< GGACR
(→Normals: In R, Goku Moroha normals do the same damage as Moroha normals) |
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|header=no | |header=no | ||
|version=Goku Moroha | |version=Goku Moroha | ||
|damage= | |damage=21 | ||
|tension=1.00/2.40 | |tension=1.00/2.40 | ||
|gb+=10 | |gb+=10 | ||
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|header=no | |header=no | ||
|version=Goku Moroha | |version=Goku Moroha | ||
|damage= | |damage=28 | ||
|tension=1.00/2.40 | |tension=1.00/2.40 | ||
|gb+=10 | |gb+=10 | ||
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|header=no | |header=no | ||
|version=Moroha | |version=Moroha | ||
|damage= | |damage=43 | ||
|tension=1.50/3.60 | |tension=1.50/3.60 | ||
|gb+=20 | |gb+=20 | ||
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|header=no | |header=no | ||
|version=Goku Moroha | |version=Goku Moroha | ||
|damage= | |damage=43 | ||
|tension=1.50/3.60 | |tension=1.50/3.60 | ||
|gb+=20 | |gb+=20 | ||
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{{AttackData-GGACR | {{AttackData-GGACR | ||
|version=Ground | |version=Ground | ||
|damage=0,10 | |damage=0,10 | ||
|tension=1.50/6.00 | |tension=1.50/6.00 | ||
|gb+=3 | |gb+=3 | ||
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{{AttackDataNoHeader-GGACR | {{AttackDataNoHeader-GGACR | ||
|version=Air | |version=Air | ||
|damage=0,30 | |damage=0,30 | ||
|tension=1.50/6.00 | |tension=1.50/6.00 | ||
|gb+=3 | |gb+=3 | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==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 |
Revision as of 09:18, 24 February 2017
A.B.A. |
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Defense Modifier: x 0.89
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Overview
Placeholder
Strengths
- Very high offense in Moroha Mode with some decent running speed, which leads into powerful pressure, decent poking and solid damage conversions.
- Decent utility in her overall moveset.
- Learning to switch well between modes can allow her to retain her life lead very well.
- Can switch between her two modes very well during any of her combos when combo'ing into her command throw.
- Very high defense rating allowing her to take a ton of punishment.
- Solid damage conversions with or without meter.
Weaknesses
- Switching between modes may warrant the need to get used to two different movesets, making her a difficult character to pick up on the spot.
- Very slow and immobile in normal mode with only a short dash.
- Moroha Mode can cripple her life lead if not managed properly enough.
- Can lose the ability to manually enter into Moroha Mode if blood packs are not managed properly during a round.
- Somewhat meter-reliant for her more damaging combos and more advantageous setups.
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 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 •