GGACR/A.B.A/Frame Data

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Revision as of 03:28, 3 January 2023 by Sunset Sullivan (talk | contribs)
 A.B.A

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
0.89 0 1.0 1/5F 0.98 80 21F 32F

Ground Movement Values

Error: No field named "runSkinSpeed" found for any of the specified database tables.

Backdash Values

Mode Backdash Duration Backdash Invuln Backdash Horizontal Speed
A.B.A 17 1~8F 9.0
A.B.A (Goku Moroha) 20 1~8F 9.7
A.B.A (Moroha) 16 1~8F 9.0

Jump Values

Error: No field named "jumpHeight" found for any of the specified database tables.

High Jump Values

Error: No field named "highJumpHeight" found for any of the specified database tables.

Air Dash Values

Mode Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
A.B.A 1 7F 17F 10.0 6F 12F 10.0 60
A.B.A (Goku Moroha) 2 7F 14F 16.0 6F 12F 16.0 50
A.B.A (Moroha) 1 7F 14F 16.0 6F 12F 13.0 50

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
180 45 88

Normal Moves

Regular Normals

input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
5P Mid 1 +1 3 2 7 CSJR 2~4F Upper Body 9 10 10 11 8 1.44 3 8
5K Mid 2 +1 7 5 6 SJR 11 12 12 12 12 2.64 6 7
c.S Mid 3 -1 7 3 12 SJR 13 14 14 13 26 2.64 10 7
f.S Low 4 0 9 3 14 SJR 16 17 16 14 26 3.84 11 6
5H Mid 5 -15 13 7 27 SR 18 19 18 15 32 3.84 20 6
5D High 3 -5 25 4 15 R 13 Launch 48 14 13 15 2.64 8 20
6P Mid 3 -1 10 3(5)5 10 SJR 1~9F Above Knees 90% 13 14 14 13 19×2 2.64×2 10×2 7×2
6H Mid 5 -15 18 9 25 SR Forced 70% 18 Launch 35 + WBounce 15 53 3.84 20 18
2P Mid 1 +2 5 2 6 CSJR 80% 9 10 10 11 6 1.44 3 8
2K Low 2 -2 7 4 10 SR 70% 11 12 12 12 8 2.64 5 7
2S Mid 3 -5 8 6 13 SJR 13 14 18 13 22 2.64 10 7
2H Mid 3 -3 14 8(3)7 10 SJR 13 14 19, 14 13 22×2 2.64×2 10×2 7×2
2D Low 3 -4 10 3 15 SJR 10~12F Low Profile 13 Down 14 13 25 2.64 8 7
j.P High/Air 1 5 4 14 CSJR 9 10 10 11 10 1.44 3 8
j.K High/Air 3 6 8 12 SJR 13 Launch 28 14 13 16 2.64 8 7
j.S High/Air 3 7 8 11 SJR 13 14 14 13 21 2.64 8 7
j.H High/Air 4 15 Until landing 0 SR 16 17 16 14 28 3.84 11 6
j.D High/Air 4 16 4 13+5 after landing SR 90% 16 Launch 22 14 35 3.84 8 9

Moroha Normals

input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
5P[m] Mid 1 +1 3 2 7 CSJR 2~4F Upper Body N/A 9 10 10 11 11 1.44 3 8
5K[m] Mid 2 +1 7 5 6 SJR N/A 11 12 12 12 14 2.64 6 7
c.S[m] Mid 4 0 9 3 14 SJR 7~22F Foot N/A 16 17 16 14 33 3.84 14 6
f.S[m] Mid 4 -1 9 2(2)2 16 SR N/A 16 17 16 14 24×2 3.84×2 14×2 6×2
5H[m] Mid 5, 3 0 15 5(6)2 12 SR N/A 18 19, 14 18, 28 15, 13 30, 20 3.84×2 20, 10 6×2
5D[m] High 3 -5 24 4 15 R N/A 13 Launch 48 14 13 17 2.64 8 20
6P[m] Mid 3 -6 10 3,3 17 SJR 1~9F Upper Body
10~12F Above Knees
90% N/A 13 14 14 13 23×2 2.64×2 10×2 7×2
6H[m] Mid 5 -18 15 7,7 30 SR N/A 18 19 23 15 38×2 3.84×2 20×2 6×2
2P[m] Mid 1 +2 5 2 6 CSJR 80% N/A 9 10 10 11 9 1.44 3 8
2K[m] Low 2 -2 6 4 10 SR 70% N/A 11 12 12 12 13 2.64 5 7
2S[m] Mid 4 -7 12 6 18 SJR N/A 16 17 23 14 33 3.84 14 8
2H[m] Mid 5 +2 17 3,11 6 SJRF 13~18F Throw 20~22F 18 Crouch 20, Launch 18, 25 + GBounce 15 28×2 3.84×2 20×2 6,14
2D[m] Low 5 -6 12 2 23 SR N/A 18 Down 18 15 37 3.84 15 6
j.P[m] High/Air 1 5 4 14 CSJR N/A 9 10 10 11 13 1.44 3 8
j.K[m] High/Air 3 5 8 12 SJR N/A 13 Launch 28 14 13 20 2.64 8 7
j.S[m] High/Air 4 10 5 12 SJR 90% N/A 16 17 16 14 33 3.84 11 6
j.H[m] High/Air 5 12 6 20 SR 80% N/A 18 19 18 15 40 3.84 15 6
j.D[m] High/Air 4 13 4 13+5 after landing SR 90% N/A 16 Launch 22 14 42 3.84 8 9

Goku Moroha Normals

input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
5P[gm] Mid 1 +2 3 2 6 CSJR 2~4F Upper Body N/A 9 10 10 11 11 1.44 3 8
5K[gm] Mid 2 +3 6 5 4 SJR N/A 11 12 12 12 14 2.64 6 7
c.S[gm] Mid 4 +5 7 3 9 SJR 6~17F Foot N/A 16 17 16 14 33 3.84 14 6
f.S[gm] Mid 4 +3 7 2(2)2 12 SJR N/A 16 17 16 14 24×2 3.84×2 14×2 6×2
5H[gm] Mid 5, 3 +1 11 4(4)2 11 SJR N/A 18, 13 19, 14 18, 28 15, 13 30, 20 3.84×2 20, 10 6×2
5D[gm] High 3 -5 22 4 15 R N/A 13 Launch 48 14 13 17 2.64 8 20
6P[gm] Mid 3 -1 7 2,3 12 SJR 1~6F Upper Body
7~8F Above Knees
90% N/A 13 14 14 13 23×2 2.64×2 10×2 7×2
6H[gm] Mid 5 -12 11 7,7 24 SJR N/A 18 19 23 15 38×2 3.84×2 20×2 6×2
2P[gm] Mid 1 +2 5 2 6 CSJR 80% N/A 9 10 10 11 9 1.44 3 8
2K[gm] Low 2 -2 5 4 10 SR 70% N/A 11 12 12 12 13 2.64 5 7
2S[gm] Mid 4 +2 9 6 9 SJR N/A 16 17 23 14 33 3.84 14 8
2H[gm] Mid 5 +2 17 3,11 6 SJRF 13~18F Throw 20~22F 18 Crouch 20, Launch 18, 25 + GBounce 15 28×2 3.84×2 20×2 6,14
2D[gm] Low 5 -6 9 2 23 SJR N/A 18 Down 18 15 37 3.84 15 6
j.P[gm] High/Air 1 4 4 4 CSJR N/A 9 10 10 11 13 1.44 3 8
j.K[gm] High/Air 3 4 8 12 SJR N/A 13 Launch 28 14 13 20 2.64 8 7
j.S[gm] High/Air 4 10 4 2 SJR 90% N/A 16 17 16 14 33 3.84 11 6
j.H[gm] High/Air 5 9 6 20 SR 80% N/A 18 19 18 15 40 3.84 15 6
j.D[gm] High/Air 4 7 4 10+5 after landing SJR 90% N/A 16 Launch 22 14 42 3.84 8 9

Universal Mechanics

name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
Blue Burst All 2 -12 17 6 24 1~31F Strike 25% 11 Launch 20 6 0 6 20
Gold Burst All 3 -5 19 6 26 1~1F After Landing Strike 25% 13 Launch 20 13 0 10 20
Ground Throw 45 pixels Forced 50% Down + WBounce 40 4.00 6
Ground Throw (Moroha) 45 pixels Forced 50% Down + GBounce 40 4.00 6
Air Throw 88 pixels Forced 50% Down 53 4.00 6
Air Throw (Moroha) 88 pixels Forced 50% Down 57 4.00 6
Dead Angle Attack Mid 3 -22 12 7 29 R 1~27F All
28~41F Throw
50% 13 Down 14 13 22 0.52 10 7
Dead Angle Attack (Moroha) Mid 3 -12 10 2(2)2 25 R 1~15F All
16~27F Throw
50% 13 Launch 28 + WBounce 14 + WBounce 13 28 0.52 10 7

Special Moves

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
236S Deletion Mid 3 -5 12 2 17 R N/A 13 14 14 13 20 1.00/2.40 10 7
236S[m] Deletion Mid 3 -5 11 2 17 R N/A 13 14 15 13 21 1.00/2.40 10 7
236S[gm] Deletion Mid 3 -5 10 2 17 RF 10~13F 13 14 15 13 21 1.00/2.40 10 7
236S > 46S Ruin Mid 3 -8 6 3 19 R N/A 13 Stagger 30 14 13 26 1.00/2.40 10 7
236S > 46S[m] Ruin Mid 3 -8 6 3 19 R N/A 13 Stagger 45 35 13 28 1.00/2.40 10 7
236S > 46S[gm] Ruin Mid 3 -8 5 3 19 RF 5~8F 13 Stagger 45 35 13 28 1.00/2.40 10 7
236S > 46S > 63214S Condemnation Mid 5 -15 14 3 31 RF Forced 90% 14~15F 18 Launch 50 + Slide 43 15 38 1.50/3.60 20 6
236S > 46S > 63214S[m] Condemnation Mid 5 -12 14 3 28 RF Forced 90% 14~15F 18 Launch 60 + Slide 40 15 42 1.50/3.60 20 6
236S > 46S > 63214S[gm] Condemnation Mid 5 -7 14 3 23 RF Forced 90% 14~17F 18 Launch 60 + Slide 40 15 42 1.50/3.60 20 6
63214H Bonding All(65 pixels) 1 -32 13(4) 12(6) 30 R N/A 9 Launch 80 11 0, 10 1.50/6.00 3 8, 0(6)
j.63214H Air Bonding All 1 10 3 Until landing R N/A 9 Down 80 11 0, 30 1.50/6.00 3 8, 0
63214H[m] Bonding All(65 pixels) 1 -32 13(4) 12(6) 30 R N/A 9 Launch 80 11 0, 10 [1, 9] 1.50/6.00 3 8, 0(6)
j.63214H[m] Air Bonding All 1 10 3 Until landing R N/A 9 Down 80 11 1, 30 1.50/6.00 3 8, 0
236P Dragging Total 28 F 1~2F Above Knees
3~25F Above Feet
11~13F 1.50/-
236K Retribution High 5 -4 22 3 20 RF 6~27F Throw, High Profile 90% 28~30F 18 19 18 15 35 2.00/4.80 15 6
236H Avoidance All 2 +18 35 18 Total 40 F 23~24F 11 12 12 12 11 1.50/3.60 0 7
63214P Injecting Total 38 19~22F All
23F Strike
N/A
421H Engorgement Mid 5 -6 21 11 14 R 85% N/A 18 Launch 34 15 48 1.50/4.80 20 6
421H[gm] Engorgement Mid 5 -2 20 11 10 JR N/A 18 Launch 34 15 48 1.50/4.80 20 6
623H Judgement Mid 4, 5 -9 18 6(20)3 25 R 1~20F Throw
1~24F Armor
100%, Forced 70% N/A 16, 18 Launch 30, 40 + GBounce 14, 15 25, 35 2.50/6.00×2 14, 20 6×2
623H[gm] Judgement Mid 4, 5 -4 12 4(14)2 21 RF 1~13F Throw
1~16F Armor
100%, Forced 70% 12~14F 16, 18 Launch 30, 40 + GBounce 14, 15 25, 35 2.50/6.00×2 14, 20 6×2
63214P[m] Displacement Total 40 F 9F All
10~13F Strike
10~13F
41236K Blunder Air 5 28 1 29 R 11~24F Lower Body
25~30F Foot
11~30F Throw
80% N/A 18 Launch 41 + GBounce 15 60 2.00/4.80 20 6
41236K[gm] Blunder Air 5 28 1 19 RF 11~24F Lower Body
25~30F Foot
11~30F Throw
80% 28~30F 18 Launch 41 + GBounce 15 60 2.00/4.80 20 6
j.41236S Eradication All 4 16(17) 6(5) Until landing+12 F 22~23F 16 17 26(36) 14 38(58) 1.50/3.60 0 10(2)
j.41236S[gm] Eradication All 4 12(13) 6(5) Until landing+12 F 15~18F 16 17 26(36) 14 38(58) 1.50/3.60 0 10(2)
Suka Motion Suka Motion Total 52 N/A

Force Breaks

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
236D FB Dragging Total 26 F 1~End All 9~23F
236D[m] FB Avoidance All 2 +45 51 1(3)×5,1 Total 38 F 7~11F, 20~22F Above Knees
12~19F Upper Body
23~24F 11 12 12 12 18, 10×5 -/0.17×5 0 7×6
623D FB Judgement Mid 4 -11 18 6(20)3 25 R 1~20F Throw
1~24F Armor
100%, Forced 80% N/A 16 Launch 30, 70 + GBounce 14, 15 25, 35 14×2 6×2
623D[gm] FB Judgement Mid 4 -6 12 4(14)2 21 RF 1~13F Throw
1~16F Armor
100%, Forced 80% 12~14F 16 Launch 30, 70 + GBounce 10 14, 15 25, 35 14×2 6×2

Overdrives

input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate frcWindow blockstun groundHit airHit hitstop damage tension gbp gbm
632146H Evidence: Concealment (1st Hit) Mid 5 -14 9+10 6 34 F 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
Forced 50% 19~22F 18 Launch 58 7 68 20 12
632146H > 236H Evidence: Concealment (2nd Hit) Mid 5 -14 23 6 34 F 19~26F Above Feet
27~53F Low Profile
Forced 50% 23~26F 18 Launch 58 7 68 20 12
632146H > 236H > 236H Evidence: Concealment (3rd Hit) Mid 5 -14 23 6 34 F 19~26F Above Feet
27~53F Low Profile
Forced 50% 23~26F 18 Launch 58 7 108 20 18
j.632146P Evidence: Destruction High/Air 4 9+3 24 Until landing+11 R 1~11F All 36~39F 16 Launch 44 14 35×4 11×4 6×4
j.632146P[m] Evidence: Destruction Mid 5 9+3 24 Until landing+11 RF 1~14F All 36~39F 18 Launch 44 15 26×4 20×4 6×4
j.632146P > 214K Evidence: Destruction Followup High, High/Air×3 5 2+5 38 Until landing+11 R 1~8F All N/A 18 Launch 44 15 26×4 15×4 6×4
6321463214S Altercation Mid 5 +5 15+2 3 26 1~15F All N/A 18 Stagger 45 50 + WBounce 15 10 20 10

Instant Kill

input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
input name guard level onBlock startup active recovery cancel invuln prorate blockstun groundHit airHit hitstop damage tension gbp gbm
236236H Darkness of Ignorance All 4 -28 6+30 5 40 6~10F All 16 14 Fatal 14

Gatling Table

Normal Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1 - - 2S - - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 - 5K c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup7Recovery10Advantage-2 - - c.S, 2S 2H, 6H 2D Special, Super
c.SGGAC ABA cS.pngGuardMidStartup7Recovery12Advantage-1 2P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS.pngGuardLowStartup9Recovery14Advantage0 - - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5 - - - 2H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H.pngGuardMidStartup13Recovery27Advantage-15 - - - 6H 5D, 2D Special, Super
2HGGAC ABA 2H.pngGuardMidStartup14Recovery10Advantage-3 - - - - - Jump, Special, Super
6HGGAC ABA 6H.pngGuardMidStartup18Recovery25Advantage-15 - - - - - Special, Super
5DGGAC ABA 5D.pngGuardHighStartup25Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D.pngGuardLowStartup10Recovery15Advantage-4 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS.pngGuardHigh/AirStartup7Recovery11Advantage- j.P - - j.H - Jump, Special, Super
j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special, Super
j.DGGAC ABA jD.pngGuardHigh/AirStartup16Recovery13+5 after landingAdvantage- - - - - - Special, Super

Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup10Recovery17Advantage-6 - - 2S 6H - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 6P 5K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup6Recovery10Advantage-2 6P - c.S, f.S, 2S 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup9Recovery14Advantage0 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 - - - - 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup15Recovery12Advantage0 - - 2S 2H, 6H 5D, 2D Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 - - 2S - - Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup15Recovery30Advantage-18 - - - - - Jump, Special, Super
5DGGAC ABA 5D.pngGuardHighStartup24Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup5Recovery12Advantage- j.P - j.S - j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery12Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- - - - - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup13Recovery13+5 after landingAdvantage- - - - - - Special, Super

Goku Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup7Recovery12Advantage-1 5P, 2P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup6Recovery4Advantage+3 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup5Recovery10Advantage-2 5P, 2P, 6P 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup7Recovery9Advantage+5 5P, 2P, 6P 5K, 2K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup7Recovery12Advantage+3 5P, 2P, 6P 5K, 2K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup9Recovery9Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup11Recovery11Advantage+1 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup11Recovery24Advantage-12 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
5DGGAC ABA 5D.pngGuardHighStartup22Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup9Recovery23Advantage-6 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery2Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup9Recovery20Advantage- j.P j.K j.S - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup7Recovery10+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • (Goku) Moroha 2H gatlings only on 2nd hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

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 A.B.A
To edit frame data, edit values in GGACR/A.B.A/Data.
Systems Pages