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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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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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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. |
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Defense Modifier: x 0.89
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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 |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Specials
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Deletion 236S |
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Ruin Deletion -> 46S |
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Condemnation Ruin -> 63214S |
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Bonding 63214H air OK |
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Normal Only Specials
Dragging 236P |
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Retribution 236K |
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Avoidance 236H |
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Injecting 63214P |
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Moroha Only Specials
Engorgement 421H |
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Judgement 623H |
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Displacement 63214P |
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Blunder 41236K |
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Eradication j.41236S |
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Suka Motion |
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Force Breaks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
FB Dragging Normal Mode 236D |
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FB Avoidance Moroha Mode 236D |
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FB Judgement Moroha Mode 623D |
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Overdrive Attacks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Evidence: Concealment 632146H |
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Evidence: Destruction j.632146P |
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Altercation / Goku Moroha Moroha Mode 6321463214S |
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Instant Kill
Darkness of Ignorance in IK Mode, 236236H |
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- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •