GGACR/A.B.A

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Overview

Overview

A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.

A.B.A begins the round in Normal Mode (NM), in which she has neither great damage nor mobility, save for the low-profile slide DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-. A.B.A plays very defensively in this mode, using her powerful anti-airs in 5P and 2S alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature BondingGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32 command grab, or otherwise create an opportunity to spend a bloodbag resource for InjectingGGAC ABA shousei.pngGuardStartupRecoveryTotal 38Advantage-.

If either of these conditions are met, A.B.A enters Moroha Mode (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, allowing her to get into Goku Moroha Mode. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.

This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active 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 forcefully reverts back into NM with Suka MotionGGAC ABA sukaMotion.pngGuardStartupRecoveryTotal 52Advantage-, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine.

A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.
GGACR A.B.A Nameplate.png
GGACR A.B.A Portrait.png
Damage Received Mod
×0.89
Guts Rating
0/5
Gravity Mod
×0.98
Stun Resistance
80
Prejump
4F
Backdash
17F (1~8F Strike Invuln)
Forwards Dash
22F
Wakeup Timing
32F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Step Dash
Fastest Attack
5P (3F)
Reversals
623H (Armor 18F/12F)
623D (Armor 18F/12F)
236D (Invincible 26F)
6321463214S (17F)

 A.B.A puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.

Pros
Cons
  • Strong Anti-airs: A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options.
  • Deceptive Tangibility: A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it awkward for them to combo her, or straight up make combos drop.
  • Burst Mobility: Normal Mode has slow walk speed, but DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage- can be used to duck under attacks in neutral. Moroha and Goku Moroha have multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game, making Moroha A.B.A an extreme threat in neutral.
  • Great Installs: Normal Moroha mode improves ABA mobility, pressure, mixups, pokes and damage, and gives her access to Danzai and GM. Goku Moroha gives her a massive boost in offensive capabilities and life refill, and even the activation is an oppressive attack.
  • Tanky: A.B.A has a high defense modifier and stun resist, and she can self-heal with BloodpackGGAC ABA bunri.pngGuardStartupRecoveryTotal 40Advantage-, KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32, or when activating Goku MorohaGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5 to make up for her health drain.
  • Snowball Potential: Even in Normal Mode FB DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- allows her to escape almost any offense and turn the tables. During installs she gains extremely oppressive frame-trap based offense which leads into very damaging and hard to burst combos.
  • Normal Mode: ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode
  • Health drain: During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare
  • Limited Unique Resource: ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it
  • Knockdown Vulnerability: If ABA exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.

Unique Mechanics

Mode Switch

Mode Switch

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 (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.

The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.

Blood Packs

Blood Packs GGACR ABA BloodPack.png

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/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Moroha Mode Movement Stat Changes

Moroha Mode Movement Stat Changes

Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the full frame data page.

Mode Backdash Air Dashes Initial Dash Speed Forwards Jump Speed Forwards Air Dash Speed
A.B.A 17F (1~8F Strike Invuln) 1 7.0 5.5 10.0
A.B.A (Moroha) 16F (1~8F Strike Invuln) 1 11.0 5.5 16.0
A.B.A (Goku Moroha) 20F (1~8F Strike Invuln) 2 14.0 5.9 16.0
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

GGACR ABA Normal Icon.png   Normal
GGACR ABA Moroha Icon.png   Moroha
GGACR ABA Goku Moroha Icon.png   Goku Moroha

5P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 3 2 7 +1 2~4F Upper Body
Total: 11

While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into 2D > keygrab.

On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either 5K, 2K, 2D or 6H, to prevent jump-outs.

Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 7 5 6 +1
Total: 17

A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.

Gatling Options: 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 7 3 12 -1
Total: 21

Proximity normal. Rather important for combos leading to keygrab or rekkas.

Interestingly enough, you can do a reverse gatling cancel on block into 2P to remain more plus.

Gatling Options: 2P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 3 14 0
Total: 25

Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after c.S.

Being safe on block means you can try to go for big frame traps like 5H, 2H, 6H, or even an IAD j.H pressure reset.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

5H

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 13 7 27 -15
Total: 46

A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.

On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel 2D to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.

Gatling Options: 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Floats on CH (untechable for 80F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 4 15 -5
Total: 43

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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
19×2 Mid 10 3(5)5 10 -1 1~9F Above Knees
Total: 32

A relatively fast two-hitting 6P. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.

Gatling Options: 2S

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
53 Mid 18 9 25 -15
Total: 51

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 an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to 236K to remain somewhat safer. Don't whiff this.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 70% 20 18 5
  • Dizzy modifier x2.5
  • On CH untechable for 80F: wallbounces midscreen, wallsticks in corner (stick for 25F)

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 5 2 6 +2
Total: 12

2F slower than 5P, but more far-reaching and plus on block. Standard crouching jab.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 7 4 10 -2
Total: 20

A low poke with ok range. Leads to either rekkas or 2D > Keygrab on hit.

Gatling Options: c.S, 2S, 5H, 2H, 6H, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 8 6 13 -5
Total: 26

Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.

Essentially an air KD on CH, so you often can combo into keygrab from trades.

Gatling Options: 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • On CH untechable for 36F

2H

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 14 8(3)7 10 -3
Total: 41

1st hit launches the opponent, which leads to easy combos ending with keygrab. Although 2H is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 7×2 3
  • 1st floats and pulls opponent in on hit

2D

Damage Guard Startup Active Recovery On-Block Invuln
25 Low 10 3 15 -4 10~12F Low Profile
Total: 27

Pretty typical. You'll usually end ground strings with this into keygrab.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 4 14
Total: 22

Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > j.P as rather safe roundstart option. On hit, you can confirm into (JC) j.P > keygrab.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 6 8 12
Total: 25

Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD j.S j.P j.K) into a short air combo ending with keygrab.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
21 High/Air 7 8 11
Total: 25

Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.

Gatling Options: j.P, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 15 Until landing 0
Total: 15

One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.

Generally safe enough on standing block that you can cancel it to 5P to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4
  • Causes very little pushback

j.D

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 16 4 13+5 after landing
Total: 37

Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
53 88 pixels

Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 12 7 29 -22 1~27F All
28~41F Throw
Total: 47

ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.

On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Blue Burst

Damage Guard Startup Active Recovery On-Block Invuln
0 All 17 6 24 -12 1~31F Strike
Total: 49

A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 25% 6 20 2
  • Untech time does not change on CH
  • Hitstop is one-sided like projectiles

Special Moves

Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 12 2 17 -5
Total: 30

The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case 2D > keygrab isn't possible.

At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup on 21F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 3 19 -8
Total: 27

2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup from 9F onwards
  • Forces crouching state

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 14 3 31 -15
Total: 47

The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].

In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with c.S/f.S/2S > keygrab, or 2K c.S > keygrab (on mids/heavies only), though both of this are rather tight.

The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.

FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F Forced 90% 20 6 5
  • Opponent's Burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H 0, 10 All(65 pixels) 13(4) 12(6) 30 -32
j.63214H 0, 30 All 10 3 Until landing
Total: 54

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 4-9, 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.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H N/A 3 8, 0(6) 1
j.63214H N/A 3 8, 0 1

63214H:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • ABA enters Moroha mode on hit
  • 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

j.63214H:

  • ABA enters Moroha mode on hit
  • 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

Dragging

236P

Damage Guard Startup Active Recovery On-Block Invuln
Total 28 1~2F Above Knees
3~25F Above Feet
Total: 28

Vitally useful. Being an evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under projectiles or 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. At times, slide can also be a gimmicky movement option, especially after 5H on CH/block or 6H on hit.

FRC Window Proration Guard Bar+ Guard Bar- Level
11~13F

Retribution

236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
35 High 22 3 20 -4 6~27F Throw, High Profile
Total: 44

A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into 5K/c.S > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka (63214S).

FRC Window Proration Guard Bar+ Guard Bar- Level
28~30F 90% 15 6 5
  • Staggers on CH (max 69F)

Avoidance

236H

Damage Guard Startup Active Recovery On-Block Invuln
11 All 35 18 Total 40 +18
Total: 40

A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. 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, or bait them into your AAs.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7 2
  • Attack is guaranteed to activate after 23F

Injecting

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 38 19~22F All
23F Strike
Total: 38

Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.

This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Consumes a blood pack on 20F and changes ABA to Moroha mode

Force Breaks

FB Dragging

236D

Damage Guard Startup Active Recovery On-Block Invuln
Total 26 1~End All
Total: 26

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 Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, 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.

  • Doesn't work out of dash normally, but can be done with a Negative Edge D held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.
FRC Window Proration Guard Bar+ Guard Bar- Level
9~23F
  • Can pass through opponent from 3F until end of move

Overdrives

Evidence: Concealment

632146H

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 68 Mid 9+10 6 34 -14 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
632146H > 236H 68 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
632146H > 236H > 236H 108 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
Total: 58

Normal mode exclusive. Despite not having full invul all the way through 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. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.


It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146H 19~22F Forced 50% 20 12 5
632146H > 236H 23~26F Forced 50% 20 12 5
632146H > 236H > 236H 23~26F Forced 50% 20 18 5

632146H:

  • Can cancel into 2nd hit from 21~44F

632146H > 236H:

  • Can cancel into 3rd hit from 23~53F

632146H > 236H > 236H:

Evidence: Destruction

j.632146P

Damage Guard Startup Active Recovery On-Block Invuln
35×4 High/Air 9+3 24 Until landing+11 1~11F All
Total: 0

Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after f.S.

FRC Window Proration Guard Bar+ Guard Bar- Level
36~39F 11×4 6×4 4
  • Max 4 hits

In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved S, H, and D normals.

5P

Damage Guard Startup Active Recovery On-Block Invuln
11 Mid 3 2 7 +1 2~4F Upper Body
Total: 11

While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into MM c.S > 2H > etc, or f.S > rekkas.

On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.

Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 5 6 +1
Total: 17

As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as f.S or 2D. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. options

Gatling Options: 6P, 5K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 14 0 7~22F Foot
Total: 25

A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.

As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation (6321463214S).

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 Mid 9 2(2)2 16 -1
Total: 30

With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.

As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.

Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×2 6×2 4
  • 1st hit causes very little pushback

5H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20 Mid 15 5(6)2 12 0
Total: 39

Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.

Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.

There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed

Gatling Options: 2S, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20, 10 6×2 5, 3
  • 1st hit staggers on ground CH (max 61F)
  • 2nd hit pulls opponent in

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 24 4 15 -5
Total: 42

A frame faster than the Normal mode version and fairly safe for a 5D at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.

  • Interestingly, you can cancel this into AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
23×2 Mid 10 3,3 17 -6 1~9F Upper Body
10~12F Above Knees
Total: 32

In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.

Gatling Options: 2S, 6H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 15 7,7 30 -18
Total: 58

No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.

On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
Total: 12

Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
13 Low 6 4 10 -2
Total: 19

Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.

Gatling Options: 6P, c.S, f.S, 2S, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 6 18 -7
Total: 35

A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 8 4
  • Floats on CH (untechable for 46F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 17 3,11 6 +2 13~18F Throw
Total: 36

One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.

Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.

Gatling Options: 2S

FRC Window Proration Guard Bar+ Guard Bar- Level
20~22F 20×2 6,14 5
  • Jump cancel on 2nd hit only

2D

Damage Guard Startup Active Recovery On-Block Invuln
37 Low 12 2 23 -6
Total: 36

In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.

Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 4 14
Total: 22

Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 5 8 12
Total: 24

Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 10 5 12
Total: 26

Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to 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 subpar, but the reward from j.S > j.K is superb. 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.

Gatling Options: j.P, j.K, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 12 6 20
Total: 37

ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.

On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 15 6 5
  • Slams down opponent on air hit
  • Slides on CH (untechable for 100F, slides for 30F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 13 4 13+5 after landing
Total: 34

Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics


Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

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. A crucial part of A.B.A's offensive gameplan.

6H sends the opponent backward while 4H sends them forward. Can be OSed with 5K or c.S, but even 5H and 6H are surprisingly good at catching jump-outs and backdashes, though are much slower.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
57 88 pixels

Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw
Total: 35

The Moroha and Goku Moroha versions are faster than NM's. 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 on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Max 1 hit

Special Moves


Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
21 Mid 11 2 17 -5
Total: 29

The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup on 20F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 3 19 -8
Total: 27

2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.

You can also immediately cancel it to GM activation 6321463214S, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Can cancel into followup from 9F onwards
  • Stagger lasts for 45 frames

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 14 3 28 -12
Total: 44

The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.

FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F Forced 90% 20 6 5
  • Opponent's burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H[m] 0, 10 [1, 9] All(65 pixels) 13(4) 12(6) 30 -32
j.63214H[m] 1, 30 All 10 3 Until landing
Total: 54

In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. 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. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.

  • On block, can cancel to AltercationGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5, or be RC'd.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H[m] N/A 3 8, 0(6) 1
j.63214H[m] N/A 3 8, 0 1

63214H[m]:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

j.63214H[m]:

  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • 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

Engorgement

421H

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 21 11 14 -6
Total: 45

Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of 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. With meter, you can RC on hit or block to double jump or airdash afterwards.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 20 6 5
  • ABA is airborne from 12~31F
  • ABA is in CH state from 1~38F
  • Auto Jump Install

Judgment

623H

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -9 1~20F Throw
1~24F Armor
Total: 71

Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!

Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.

As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 70% 14, 20 6×2 4, 5
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit

Displacement

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 40 9F All
10~13F Strike
Total: 40

Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F
  • Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F

Blunder

41236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
60 Air 28 1 29 11~24F Lower Body
25~30F Foot
11~30F Throw
Total: 57

Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with FB BloodballGGACR ABA FB kihi.pngGuardAllStartup51RecoveryTotal 38Advantage+45 for an expensive but very powerful unblockable setup into Goku MorohaGGAC ABA henshitsu.pngGuardMidStartup15+2Recovery26Advantage+5

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 20 6 5
  • Staggers when blocked high (max 55F)
  • Does not count as hit when blocked high, deals no damage or self damage

Eradication

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
38(58) All 16(17) 6(5) Until landing+12

Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.

You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, 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) on top of them > 2K, 5D, etc. to begin pressure.

Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.

FRC Window Proration Guard Bar+ Guard Bar- Level
22~23F 0 10(2) 4
  • Data in () is for rear orb
  • Attack is guaranteed to activate after 10F

Suka Motion

Moroha Gauge reaches 0

Damage Guard Startup Active Recovery On-Block Invuln
Total 52
Total: 52

Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.

Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:

  1. Is in the middle of an attack animation
  2. Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
  3. Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)

If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Happens if Moroha gauge drops to 0

Force Breaks


FB Avoidance

236D

Damage Guard Startup Active Recovery On-Block Invuln
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body

Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. However, it's better to save that meter for GM activation most of the time.

The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7×6 2
  • Attack is guaranteed to activate after 23F

FB Judgment

623D

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -11 1~20F Throw
1~24F Armor
Total: 71

FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 80% 14×2 6×2 4
  • 2nd hit removes OTG status from opponent on hit
  • Armor absorbs non-super attacks for half damage

Overdrives


Evidence: Destruction

j.632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.632146P[m] 26×4 Mid 9+3 24 Until landing+11 1~14F All
j.632146P > 214K 26×4 High, High/Air×3 2+5 38 Until landing+11 1~8F All

No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.


The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.632146P[m] 36~39F 20×4 6×4 5
j.632146P > 214K N/A 15×4 6×4 5

j.632146P[m]:

  • Can cancel into Followup from 41F until landing
  • Max 4 hits

j.632146P > 214K:

  • Max 4 hits

Altercation

6321463214S

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 15+2 3 26 +5 1~15F All
Total: 46

Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to Goku Moroha mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from anything grounded (normals/specials, except EngorgementGGAC ABA houshoku.pngGuardMidStartup21Recovery14Advantage-6), rendering Moroha ABA a constant threat whenever she has 50 meter.

In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. 6P > 5H > 6P > 5H > etc). Let them know fear.

Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even slashback A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping S+HS within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 framesed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 10 5
  • Costs 1 Blood Pack
  • Is a projectile that doesn't disappear on hit
  • Can be cancelled from any move except aerial moves, 63214H and 421H
  • Puts A.B.A into Goku Moroha mode and fills Moroha Gauge to 100%
  • Staggers for 45 frames on hit

In Goku Moroha mode, almost all of ABA's normals gain jump cancel points, and also can chain into either themselves or each other, letting you reverse cancel strings you normally couldn't in Moroha mode.

5P

Damage Guard Startup Active Recovery On-Block Invuln
11 Mid 3 2 6 +2 2~4F Upper Body
Total: 10

5P reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > f.S > 5P > whiff cancel f.S > 5P > whiff cancel etc, which is an airtight blockstring if done correctly.

On block, you can mix the opponent up with tick throws, or extend your pressure into S or H normals for frame traps/remaining plus. A more detailed explanation on this can be found here

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 6 5 4 +3
Total: 14

With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.

Gatling Options: (any normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 7 3 9 +5 6~17F Foot
Total: 18

Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with 2K and 2D and overheads with flipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery19Advantage- and 5D. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into f.SGGAC ABA fS M.pngGuardMidStartup7Recovery12Advantage+3 so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than 2SGGAC ABA 2S M.pngGuardMidStartup9Recovery9Advantage+2. Trades are usually in your favor but shouldn't be overly relied upon

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 Mid 7 2(2)2 12 +3
Total: 24

A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM f.S good, combined with all the juicy GM buffs ABA receives. Your party starter.

On hit/block, it leads nicely to 5H, which you can reverse chain back into f.S again, or go for a pressure reset with 5P whiff cancels.

Gatling Options: (any other normal except c.S)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×2 6×2 4
  • 1st hit causes very little pushback

5H

Damage Guard Startup Active Recovery On-Block Invuln
30, 20 Mid 11 4(4)2 11 +1
Total: 31

While still a tad slow at 11 frames, Goku Moroha 5H is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to rebeat Canceling into a normal on a up-the-alphabet, or weaker button direction. into 5P on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery

There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20, 10 6×2 5, 3
  • 1st hit staggers on ground CH (max 61F)
  • 2nd hit pulls opponent in

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 22 4 15 -5
Total: 40

Another two frames shaved off the startup puts Goku 5D at the second fastest dust in the game after  Sol Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
23×2 Mid 7 2,3 12 -1 1~6F Upper Body
7~8F Above Knees
Total: 23

In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 11 7,7 24 -12
Total: 48

No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.

On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
Total: 12

Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
13 Low 5 4 10 -2
Total: 18

Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 6 9 +2
Total: 23

Goku 2S loses 3 frames of startup and half its recovery compared to Moroha 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 putting this at just a frame slower than Normal 2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 8 4
  • Floats on CH (untechable for 46F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 17 3,11 6 +2 13~18F Throw
Total: 36

One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.

Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
20~22F 20×2 6,14 5
  • Jump cancel on 2nd hit only

2D

Damage Guard Startup Active Recovery On-Block Invuln
37 Low 9 2 23 -6
Total: 33

In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 4 4 4
Total: 11

1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia

  • Speed makes it impossible to IB>Throw when self gatlinged
  • Very disjointed. Difficult to contest due to the speed and hitbox
  • Very strong as a guts crush due to the self gatling. Good for closing out rounds
  • Gatlings to every air normal she has for easy air-to-air confirms

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 4 8 12
Total: 23

Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.

Gatling Options: (any other normal, including itself)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 10 4 2
Total: 15

Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to 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 subpar, but the reward from j.S > j.K is superb. 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.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 11 6 4

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 6 20
Total: 34

ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.

On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.

Gatling Options: (any other normal)

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 15 6 5
  • Slams down opponent on air hit
  • Slides on CH (untechable for 100F, slides for 30F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 7 4 10+5 after landing
Total: 25

Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into OrbGGAC ABA konzetsu.pngGuardAllStartup12(13)RecoveryUntil landing+12Advantage- with the FRC will generally keep you safe if your opponent blocks this

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 9 4
  • Wallbounces on CH (untechable for 50F)

Universal Mechanics


Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels

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.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
57 88 pixels

Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw

The Moroha and Goku Moroha versions are faster than NM's. 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 on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3
  • Max 1 hit

Special Moves


Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
21 Mid 10 2 17 -5
Total: 28

The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F 10 7 3
  • Can cancel into followup on 19F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 5 3 19 -8
Total: 26

Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32

FRC Window Proration Guard Bar+ Guard Bar- Level
5~8F 10 7 3
  • Can cancel into followup from 8F onwards

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 14 3 23 -7
Total: 39

Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges

FRC Window Proration Guard Bar+ Guard Bar- Level
14~17F Forced 90% 20 6 5
  • Opponent's burst is disabled on hit

Bonding

63214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H[m] 0, 10 [1, 9] All(65 pixels) 13(4) 12(6) 30 -32
j.63214H[m] 1, 30 All 10 3 Until landing

In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. 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. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
63214H[m] N/A 3 8, 0(6) 1
j.63214H[m] N/A 3 8, 0 1

63214H[m]:

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in () is for the throw part
  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

j.63214H[m]:

  • Data in [] is in Goku Moroha
  • ABA enters Normal mode on hit
  • 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

Engorgement

421H

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 20 11 10 -2
Total: 40

Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK OrbGGAC ABA konzetsu.pngGuardAllStartup12(13)RecoveryUntil landing+12Advantage- that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • ABA is airborne from 11~30F
  • ABA is in CH state from 1~35F
  • Auto Jump Install

Judgment

623H

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 12 4(14)2 21 -4 1~13F Throw
1~16F Armor
Total: 52

Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai

FRC Window Proration Guard Bar+ Guard Bar- Level
12~14F 100%, Forced 70% 14, 20 6×2 4, 5
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit

Displacement

63214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 40 9F All
10~13F Strike
Total: 40

Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.

FRC Window Proration Guard Bar+ Guard Bar- Level
10~13F
  • Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F

Blunder

41236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
60 Air 28 1 19 11~24F Lower Body
25~30F Foot
11~30F Throw
Total: 47

Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a Dead Angle An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure., backdash, certain dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.es or low profile moves like Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21

FRC Window Proration Guard Bar+ Guard Bar- Level
28~30F 80% 20 6 5
  • Staggers when blocked high (max 55F)
  • Does not count as hit when blocked high, deals no damage or self damage

Eradication

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
38(58) All 12(13) 6(5) Until landing+12
Total: 34

Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.

You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, 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) on top of them > 2K, 5D, etc. to begin pressure.

FRC Window Proration Guard Bar+ Guard Bar- Level
15~18F 0 10(2) 4
  • Data in () is for rear orb
  • Attack is guaranteed to activate after 6F

Suka Motion

Moroha Gauge reaches 0

Damage Guard Startup Active Recovery On-Block Invuln
Total 52

Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.

Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:

  1. Is in the middle of an attack animation
  2. Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
  3. Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)

If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Happens if Moroha gauge drops to 0

Force Breaks


FB Avoidance

236D

Damage Guard Startup Active Recovery On-Block Invuln
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body

Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's flipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery19Advantage- to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a j.HGGAC ABA jH M.pngGuardHigh/AirStartup9Recovery20Advantage- ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be

The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~24F 0 7×6 2
  • Attack is guaranteed to activate after 23F

FB Judgment

623D

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 12 4(14)2 21 -6 1~13F Throw
1~16F Armor
Total: 52

Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some

FRC Window Proration Guard Bar+ Guard Bar- Level
12~14F 100%, Forced 80% 14×2 6×2 4
  • 2nd hit removes OTG status from opponent on hit
  • Armor absorbs non-super attacks for half damage

Overdrives


Evidence: Destruction

j.632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.632146P[m] 26×4 Mid 9+3 24 Until landing+11 1~14F All
j.632146P > 214K 26×4 High, High/Air×3 2+5 38 Until landing+11 1~8F All

No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.


The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.632146P[m] 36~39F 20×4 6×4 5
j.632146P > 214K N/A 15×4 6×4 5

j.632146P[m]:

  • Can cancel into Followup from 41F until landing
  • Max 4 hits

j.632146P > 214K:

  • Max 4 hits

Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 6+30 5 40 -28 6~10F All
Total: 80

Standard IK. Rather useful after CH NM 6H punish attempts.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 4
  • IK Mode activation: 68F

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. 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.


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