GGACR/A.B.A: Difference between revisions

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


Fully invincible 1F~5F after super flash. Above feet and throw invincible 6-13F after super flash, Low profile 14~33F after super flash. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 10~13F after super flash. Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.
''Fully invincible 1F~5F after super flash. Above feet and throw invincible 6-13F after super flash, Low profile 14~33F after super flash. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 10~13F after super flash. Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.''
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  {{AttackData-GGACR
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Followup hit. Probably best to cancel into this most of the time since it'll push the opponent back and make the move safer despite being -26.
Followup hit. Probably best to cancel into this most of the time since it'll push the opponent back and make the move safer despite being -26.


Above feet invincible 22~29F. Low profile 30~49F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 26~29F. Can cancel into Shouko: Intoku (3rd hit) 1~26F.
''Above feet invincible 22~29F. Low profile 30~49F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 26~29F. Can cancel into Shouko: Intoku (3rd hit) 1~26F.''
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No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.
No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.


Above feet invincible 35~42F. Low profile 43~62F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 39~42F.
''Above feet invincible 35~42F. Low profile 43~62F. Floats opponent on hit (untechable for 58F). Hitstop 7F. Forced prorate 50%. FRC timing 39~42F.''
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Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.


Fully invincible 1F ~ 2F after super flash. Floats opponent on hit (untechable for 34F). Can hit up to a maximum of 4 times.
''Fully invincible 1F ~ 2F after super flash. Floats opponent on hit (untechable for 34F). Can hit up to a maximum of 4 times.''
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  {{AttackData-GGACR
  {{AttackData-GGACR
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Not much more useful than the Normal Mode version. It does even less damage in exchange for being cancellable into the Moroha exclusive followup and getting a very late FRC point, but it's still pretty bad. Again, its only use is if it will kill.
Not much more useful than the Normal Mode version. It does even less damage in exchange for being cancellable into the Moroha exclusive followup and getting a very late FRC point, but it's still pretty bad. Again, its only use is if it will kill.


Fully invincible 1F ~ 5F after super flash. Floats opponent on hit (untechable for 34F). Can cancel into Moroha Followup from 42F until landing. Can hit up to a maximum of 4 times. FRC timing 36~39F. Untechable for 44F.
''Fully invincible 1F ~ 5F after super flash. Floats opponent on hit (untechable for 34F). Can cancel into Moroha Followup from 42F until landing. Can hit up to a maximum of 4 times. FRC timing 36~39F. Untechable for 44F.''
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Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.
Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.


Fully invincible 1~15F. 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%.
''Fully invincible 1~15F. 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%.''
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Revision as of 06:58, 2 July 2017

A.B.A.
GGAC ABA Portrait.png

Defense Modifier: x 0.89
Guts Rating: 0
Stun Resistance: 80
Prejump:
Backdash Time: 17 (Normal) 16 (Moroha) 20 (Goku Moroha)
Backdash Invincibility: 8
Wakeup (Face Up/Down): /

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)
  

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. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled in inexperienced hands, but crippling under those who fully understand her risk/reward game.


Strengths

  • Obscene offense in Moroha Mode with high mobility, powerful pressure, decent pokes, and solid damage.
  • Decent utility in her overall moveset.
  • Combos with Keygrab lead to proper mode management.
  • Learning to switch well between modes can allow her to retain her life lead very well.
  • Very high defense rating, allowing her to take a ton of punishment.
  • Good meterless conversion, and justified meter use.
  • Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
  • Has Danzai.

Weaknesses

  • Essentially requires learning more than one character, thus she is not easy to pick up.
  • Starts in Normal Mode, which is stuck with bad mobility.
  • Moroha Mode can cripple her life lead if not managed properly enough.
  • Loses the ability to manually enter Moroha without proper Bloodpack management.
  • Somewhat meter-reliant for more damage/better setups.
  • Very susceptible to being Instant Killed if played improperly.
  • Named after ABBA.



Normals

5P
GGAC ABA 5P.png
An AA, not a jab.
8 HLF 3 2 7 +1 - 11 HLF 3 2 7 +1 - 11 HLF 3 2 7 +1 -
5K
GGAC ABA 5K.png
Not much of a dancing queen
12 HLF 7 5 6 +1 - 14 HLF 7 5 6 +1 - 14 HLF 6 5 4 +3 -
c.S
GGAC ABA cS.png
A close combo starter
GGAC ABA cS M.png
How the hell does she not break her teeth?
26 HLF 7 3 12 -1 - 33 HLF 9 3 14 0 - 33 HLF 7 3 9 +5 -
f.S
GGAC ABA fS.png
A standing low which moves foward
GGAC ABA fS M.png
Do a little dance
26 LF 9 3 14 ±0 - 24x2 HLF 9 2(2)2 16 -1 - 24x2 HLF 7 2(2)2 12 +3 -
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
32 HLF 13 7 27 -15 - 30, 25 HLF 15 5(6)2 12 0 - 30, 25 HLF 11 4(4)2 11 +1 -
6P
GGAC ABA 6P.png
Using your head is key
19x2 HLF 10 3(5)5 10 -1 - 23x2 HLF 10 3,3 17 -6 - 23x2 HLF 7 2,3 12 -1 -
6H
GGAC ABA 6H.png
The Hail Mary
GGAC ABA 6H M.png
Eats up space all day
53 HLF 18 9 25 -15 - 38x2 HLF 15 7,7 30 -18 - 38x2 HLF 11 7,7 24 -12 -
5D
GGAC ABA 5D.png
Nothing Out of The Ordinary
15 HF 25 4 15 -5 - 17 HF 24 4 15 -5 - 17 HF 22 4 15 -5 -
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.
22 HLF 12 7 29 -22 - 28 HLF 10 2(2)2 20 -12 - 28 HLF 10 2(2)2 20 -12 -
2P
GGAC ABA 2P.png
Look, Honey! A real jab!
6 HLF 5 2 6 +2 - 9 HLF 5 2 6 +2 - 9 HLF 5 2 6 +2 -
2K
GGAC ABA 2K.png
Everywoman's low poke
8 LF 7 4 10 -2 - 13 LF 6 4 10 -2 - 13 LF 5 4 10 -2 -
2S
GGAC ABA 2S.png
A surprisingly good crouching uppercut
GGAC ABA 2S M.png
Actually rivaled by the Normal Mode version
22 HLF 8 6 13 -5 - 33 HLF 12 6 18 -7 - 33 HLF 9 6 9 +2 -
2H
GGAC ABA 2H.png
Stop Exhibitioning
GGAC ABA 2H M.png
Ruins people who press buttons
22x2 HLF 14 8(3)7 10 -3 - 28x2 HLF 17 3,11 6 +2 - 28x2 HLF 17 3,11 6 +2 -
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.
25 LF 10 3 15 -4 - 37 LF 12 2 23 -6 - 37 LF 9 2 23 -6 -
j.P
GGAC ABA jP.png
Kind of a joke, but it's not very funny when it works.
10 HA 5 4 14 - - 13 HA 5 4 14 - - 13 HA 4 4 4 - -
j.K
GGAC ABA jK.png
A air-to-air, and not much else by itself.
16 HA 6 8 12 - - 20 HA 5 8 12 - - 20 HA 4 8 12 - -
j.S
GGAC ABA jS.png
21 HA 7 8 11 - - 33 HA 10 5 12 - - 33 HA 10 4 2 - -
j.H
GGAC ABA jH.png
28 HA 15 until landing 0 - - 40 HA 12 6 20 - - 40 HA 9 6 20 - -
j.D
GGAC ABA jD.png
Lay All Your Love on Me
35 HA 16 4 13+5 after landing - - 42 HA 13 4 13+5 after landing - - 42 HA 7 4 10+5 after landing - -


Throws

Ground Throw
GGAC ABA throw.png
Head over Heels
41 45 dots -- -- -- - - 38 45 dots -- -- -- - -
Air Throw
GGAC ABA airThrow.png
Knocks down; fairly typical
50 88 dots -- -- -- - - 53 88 dots -- -- -- - - 53 88 dots -- -- -- - -


Specials

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Deletion
236S
GGAC ABA masshou.png
20 HLF 12 2 17 -5 - 21 HLF 11 2 17 -5 - 21 HLF 10 2 17 -5 -
Ruin
Deletion -> 46S
GGAC ABA fukumetsu.png
26 HLF 6 3 19 -8 - 28 HLF 6 3 19 -8 - 28 HLF 5 3 19 -8 -
Condemnation
Ruin -> 63214S
GGAC ABA dangoku.png
Stop flirting with all the crazies!
38 HLF 14 3 31 -15 - 43 HLF 14 3 28 -12 - 43 HLF 14 3 23 -7 -
Bonding
63214H air OK
GGAC ABA ketsugou.png
Show them your Love
0,10 All (throw range: 65 pixels) 13 12 30 -32 -

Template:AttackDataNoHeader-GGACR

Normal Only Specials

Dragging
236P
GGAC ABA kenin.png
A good dodge with a lot of invuln
- - - - 28F total - -
Retribution
236K
GGAC ABA shoukyaku.png
36 HF 22 3 20 -4 -
Avoidance
236H
GGAC ABA kihi.png
11 All 35 18 40F total +18 -
Injecting
63214P
GGAC ABA shousei.png
Just like going back to character select, except without restarting the match
- - - - 38F total - -

Moroha Only Specials

Engorgement
421H
GGAC ABA houshoku.png
THE NEED FOR BLOOD DOES NOT STOP
49 HLF 21[20] 11 14[10] -6[-2] -
Judgement
623H
GGAC ABA danzai.png
The Judge, Jury, and Executioner
25,36 HLF 18[12] 6(20)3[4(14)2] 25[21] -9[-4] -
Displacement
63214P
GGAC ABA bunri.png
Reverse PMS
- - - - 40F total - -
Blunder
41236K
GGAC ABA kashitsu.png
See what you started, ArcSys?
61 HA 28 1 29[19] - -
Eradication
j.41236S
GGAC ABA konzetsu.png
39 (rear: 59) All 16 [12] 6 12F after landing - -
Suka Motion
GGAC ABA sukaMotion.png
A Lovers' Suicide
- - - - 52F total - -


Force Breaks

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
FB Dragging
Normal Mode 236D
GGAC ABA kenin.png
- - - - total: 26 - -
FB Avoidance
Moroha Mode 236D
GGAC ABA kihi.png
18,10x5 All 51 3(6)3 total 38 +45 -
FB Judgement
Moroha Mode 623D
GGAC ABA danzai.png
YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
25,36 HLF 18[12] 6(20)3[4(14)2] 25[21] -11[-6] -


Overdrive Attacks

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Evidence: Concealment
632146H
GGAC ABA shoukoIntoku.png
ABA keeps threatening to get a lawyer, but then she conceals evidence
70 HLF 9+10 6 34 -14 - 70 HLF 26 6 34 -14 - 111 HLF 39 6 34 -14 -
Evidence: Destruction
j.632146P
GGAC ABA ouro.png
Kind of like RTL, except awful.
36x4 HA 9+3 24 till landing+11 - - 26x4 HLF 9+3 24 till landing+11 - - 26x4 HF,HAx3 2+5 38 till landing+11 - -
Altercation / Goku Moroha
Moroha Mode 6321463214S
GGAC ABA henshitsu.png
"Time to send you to Hell"
10 HLF 15+2 3 26 +5 -


Instant Kill

Darkness of Ignorance
in IK Mode, 236236H
GGAC ABA IK.png
Lock the Door, Throw away the Key
Fatal All 6+30 5 40 -28 -