Dash Type: Step (in Normal Mode), Run (in Moroha Mode)
Colors
GGACR ABA normal p.png
Default P
GGACR ABA normal k.png
Default K
GGACR ABA normal s.png
Default S
GGACR ABA normal h.png
Default H
GGACR ABA normal d.png
Default D
GGACR ABA ex p.png
EX P
GGACR ABA ex k.png
EX K
GGACR ABA ex s.png
EX S
GGACR ABA ex h.png
EX H
GGACR ABA ex d.png
EX D
GGACR ABA slash p.png
Slash P
GGACR ABA slash k.png
Slash K
GGACR ABA slash s.png
Slash S
GGACR ABA slash h.png
Slash H
Slash D1
GGACR ABA reload p.png
Reload P
GGACR ABA reload k.png
Reload K
GGACR ABA reload s.png
Reload S
GGACR ABA reload h.png
Reload H
Reload D1
GGACR ABA slash d.png
Gold2
GGACR ABA reload d.png
Shadow2
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
Only selectable on the Arcade and PC-Rollback versions of the game.
Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
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.AA.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.
Pros
Cons
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.
Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.
Excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into 5H or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodback or combos into keygrab, and generally works in your favor on a trade.
Fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.
A relatively fast 6P, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. Since it hits at a slightly upwards angle, it makes for a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff.
Forced prorate 70%
Dizzy modifier x2.5
Wallbounces opponent on hit (untechable for 35F)
CH midscreen causes wallbounce and knockdown
CH near corner causes wallstick (untechable for 92F, stick for 25F)
Exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.
Untechable for 23F
Goku Moroha
Signficantly faster, but still very much unsafe.
Untechable for 23F
Gatling Options: expand to every other normal, excluding itself.
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
Moroha
One frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
Goku Moroha
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.
Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.
50% slower than Normal Mode, but it has big range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.
A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.
1st floats and pulls opponent in on hit (untechable for 19F)
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.
1st hit forces opponent into crouching state on ground hit
2nd hit groundbounces opponent (untechable for 35F)
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. 2K is generally preferred for poking.
Supplemental Frame Data:
Low profile 10~12F
Moroha
Meanwhile, in Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.
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)
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)
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.
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. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately.
Causes very little knockback/pushback.
Moroha
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)
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%
Moroha
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%
Goku Moroha
Nearly half the startup should make you consider using it in neutral a bit, otherwise it's identical to Moroha Mode.
Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.
Causes wallbounce and knockdown in Normal Mode
Forced prorate 50%
Moroha
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.
Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you.
Knocks down opponent on hit
Initial prorate 50%
Additional Frame Data:
Fully invincible 1~27F; Throw invincible 28~41F;
Moroha
Faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it, but you can go for a tech trap afterwards.
Initial prorate 50%
Wallbounces opponent on hit (untechable for 28F on ground hit)
Can only hit once
Additional Frame Data:
Fully invincible 1~15F; Throw invincible 16~27F;
Goku Moroha
Identical to the Moroha version.
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
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.
Supplemental Frame Data:Can cancel into followup from 21F onwards on hit or block.
Moroha
By itself it's not much different, but you'll generally see better conversions due to the nature of Moroha's normals.
Supplemental Frame Data:Can cancel into followup from 20F onwards on hit or block.
Goku Moroha
Gains an FRC and faster startup in exchange for doing less damage. Otherwise the same.
Untechable for 16F
Supplemental Frame Data:FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.
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)
Supplemental Frame Data:Can cancel into followup from 10F onwards.
Moroha
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)
Untechable for 35F on air hit
Supplemental Frame Data:Can cancel into followup from 10F onwards.
Goku Moroha
Gains an FRC and starts one frame faster than Moroha Mode.
Untechable for 35F on air hit
Forces opponent into crouching state on ground hit and staggers (Max 45F)
Supplemental Frame Data:FRC timing 5~8F; Can cancel into followup from 10F onwards.
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%
Opponent's Burst is disabled on hit
Supplemental Frame Data:FRC timing 14~15F.
Moroha
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%
Opponent's Burst is disabled on hit
Supplemental Frame Data:FRC timing 14~15F.
Goku Moroha
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)
Keygrab. The most important move in your arsenal.
Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
Supplemental Frame Data:Listed Recovery is for when the move is blocked. On hit the recovery is 38F. Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F. Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA in CH state during move. Opponent's burst is disabled on hit. Can only be RC'd on block.
Air
Has nearly the same utility as the grounded version, with the exception that the air version only acts as a strike. Since you'll be ending air combos with this as necessary, it shouldn't be that detrimental of a change.
Supplemental Frame Data:Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal). When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode. Knocks down opponent on hit. ABA is in CH state and air position remains constant from 1~31F. Can only be RC'd on block.
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.
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.
Staggers opponent on CH (Max 69F)
Initial prorate 90%
Supplemental Frame Data:6-27F feet and throw invincibility; Feet and throw invincible 6~27F; FRC timing 28~30F.
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
Just like going back to character select, except without restarting the match
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.
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.
Floats opponent on hit (untechable for 34F)
Auto jump installs
Supplemental Frame Data:ABA is airborne from 12~31F [11~30F]; ABA is in CH state from 1~38F [1~35F].
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.
1st hit floats opponent on hit (untechable for 30F)
2nd hit groundbounces opponent (untechable for 50F)
2nd hit forced prorate 70%
2nd hit disables opponent's burst on hit
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].
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.
Staggers opponent when blocked high (Max 55F)
Groundbounces opponent on hit (untechable for 50F)
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)
Supplemental Frame Data:FRC timing 22~23F [15~18F]; Attack is guaranteed to activate after 10F [6F].
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
Supplemental Frame Data:Can pass through opponent from 3F until end of move; FRC timing 9~23F.
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
YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
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
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
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
ABA keeps threatening to get a lawyer, but then she conceals evidence
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.
Floats opponent on hit (untechable for 58F)
Forced prorate 50%
Supplemental Frame Data:Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash; Hitstop 7F; FRC timing 10~13F after super flash; Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.
2nd hit 1st hit -> 236H
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.
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.
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.
Floats opponent on hit (untechable for 34F)
Can hit up to a maximum of 4 times
Supplemental Frame Data:Fully invincible 1F ~ 2F after super flash;.
Moroha j.632146P
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.
Floats opponent on hit (untechable for 34F)
Can hit up to a maximum of 4 times
Untechable for 44F
Supplemental Frame Data:Fully invincible 1F ~ 5F after super flash; Can cancel into Moroha Followup from 42F until landing; FRC timing 36~39F.
Moroha Followup j.632146P -> 214K
Unless the opponent is pretty much level with ABA, this move will probably only hit once. Save your meter.
Floats opponent on hit (untechable for 24F)
Can hit up to a maximum of 4 times
Untechable for 44F
Supplemental Frame Data:Fully invincible 1F ~ 6F after super flash.
Goku Moroha / Henshitsu / Altercation Moroha Mode 6321463214S
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.
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%
To edit frame data, edit values in GGACR/A.B.A/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.