame Data: Can pass through opponent from 3F until end of move; FRC timing 9~23F.

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

Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension.

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

FB Judgement
FB Danzai / Judgement
Moroha Mode 623D
GGAC ABA danzai.png
YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.

  • 2nd hit has 80% Forced Prorate
  • 1st hit floats opponent on hit (untechable for 30F)
  • 2nd hit groundbounces opponent on hit (untechable for 70F)
  • 2nd hit removes OTG status from opponent on hit

Supplemental Frame Data: Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F].

Overdrive Attacks

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

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

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%

Supplemental Frame Data: Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash; Hitstop 7F; FRC timing 10~13F after super flash; Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.

2nd hit
1st hit -> 236H

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

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%

Supplemental Frame Data: Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.

3rd hit
2nd hit -> 236H

No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%

Supplemental Frame Data: Above feet invincible 35~42F; Low profile 43~62F; Hitstop 7F; FRC timing 39~42F.

Destruction
Ouro /
Evidence: Destruction

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

Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.

  • Floats opponent on hit (untechable for 34F)
  • Can hit up to a maximum of 4 times

Supplemental Frame Data: Fully invincible 1F ~ 2F after super flash;.

Moroha
j.632146P

Not much more useful than the Normal Mode version. It does even less damage in exchange for being cancellable into the Moroha exclusive followup and getting a very late FRC point, but it's still pretty bad. Again, its only use is if it will kill.

  • Floats opponent on hit (untechable for 34F)
  • Can hit up to a maximum of 4 times
  • Untechable for 44F

Supplemental Frame Data: Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F.

Moroha Followup
j.632146P -> 214K

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

  • Floats opponent on hit (untechable for 24F)
  • Can hit up to a maximum of 4 times
  • Untechable for 44F

Supplemental Frame Data: Fully invincible 1F ~ 6F after super flash.

Goku Moroha / Henshitsu / Altercation
Moroha Mode 6321463214S
GGAC ABA henshitsu.png
"Time to send you to Hell"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Steroid Moroha. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from anything grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground.

Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.

  • Staggers opponent on ground hit (Max 32F)
  • Wallbounces opponent on air hit (untechable for 50F)
  • Cannot be interrupted
  • Can pass through projectiles
  • Can be cancelled from any move except aerial moves, Ketsugou, Houshoku and Konzetsu
  • Puts A.B.A into Goku Moroha mode and fills Gauge to 100%

Supplemental Frame Data: Fully invincible 1~15F.

Instant Kill

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

Don't, actually. Nobody likes a divorce.

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

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