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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 by inexperienced hands, but crippling under those who fully understand her risk/reward game. | This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game. | ||
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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/ | |||
<br clear=all/> | <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= | |damage=25 | ||
|tension=2.64 | |tension=2.64 | ||
|gb+=8 | |gb+=8 | ||
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|header=no | |header=no | ||
|version=Moroha | |version=Moroha | ||
|damage= | |damage=24 | ||
|tension=2.64 | |tension=2.64 | ||
|gb+=8 | |gb+=8 | ||
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|header=no | |header=no | ||
|version=Goku Moroha | |version=Goku Moroha | ||
|damage= | |damage=22 | ||
|tension=2.64 | |tension=2.64 | ||
|gb+=8 | |gb+=8 | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|description= | |description= | ||
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= | ||
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. | |||
''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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{{MoveData | {{MoveData | ||
|image=GGAC_ABA_danzai.png | |image=GGAC_ABA_danzai.png | ||
|name=Judgement | |name=Judgement | ||
|input=623H | |input=623H | ||
|caption=The Judge, Jury, and Executioner | |caption=The Judge, Jury, and Executioner | ||
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|frameAdv=-9[-4] | |frameAdv=-9[-4] | ||
|description= | |description= | ||
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. | 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. | ||
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Occurs when the Moroha gauge hits 0. | Occurs when the Moroha gauge hits 0. | ||
If you | If this happens to you, you're probably about to eat shit. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-28 | |frameAdv=-28 | ||
|description= | |description= | ||
Don't actually | Don't, actually. Nobody likes a divorce. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-GGACR}} | {{Navbar-GGACR}} | ||
[[Category: Guilty Gear]] | [[Category:Guilty Gear XX Accent Core + R]] | ||
[[Category:A.B.A]] |
Revision as of 11:37, 29 March 2018
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 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 |
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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 •