GGACR/A.B.A: Difference between revisions

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==Overview==
==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 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.
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.
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.




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*Good meterless conversion, and justified meter use.
*Good meterless conversion, and justified meter use.
*Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
*Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
*Has Danzai.
*Has Danzai<br/>
 
===Weaknesses===
===Weaknesses===
*Essentially requires learning more than one character, thus she is not easy to pick up.
*Essentially requires learning more than one character, thus she is not easy to pick up.
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*Somewhat meter-reliant for more damage/better setups.
*Somewhat meter-reliant for more damage/better setups.
*Very susceptible to being Instant Killed if played improperly.
*Very susceptible to being Instant Killed if played improperly.
*Named after ABBA.
*Named after ABBA<br/>
===Notable Moves===
* 5P, 5H, 6H, 2S, 2H (M), j.S
* Keygrab/Bonding, Bloodpack/[Injecting/Displacement], Danzai/Judgment (FB), Konzetsu/Eradication, Dragging (FB), Goku Moroha/Altercation


<br/>
<br/>
{{#ev:youtube|bsIPfBzp5O4|600}}
{{#ev:youtube|bsIPfBzp5O4|600}}
Most of the info in this wiki has been adapted from Skeletal Minion's guide, found here: http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/
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<br clear=all/>


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|image=GGAC_ABA_5P.png
|image=GGAC_ABA_5P.png
|name=5P
|name=5P
|caption=An AA, not a jab.
|caption=An AA, not a jab, but 3F blazing fast
|data=
|data=
  {{AttackData-GGACR
  {{AttackData-GGACR
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  {{AttackData-GGACR
  {{AttackData-GGACR
  |version=Normal
  |version=Normal
  |damage=15
  |damage=25
  |tension=2.64
  |tension=2.64
  |gb+=8
  |gb+=8
Line 537: Line 541:
  |header=no
  |header=no
  |version=Moroha
  |version=Moroha
  |damage=17
  |damage=24
  |tension=2.64
  |tension=2.64
  |gb+=8
  |gb+=8
Line 554: Line 558:
  |header=no
  |header=no
  |version=Goku Moroha
  |version=Goku Moroha
  |damage=17
  |damage=22
  |tension=2.64
  |tension=2.64
  |gb+=8
  |gb+=8
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  |frameAdv=-5
  |frameAdv=-5
  |description=
  |description=
Frame 22. Relatively fast.
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.
  }}
  }}
}}
}}
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  |frameAdv=+2
  |frameAdv=+2
  |description=
  |description=
Identical to Normal Mode. Faster than c.S, slower than 5K or 5P.
3 more points of damage, otherwise identical to Normal Mode. Faster than c.S, slower than 5K or 5P.


''Initial prorate 80%.''
''Initial prorate 80%.''
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  |frameAdv=+2
  |frameAdv=+2
  |description=
  |description=
Important Moroha normal. 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.
One of the best 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.


''Throw invincible 13~18F. 1st hit forces opponent into crouching state on ground hit. 2nd hit groundbounces opponent (untechable for 35F). FRC timing 20~22F.''
''Throw invincible 13~18F. 1st hit forces opponent into crouching state on ground hit. 2nd hit groundbounces opponent (untechable for 35F). FRC timing 20~22F.''
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
Identical to Moroha Mode.
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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_jK.png
|image=GGAC_ABA_jK.png
|caption=A rising air-to-air, and not much else by itself.
|name=j.K
|name=j.K
|data=
|data=
Line 1,037: Line 1,042:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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).''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,053: Line 1,061:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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).''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,069: Line 1,080:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
Identical to Moroha Mode.
Gatling options expand to include every jumping normal.
''Floats opponent on hit (untechable on ground hit for 28F).''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|image=GGAC_ABA_jS.png
|image=GGAC_ABA_jS.png
|caption=Your best friend
|image2=GGAC_ABA_jS_M.png
|caption2=Your best friend on drugs
|name=j.S
|name=j.S
|data=
|data=
Line 1,090: Line 1,110:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,106: Line 1,127:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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%''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
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%''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|image=GGAC_ABA_jH.png
|image=GGAC_ABA_jH.png
|caption=Get a Room
|image2=GGAC_ABA_jH_M.png
|caption2=Seriously
|name=j.H
|name=j.H
|data=
|data=
Line 1,143: Line 1,178:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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.
''Causes very little knockback/pushback.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
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).
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
Starts 3 frames faster than Moroha, otherwise identical.
Gatling options expand to include every other jumping normal, excluding itself.
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 1,197: Line 1,242:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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%.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
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%.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
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%.''
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_masshou.png
|image=GGAC_ABA_masshou.png
|caption=The Gateway Rekka
|name=Deletion
|name=Deletion
|input=236S
|input=236S
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  |frameAdv=-5
  |frameAdv=-5
  |description=
  |description=
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.
''Can cancel into followup from 21F onwards on hit or block.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=-5
  |frameAdv=-5
  |description=
  |description=
By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals.
''Can cancel into followup from 20F onwards on hit or block''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=-5
  |frameAdv=-5
  |description=
  |description=
Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same.
''FRC timing 10~13F. Can cancel into followup from 19F onwards on hit or block. Untechable for 16F.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|image=GGAC_ABA_fukumetsu.png
|image=GGAC_ABA_fukumetsu.png
|caption=Not any safer than the first one
|name=Ruin
|name=Ruin
|input=Deletion -> 46S
|input=Deletion -> 46S
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  |recovery=19
  |recovery=19
  |frameAdv=-8
  |frameAdv=-8
  |description=
  |description=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). Can cancel into followup from 10F onwards.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=-8
  |frameAdv=-8
  |description=
  |description=
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). Can cancel into followup from 10F onwards. Untechable for 35F on air hit.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=-8
  |frameAdv=-8
  |description=
  |description=
Gains an FRC and starts one frame faster than Moroha Mode.
''Forces opponent into crouching state on ground hit and staggers (Max 45F). FRC timing 5~8F. Can cancel into followup from 10F onwards. Untechable for 35F on air hit.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 1,474: Line 1,549:
  |frameAdv=-15
  |frameAdv=-15
  |description=
  |description=
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%. FRC timing 14~15F. Opponent's Burst is disabled on hit.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,490: Line 1,570:
  |frameAdv=-12
  |frameAdv=-12
  |description=
  |description=
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%. FRC timing 14~15F. Opponent's Burst is disabled on hit.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=-7
  |frameAdv=-7
  |description=
  |description=
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%. FRC timing 14~17F. Opponent's Burst is disabled on hit.''
  }}
  }}
}}
}}
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
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.
''Above knees invincible 1~2F, above feet invincible 3~25F. FRC timing 11~13F.''
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_shoukyaku.png
|image=GGAC_ABA_shoukyaku.png
|caption=It's not Millia, but it'll work.
|name=Retribution
|name=Retribution
|input=236K
|input=236K
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  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
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.
''6-27F feet and throw invincibility. Feet and throw invincible 6~27F. Staggers opponent on CH (Max 69F). Initial prorate 90%. FRC timing 28~30F.''
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_kihi.png
|image=GGAC_ABA_kihi.png
|caption=What the hell is this thing made of?
|name=Avoidance
|name=Avoidance
|input=236H
|input=236H
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  |frameAdv=+18
  |frameAdv=+18
  |description=
  |description=
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.
''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.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 1,657: Line 1,757:
{{MoveData
{{MoveData
|image=GGAC_ABA_houshoku.png
|image=GGAC_ABA_houshoku.png
|caption=THE NEED FOR BLOOD DOES NOT STOP
|caption=<big>'''THE NEED FOR BLOOD DOES NOT STOP'''</big>
|name=Engorgement
|name=Engorgement
|input=421H
|input=421H
Line 1,674: Line 1,774:
  |frameAdv=-6[-2]
  |frameAdv=-6[-2]
  |description=
  |description=
'''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.
''ABA is airborne from 12~31F [11~30F]. Floats opponent on hit (untechable for 34F). ABA is in CH state from 1~38F [1~35F]. Auto jump installs.''
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_danzai.png
|image=GGAC_ABA_danzai.png
|name=Judgement
|name=Judgement / DANZAI
|input=623H
|input=623H
|caption=The Judge, Jury, and Executioner
|caption=The Judge, Jury, and Executioner
Line 1,697: Line 1,800:
  |frameAdv=-9[-4]
  |frameAdv=-9[-4]
  |description=
  |description=
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.
''Throw invincible 1~20F [1~13F]. 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 50F). 2nd hit forced prorate 70%. FRC timing 12~14F. Can absorb one non-super hit for half damage from 1~24F [1~16F]. 2nd hit disables opponent's burst on hit.''
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=GGAC_ABA_bunri.png
|image=GGAC_ABA_bunri.png
|caption=Reverse PMS
|caption=He punched out all my blood!
|name=Displacement
|name=Displacement
|input=63214P
|input=63214P
Line 1,720: Line 1,828:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage. Similar to its NM counterpart, MM Bloodpack has a sliver of invincibility, fully on frame 9 and to strikes on 10-13.
''Fully invincible on 9F. Strike invincible 10~13F. FRC timing 10~13F. Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F.''
  }}
  }}
}}
}}
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|name=Blunder
|name=Blunder
|input=41236K
|input=41236K
|caption=See what you started, ArcSys?
|caption=[https://www.youtube.com/watch?v=0yvFNEWWVIU&feature=youtu.be&t=7m6s See what you started, ArcSys?]
|data=
|data=
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,743: Line 1,854:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
An overhead...which is actually unblockable, as it causes stagger if blocked standing.
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.
 
''Lower body invincible 11~24F, foot invincible 25~30F. Throw invincible 11~30F. Staggers opponent when blocked high (Max 55F). Groundbounces opponent on hit (untechable for 50F). [FRC timing 27~29F]. Untechable for 41F.''
  }}
  }}
}}
}}
Line 1,750: Line 1,867:
{{MoveData
{{MoveData
|image=GGAC_ABA_konzetsu.png
|image=GGAC_ABA_konzetsu.png
|caption=Loops, thy name is KONZETSU
|name=Eradication
|name=Eradication
|input=j.41236S
|input=j.41236S
Line 1,766: Line 1,884:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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). FRC timing 22~23F [15~18F]. Attack is guaranteed to activate after 10F [6F].''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 1,790: Line 1,914:
Occurs when the Moroha gauge hits 0.
Occurs when the Moroha gauge hits 0.


If you see this move, you're probably about to eat shit.
If this happens to you, you're probably about to eat shit.
  }}
  }}
}}
}}
Line 1,800: Line 1,924:
{{MoveData
{{MoveData
|image=GGAC_ABA_kenin.png
|image=GGAC_ABA_kenin.png
|caption=Just Leave It
|name=FB Dragging
|name=FB Dragging
|input=Normal Mode 236D
|input=Normal Mode 236D
Line 1,816: Line 1,941:
  |frameAdv=
  |frameAdv=
  |description=
  |description=
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. Can pass through opponent from 3F until end of move. FRC timing 9~23F.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|image=GGAC_ABA_kihi.png
|image=GGAC_ABA_kihi.png
|caption=Is it blood? Good lord.
|name=FB Avoidance
|name=FB Avoidance
|input=Moroha Mode 236D
|input=Moroha Mode 236D
Line 1,837: Line 1,969:
  |frameAdv=+45
  |frameAdv=+45
  |description=
  |description=
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.
''Above knees invincible 7~11F and 20~22F, upper body invincible 12~19F. FRC timing 23~24F. Attack is guaranteed to activate after 23F.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 1,859: Line 1,995:
  |frameAdv=-11[-6]
  |frameAdv=-11[-6]
  |description=
  |description=
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. Throw invincible 1~20F [1~13F]. 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. [FRC timing 12~14F]. Can absorb non-super attacks for half damage 1~24F [1~16F] ('''No Limit'''?).''
  }}
  }}
}}
}}
Line 1,888: Line 2,027:
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.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,907: Line 2,046:
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.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,926: Line 2,065:
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.''
  }}
  }}
}}
}}
Line 1,953: Line 2,092:
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.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 1,972: Line 2,111:
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.''
  }}
  }}
  {{AttackData-GGACR
  {{AttackData-GGACR
Line 2,019: Line 2,158:
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%.''
  }}
  }}
}}
}}
Line 2,044: Line 2,183:
  |frameAdv=-28
  |frameAdv=-28
  |description=
  |description=
Don't actually throw away your husband though.
Don't, actually. Nobody likes a divorce.
 
IK activation time 68F. Fully invincible 6F ~ 4F after super flash
  }}
  }}
}}
}}
Line 2,058: Line 2,195:
}}
}}
{{Navbar-GGACR}}
{{Navbar-GGACR}}
[[Category: Guilty Gear]]
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:A.B.A]]

Revision as of 20:50, 13 March 2018

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 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.


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

Notable Moves

  • 5P, 5H, 6H, 2S, 2H (M), j.S
  • Keygrab/Bonding, Bloodpack/[Injecting/Displacement], Danzai/Judgment (FB), Konzetsu/Eradication, Dragging (FB), Goku Moroha/Altercation


Most of the info in this wiki has been adapted from Skeletal Minion's guide, found here: http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/

Normals

5P
GGAC ABA 5P.png
An AA, not a jab, but 3F blazing fast
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
25 HF 25 4 15 -5 - 24 HF 24 4 15 -5 - 22 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 rising 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
Your best friend
GGAC ABA jS M.png
Your best friend on drugs
21 HA 7 8 11 - - 33 HA 10 5 12 - - 33 HA 10 4 2 - -
j.H
GGAC ABA jH.png
Get a Room
GGAC ABA jH M.png
Seriously
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
The Gateway Rekka
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
Not any safer than the first one
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
It's not Millia, but it'll work.
36 HF 22 3 20 -4 -
Avoidance
236H
GGAC ABA kihi.png
What the hell is this thing made of?
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 / DANZAI
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
He punched out all my blood!
- - - - 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
Loops, thy name is KONZETSU
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
Just Leave It
- - - - total: 26 - -
FB Avoidance
Moroha Mode 236D
GGAC ABA kihi.png
Is it blood? Good lord.
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 -