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.
A.B.A A.B.A 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.
- Obscene offense in Moroha Mode: high mobility, powerful pressure, decent pokes, and solid damage.
- Decent utility.
- Keygrab can be combo'ed into to help manage mode.
- Proper mode switching helps mitigate her self damage.
- Very high defense rating.
- Good meterless conversion, and meter usage options.
- Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
- Danzai.
- Modes are very different and thus she is not easy to pick up.
- Starts in Normal Mode, has bad mobility.
- Moroha Mode can cripple her life lead if not managed properly enough.
- Needs bloodpacks to enter Moroha mode without a combo.
- Somewhat meter-reliant for more damage/better setups.
- Very susceptible to being Instant Killed if played improperly.
- 4f jump startup.
Unique Mechanics
Moroha Modes
- A.B.A starts every round in her Normal mode.
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage on hit. A.B.A also has access to an improved version of this mode called Goku Moroha mode via the use of one of her overdrives.
Blood Packs
- A.B.A starts each round with a limited resource known as Blood Packs.
Blood packs can be used as a supplement to her Moroha modes and allow her to manually enter the mode without a combo.
Guilty Bits Character Intro | |
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Normals
5P
5P |
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5K
5K |
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cS
c.S |
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fS
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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jP
j.P |
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jK
j.K |
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jS
j.S |
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jH
j.H |
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jD
j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode
Deletion
Deletion (Masshou) 236S |
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Ruin
Ruin (Fukumetsu) Deletion -> 46S |
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Condemnation
Condemnation (Dangoku) Ruin -> 63214S |
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Bonding
Bonding (Ketsugou) 63214H air OK |
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Normal Only Specials
Dragging
Retribution
Retribution (Shoukyaku) 236K |
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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.
Supplemental Frame Data: 6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F. |
Avoidance
Avoidance (Ki'Hi) 236H |
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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. Supplemental Frame Data: 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. |
Injecting
Injecting (Shousei) 63214P |
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Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead. Supplemental Frame Data: Fully invincible 19~22F; throw invincible 23F; Consumes a blood pack on 20F and changes ABA to Moroha mode. |
Moroha Only Specials
Engorgement
Engorgement (Houshoku) 421H |
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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.
Supplemental Frame Data: ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F]. |
Judgement
Judgment (Danzai) 623H |
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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.
Supplemental Frame Data: Throw invincible 1~20F [1~13F]; FRC timing 12~14F; Can absorb one non-super hit for half damage from 1~24F [1~16F]. |
Displacement
Displacement (Bunri) 63214P |
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Blunder
Blunder (Kashitsu) 41236K or Ruin->236K |
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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.
Supplemental Frame Data: Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F; FRC timing 27~29F. |
Eradication
Eradication (Konzetsu) j.41236S |
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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.
Supplemental Frame Data: FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F]. |
Suka Motion
Suka Motion |
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Occurs when the Moroha gauge hits 0. If this happens to you, you're probably about to eat shit. |
Force Breaks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
FB Ken'in / Dragging Normal Mode 236D |
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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.
Supplemental Frame Data: Can pass through opponent from 3F until end of move; FRC timing 9~23F. |
FB Avoidance
FB Ki'Hi / Avoidance Moroha Mode 236D |
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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. Supplemental Frame Data: Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F; Attack is guaranteed to activate after 23F. |
FB Judgement
FB Danzai / Judgement Moroha Mode 623D |
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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.
Supplemental Frame Data: Throw invincible 1~20F [1~13F]; [FRC timing 12~14F]; Can absorb non-super attacks for half damage 1~24F [1~16F]. |
Overdrive Attacks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Concealment
Shouko Intoku / Evidence: Concealment 632146H |
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Destruction
Ouro / Evidence: Destruction j.632146P |
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Goku Moroha / Henshitsu / Altercation Moroha Mode 6321463214S |
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Steroid Moroha. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from anything grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground. 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.
Supplemental Frame Data: Fully invincible 1~15F. |
Instant Kill
Darkness of Ignorance in IK Mode, 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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 •