GGST/A.B.A: Difference between revisions

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(→‎Keeper of the Key: rewrote description for both modes.)
 
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{{GGWikiBanner}}
==Overview==
==Overview==
{{GGST/CharacterLinks}}
{{GGST/CharacterLinks}}
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...Jealous Rage, an {{keyword|install}} state and A.B.A's signature feature which improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility on par with the fastest characters in the game, greatly improved {{clr|S|S}} and {{clr|H|HS}} normals, enhanced special moves, the new all-around excellent special move {{MMC|input=623H|label=Judgement and Sentiment}}, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become significantly better. Plainly put, A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.
...Jealous Rage, an {{keyword|install}} state and A.B.A's signature feature which improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility on par with the fastest characters in the game, greatly improved {{clr|S|S}} and {{clr|H|HS}} normals, enhanced special moves, the new all-around excellent special move {{MMC|input=623H|label=Judgement and Sentiment}}, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become significantly better. Plainly put, A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.


All this being said, her overbearing strengths come with weaknesses. As mentioned, A.B.A is very sluggish in normal mode, making it difficult for her to get in and safely switch into Jealous Rage. Once Jealousy Gauge expires, she is forced to go into a canned animation not unlike {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}} which leaves her at a disadvantage that the opponent can play around. While she does have some decent defensive tools like a 4-frame {{MMC|input=2p|label={{clr|P|2P}}}}, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}, and {{MMC|input=623H|label=Judgement and Sentiment}}, she lacks a true reversal outside of her slow {{MMC|chara=A.B.A|input=632146H|label=reversal super}}.
All this being said, her overbearing strengths come with weaknesses. As mentioned, A.B.A is very sluggish and weak in normal mode, making it difficult for her to get in and start her game plan. When the Jealousy Gauge runs out, she is forced to go into a canned animation not unlike {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}} which leaves her at a disadvantage that the opponent can play around. Once A.B.A is out of Jealousy Gauge it can be very difficult for her to stage a comeback as she has no means of building Gauge without interacting with the opponent in some way, leaving her prone to getting zoned and camped out by characters like {{Character Label|GGST|Axl Low|label=Axl}} or {{Character Label|GGST|Asuka|label=Asuka R#}}. While she does have some decent defensive tools like a 4-frame {{MMC|input=2p|label={{clr|P|2P}}}}, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}, and {{MMC|input=623H|label=Judgement and Sentiment}}, she lacks a true reversal outside of her slow {{MMC|chara=A.B.A|input=632146H|label=reversal super}}.


All in all, A.B.A is a temperamental and volatile character with some euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck as a low-tier carrying around a 300-pound key. But if you play your cards right, you can unlock one of the scariest characters in all of Guilty Gear -Strive-.
All in all, A.B.A is a temperamental and volatile character with some euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck as a low-tier carrying around a 300-pound key. But if you play your cards right, you can unlock one of the scariest characters in all of Guilty Gear -Strive-.
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{{GGST/Infobox
{{GGST/Infobox
| fastestAttack = {{MMC|input=2p|label={{clr|P|2P}}}} (4F)
| fastestAttack = {{MMC|input=2p|label={{clr|P|2P}}}} (4F)
| reversal = [[#The Law is Key, Key is King.| The Law is Key, Key is King.]]
| reversal = [[#The Law is Key, Key is King.| The Law is Key, Key is King]] (10F)
}}
}}
{{ReasonsToPick
{{ReasonsToPick
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|header=Unique Mechanic: Jealous Rage
|header=Unique Mechanic: Jealous Rage
|content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]]
|content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]]
A.B.A starts the round in '''Normal Mode''' or NM. '''Jealous Rage''' is an {{keyword|install}} state in which A.B.A is greatly powered up for a short period of time. The benefits include:
A.B.A starts the round in '''Normal Mode''' or NM with 60 out of 120 Jealousy Points. '''Jealous Rage''' is an {{keyword|install}} state in which A.B.A is greatly powered up for a short period of time as the Gauge gradually drains over time. The benefits include:
* A slight damage buff to all moves.
* A slight damage buff to all moves.
* Greatly improved {{clr|S|S}} and {{clr|H|HS}} normals.
* Greatly improved {{clr|S|S}} and {{clr|H|HS}} normals.
* The ability to use the extremely powerful {{MMC|chara=A.B.A|input=623H|label=Judgment and Sentiment}} ({{clr|H|623H}}).
* The ability to use the extremely powerful {{MMC|chara=A.B.A|input=623H|label=Judgment and Sentiment}} ({{clr|H|623H}}).
* New properties on existing special moves (for example, {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} ({{clr|K|214K}}) travels a greater distance).
* New properties on existing special moves (for example, {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} ({{clr|K|214K}}) travels a greater distance).
* Immensely improved movement, replacing her {{keyword|step dash}} with a run on par with {{Character Label|GGST|Chipp|label=Chipp Zanuff}}.
* Immensely improved movement, replacing her pseudo-{{keyword|step dash}} with a run on par with {{Character Label|GGST|Chipp|label=Chipp Zanuff}}.
While in Normal Mode, A.B.A requires meter in her '''Jealousy Gauge''' to enter Jealous Rage. The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} ({{clr|S|214S}}). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A will automatically exit Jealous Rage and return to Normal Mode.
The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} ({{clr|S|214S}}). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A is forced out of Jealous Rage via a {{MMC|chara=A.B.A|input=JR Deactivation|label=screen-freezing animation}} and returns to Normal Mode.


A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} ({{clr|P|63214P}}), {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} ({{clr|H|214H}}) and {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, Key is King.}} ({{clr|H|632146H}}). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is ''key'' to playing A.B.A well.
A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} ({{clr|P|63214P}}), {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} ({{clr|H|214H}}) and {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, Key is King.}} ({{clr|H|632146H}}). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is ''key'' to playing A.B.A well.


<small>''Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.''</small>
<small>''Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.''</small>
{{clear}}
}}
===<span style="display: none;">Pseudo-Stepdash</span>===
{{card|width=4
|header=Unique Mechanic: Pseudo-Stepdash
|content= When in Normal Mode, A.B.A has a unique kind of dash that is like a mix between a normal run and a {{keyword|step dash}}, where holding down the dash input will cause her to repeatedly move forward in short bursts, as opposed to a continuous run or a single burst of speed. Possibly as a result of this unique run behavior, unlike every other character who can dash, A.B.A's forward dash during NM doesn't halt when inputting backward directions. This allows her to move forward while simultaneously blocking incoming attacks, making dash-blocking trivially easy for NM A.B.A.
{{clear}}
{{clear}}
}}
}}
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|input=5P, JR 5P
|input=5P, JR 5P
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
|description=A standard 5F jab. {{clr|P|2P}} is generally preferable for abare due to its better speed, but {{clr|P|5P}} has slightly better range and is still faster than A.B.A's {{clr|K|K}} normals.
{{#invoke:GGST-FrameChart|drawFrameData
* Whiffs on crouchers, even Potemkin
|input = 5P
}}
|description=A standard 5F jab. {{clr|P|2P}} is generally preferable for abare due to its better speed, but {{clr|P|5P}} has slightly better range and is still faster than A.B.A's {{clr|K|K}} normals. It can also serve as a fast anti-air in situations where A.B.A multitude of other anti-airs would be too slow.  
* Whiffs on crouchers, including big body characters like {{Character Label|GGST|Potemkin|label=Potemkin}}


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
}}


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|input=5K, JR 5K
|input=5K, JR 5K
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 5K
}}
|description= A fairly standard {{clr|K|5K}}. Serves as an excellent poke that's fast, combos into a hard knockdown with {{clr|D|2D}}, and can stuff out some lows.  
|description= A fairly standard {{clr|K|5K}}. Serves as an excellent poke that's fast, combos into a hard knockdown with {{clr|D|2D}}, and can stuff out some lows.  
* Can be used as a slower but longer-ranged abare poke
* Can be used as a slower but longer-ranged abare poke
* A.B.A's leg goes relatively high, letting this move beat out some low pokes
* A.B.A's leg goes relatively high, letting this move beat out some low pokes
* Retracts her leg hurtbox quickly after the active frames, making it somewhat difficult to whiff punish
* Retracts her leg hurtbox quickly after the active frames, making it somewhat difficult to whiff punish
* Jump and dash-cancellable


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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|input=c.S, JR c.S
|input=c.S, JR c.S
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
|description=A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc.  
{{#invoke:GGST-FrameChart|drawFrameData
|input = c.S
}}
|description=A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, has your widest variety of gatlings, etc.  


* Fills 5% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
* Spikes airborne opponents down into a ground bounce
* Spikes airborne opponents down into a ground bounce
* Jump and dash cancellable
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like {{clr|S|c.S}} > {{clr|S|2S}} for a high launch.
In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like {{clr|S|c.S}} > {{clr|S|2S}} for a high launch or {{clr|S|c.S}} into air normals like {{clr|S|j.S}} or {{clr|H|j.H}} for extended air combos.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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|frameChart=auto
|frameChart=auto
|description=
|description=
{{clr|S|f.S}} is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery.
Short-range poke and stagger pressure tool.


This move is only -3 on block with effective cancels such as {{clr|H|2H}}, {{clr|H|5H}}, {{clr|H|214H}}, {{clr|S|236S}}, and {{clr|K|236K}}, making it a strong tool for stagger pressure.  
{{clr|S|f.S}} is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery. While this makes it a pretty miserable poke/counterpoke in mid-range neutral, this move is only -3 on block with effective cancels such as {{clr|H|2H}}, {{clr|H|5H}}, {{clr|H|214H}}, {{clr|S|236S}}, and {{clr|K|236K}}, making it a strong tool for stagger pressure in the corner.  


Though it is difficult to threaten throw without using the fairly reactable {{clr|K|214K}}, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape.
Though it is difficult to threaten throw without using the fairly reactable {{clr|K|214K}}, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape.


* Fills 5% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
Jealous Rage {{clr|S|f.S}} trades some on-block frame advantage for excellent startup, range, and an absurd disjoint.
Jealous Rage {{clr|S|f.S}} trades some on-block frame advantage for excellent startup, great range, and an absurd disjoint, turning into a more traditional {{clr|S|f.S}} that excels as a poke/counterpoke in neutral.


Both versions combo into their respective mode's version of {{clr|H|2H}}, allowing A.B.A to extend her combos into {{clr|H|214H}} or {{clr|S|236S}} in normal mode and {{clr|H|623H}} in Jealous Rage.
Both versions combo into their respective mode's version of {{clr|H|2H}}, allowing A.B.A to extend her combos into {{clr|H|214H}} or {{clr|S|236S}} in normal mode and {{clr|H|623H}} in Jealous Rage.
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
}}


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|versioned=input
|versioned=input
|frameChart=auto
|frameChart=auto
|description=
|description= Enormous long-range poke for controlling space and fishing for counter hits. Just don't whiff it.
 
{{clr|H|5H}} has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's {{clr|H|5H}} in size. This makes it NM A.B.A's best neutral tool by far, as it gives her the range to help her contend with the rest of the cast, though its slow speed means it should be used carefully.


{{clr|H|5H}} has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's {{clr|H|5H}} in size. At almost all spacings, A.B.A can combo into {{clr|S|236S}} to build Jealousy Gauge or {{clr|K|236K}} to advance while scoring a soft knockdown. On CH, she can cancel into {{clr|K|214K}}, {{clr|K|236K}}, or {{clr|S|236S}} and link {{clr|S|c.S}}, {{clr|K|5K}}, or {{clr|K|2K}} for longer extensions. On block, she can cancel into {{clr|K|236K}} for a gapless blockstring that is only -1 on block, allowing her to play some RPS with her 4f 2P and 6f K normals or simply stay safe.
At almost all spacings, A.B.A can combo into {{clr|S|236S}} to build Jealousy Gauge, or {{clr|K|236K}} to advance while scoring a soft knockdown. On counter-hit, she can cancel into {{clr|K|214K}}, {{clr|K|236K}}, or {{clr|S|236S}} and link {{clr|S|c.S}}, {{clr|K|5K}}, or {{clr|K|2K}} for longer extensions. On block, she can cancel into {{clr|K|236K}} for a gapless blockstring that is only -1 on block, allowing her to play a rock-paper-scissors game with her 4 frame {{clr|P|2P}} and 6 frame {{clr|K|K}} normals, or simply stay safe.


Though its irregular pushback makes {{clr|H|5H}} somewhat safe on block when cancelled into {{clr|P|63214P}}, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure.  
Though its irregular pushback makes {{clr|H|5H}} somewhat safe on block when cancelled into {{clr|P|63214P}}, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure.  


* Fills 10% of the Jealousy Gauge on hit, and half that on block
The lengthy whiff recovery and high hitbox make this move very vulnerable to low-profile slides like {{MMC|game=GGST|chara=Ky Kiske|input=236K||label=Stun Dipper}}.
 
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
* High attack level makes this one of A.B.A's better buttons for safely cancelling into {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} on block
* High attack level makes this one of A.B.A's better buttons for safely cancelling into {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} on block
* Builds good RISC on block
* Builds good RISC on block
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===<big>{{clr|D|5D}}</big>===
===<big>{{clr|D|5D}}</big>===
{{GGST_Move_Card
{{GGST_Move_Card
|input=5D, JR 5D, 5[D], JR 5[D]
|input=5D, 5[D]
|versioned=name
|versioned=name
|frameChart=auto
|frameChart=auto
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;Uncharged Dust
;Uncharged Dust


Universal overhead attack.
Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} will give a much slower but much more powerful strike. Has pretty poor range.


When in Jealous Rage, this move is almost entirely outclassed by {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, which is faster, grants full combos on hit without using meter, and is safe on block.
When in Jealous Rage, this move is almost entirely outclassed by {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, which is faster, grants full combos on hit without using meter, and is safe on block.
----
----
;Charged Dust
;Charged Dust
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[GGST/Offense#Homing_Jump|Homing Jump]]:
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[../Mechanics#Homing_Jump|Homing Jump]]:
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).
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|input=2P, JR 2P
|input=2P, JR 2P
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
|description= A short-ranged jab that is one frame faster than the standard 5-frames for abare moves, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} at close range, giving A.B.A an easy route into Jealous Rage.
{{#invoke:GGST-FrameChart|drawFrameData
|input = 2P
}}
|description= Fastest but smallest abare button.
 
A short-ranged jab that is one frame faster than the standard 5-frames for abare moves, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} at close range, giving A.B.A an easy route into Jealous Rage.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
}}


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|input=2K, JR 2K
|input=2K, JR 2K
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 2K
}}
|description=
|description=
Has very good range for a {{clr|K|2K}}. A.B.A's fastest low, making it useful for high/low mixups in conjunction with her {{clr|H|j.H}} F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage.
Fast low poke that sees use in most aspects of A.B.A's play, such as neutral, mixups, combos, and punishing.


Though {{clr|K|2K}} alone does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash {{clr|K|2K}} a terrifying, low-commitment poke that leads to high damage.
Has very good range for a {{clr|K|2K}}, making it a solid poke. It's also A.B.A's fastest low, making it useful for high/low mixups in conjunction with her {{clr|H|j.H}} F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage.
 
Though {{clr|K|2K}} itself does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash {{clr|K|2K}} a terrifying, low-commitment poke that leads to high damage.
* Works as a longer range abare tool
* Works as a longer range abare tool
* Useful for opening up the opponents and confirming into a knockdown with the {{clr|K|2K}} > {{clr|D|2D}} gatling, though this will drop at max range due to {{clr|K|2K}}'s pushback.
* Useful for opening up the opponents and confirming into a knockdown with the {{clr|K|2K}} > {{clr|D|2D}} gatling, though this will drop at max range due to {{clr|K|2K}}'s pushback.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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|versioned=input
|versioned=input
|frameChart=auto
|frameChart=auto
|description= An unorthodox move that's similar in function to {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2S||label={{clr|S|2S}}}}, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke {{clr|S|2S}} buttons tend to be.  
|description= An unorthodox move that's similar in function to {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2S||label={{clr|S|2S}}}}, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke {{clr|S|2S}} buttons tend to be. It also sees some use in some of NM A.B.A's combos.


* Fills 5% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint. This makes it an even stronger anti-crossup tool that even catches some moves that are notoriously hard to anti-air like {{Character Label|GGST|Millia|label=Millia's}} {{MMC|game=GGST|chara=Millia|input=j.236H||label=Kapel}}.
In Jealous Rage, this move gets an even bigger hitbox with a better disjoint. This makes it an even stronger anti-air that even catches some moves that are notoriously hard to anti-air like {{Character Label|GGST|Millia|label=Millia's}} {{MMC|game=GGST|chara=Millia|input=j.236H||label=Kapel}}.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
*Has an even larger anti-crossup hitbox than the NM version
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
}}


Line 207: Line 243:
An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use {{MMC|input=214H|label=Bonding and Dissolving}}.
An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use {{MMC|input=214H|label=Bonding and Dissolving}}.


*Each hit fills 5% of the Jealousy Gauge on hit, and half that on block
* Each hit increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move loses it's forward movement, but deals more damage and hits low for both hits, making it a strong mixup tool.
In Jealous Rage, this move's forward movement is reduced, but now hits low, making it a strong mixup tool with high reward on hit.


}}
}}
Line 236: Line 272:
|input=6P, JR 6P
|input=6P, JR 6P
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 6P
}}
|description=
|description=
Fairly standard {{clr|P|6P}}, good for anti-airs with its far-reaching hitbox. Works in tandem with {{clr|K|214K}} as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance.
Fairly standard {{clr|P|6P}}, good for anti-airs with its far-reaching hitbox. Works in tandem with {{clr|K|214K}} as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance.


* Fills 5% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
* Invulnerable above the knees from the startup until the beginning of recovery.
* Invulnerable above the knees from the startup until the beginning of recovery.
* Launches away on air hit, but leaves standing on ground hit.
* Launches away on air hit, but leaves standing on ground hit.
Line 250: Line 289:
|input=6H, JR 6H
|input=6H, JR 6H
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}}. Ground bounces on hit.  
{{#invoke:GGST-FrameChart|drawFrameData
|input = 6H
}}
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}} and {{clr|K|K}} buttons. Ground bounces on hit.  


* Fills 10% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
*Unlike a lot of {{clr|H|6H}}s, this move can naturally combo from {{clr|S|c.S}} without a counter-hit
*Unlike a lot of {{clr|H|6H}}s, this move can naturally combo from {{clr|S|c.S}} without a counter-hit
*A.B.A's strongest free option for breaking the wall
*A.B.A's strongest free option for breaking the wall
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move gets a larger hitbox and deals more damage.
In Jealous Rage, this move gets a larger hitbox and deals more damage, but otherwise serves the same purpose as high damage combo fodder, albiet it's much more consistent than the NM version due to the larger hitbox and JR A.B.A's faster movement speed.


}}
}}
Line 266: Line 308:
|input=j.P, JR j.P
|input=j.P, JR j.P
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
|description=Fast, mashable air-to-air. Confirms into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}. Struggles to hit crouching opponents.
{{#invoke:GGST-FrameChart|drawFrameData
|input = j.P
}}
|description=Fast, mashable air-to-air. Struggles to hit crouching opponents.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
}}
}}


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|input=j.K, JR j.K
|input=j.K, JR j.K
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = j.K
}}
|description= A decent air-to-air. Can hit crouching opponents more easily than j.P can.
|description= A decent air-to-air. Can hit crouching opponents more easily than j.P can.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


Line 289: Line 337:
|description= A passable jump-in normal that hits crossup.  
|description= A passable jump-in normal that hits crossup.  


* Fills 5% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air.
In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}


Line 301: Line 349:
|input=j.H, JR j.H
|input=j.H, JR j.H
|versioned=input
|versioned=input
|frameChart=
|frameChart=auto
|description= A slow air poke.
|description= A slow air poke, and not much else. It comes out so slowly and hits at such an awkward angle that it's only really useful as an air-to-air, and even then you're probably better off using {{clr|P|j.P}} or {{clr|K|j.K}}.


* Fills 10% of the Jealousy Gauge on hit, and half that on block
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with {{clr|D|j.D}}.  The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo.  Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier.
In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with {{clr|D|j.D}}.  The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo.  Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier.


[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


Line 316: Line 364:
|input=j.D, JR j.D
|input=j.D, JR j.D
|versioned=input
|versioned=input
|frameChart=
|frameChart={{#invoke:FrameChart|drawFrameData
|description= A falling cross-up normal akin to {{Character Label|GGST|Bedman|label=Bedman's}} {{MiniMoveCard|game=GGST|chara=Bedman|input=j.D|label={{clr|D|j.D}}}}. Is advantageous enough on hit to link into moves like {{clr|K|2K}}.
|startup  = 17
|active  = 0
|specialRecovery = 6
|isProjectile = yes
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = JR j.D
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
|description= A falling cross-up normal akin to {{Character Label|GGST|Bedman|label=Bedman's}} {{MiniMoveCard|game=GGST|chara=Bedman|input=j.D|label={{clr|D|j.D}}}}.
 
This move's frame advantage depends on A.B.A's height upon use, becoming less plus the higher it is performed. It is also less advantaged the higher A.B.A is when it hits, making it less advantageous against tall characters and standing opponents, especially when hitting them directly above their center. However, even when done from max double jump height, it is usually even at worst and at least slightly plus. In practice, A.B.A can almost always frametrap and combo with {{clr|P|2P}} after {{clr|D|j.D}} even when hitting high, and is usually plus enough to use {{clr|K|2K}}.
 
This move will also quickly alter A.B.A's air velocity, allowing her to fake out jump-ins. Combined with having virtually no minimum height requirement, this can make it a decent, surprisingly fast movement option and throw punish.  


* Fills 10% of the Jealousy Gauge on hit, and half that on block
* Despite variability in frame advantage in most other situations, {{clr|D|j.D}} is very consistently +5 on block against a standing opponent from an IAD regardless of character height
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
----
----
; Jealous Rage
; Jealous Rage
Line 370: Line 431:


*Normal, special, jump, and backdash cancelable.
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]].
}}
}}


Line 380: Line 441:
|input=214H, JR 214H
|input=214H, JR 214H
|versioned=input
|versioned=input
|frameChart=auto
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 214H
}}
|description= A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage.  
|description= A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage.  


On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits.
On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits.


May be referred to as "keygrab" by veteran players, despite being a pure strike in this game.
Unlike the ground version, the air version does not guard crush, and given that the recovery lasts until landing it is often punishable on block without a setup. 
 
<small>''Note: May also be referred to as "keygrab" by the community due to existing nomenclature from older games, despite being a pure strike in this game.''</small>


* Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)
* Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)
* Gives 25% Jealousy Meter on hit, if blocked in normal mode it gives 12.5%
* Increases Jealousy Gauge by 30 points (25%) on hit, if blocked in normal mode increases Jealousy Gauge by 15 points (12.5%)
* Guard Crushes on block
* Guard Crushes on block
* Can only hit the enemy player themself, meaning this move will completely ignore moves and other non-player entities with hurtboxes like Eddie, {{Character Label|GGST|Zato|label=Zato-1's}} {{MMC|game=GGST|chara=Zato|input=236H||label=Oppose}}, {{Character Label|GGST|Chaos|label=Happy Chaos'}} {{MMC|game=GGST|chara=Chaos|input=236K||label=Scapegoat}}, or {{Character Label|GGST|Jack-O|label=Jack-O's}} Servants.
}}
}}


Line 398: Line 465:
|versioned=input
|versioned=input
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|recovery=29|input=63214P}}
|description=
|description=
Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} or in situations like neutral or after a knockdown from moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} or {{clr|D|2D}}.
Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} or in situations like neutral or after a knockdown from moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} or {{clr|D|2D}}.


A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances immediately after the move starts, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully.
A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances part way through the move, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully.


Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode {{clr|H|5H}}, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]].
Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode {{clr|H|5H}}, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found [[/Frame_Data#On-Block_Cancel_Data|here]].


* Moroha activates on frame 19.
* Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar)
* Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar)
* When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} to exit out of long-lasting rages.  
* When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} to exit out of long-lasting rages.  
Line 415: Line 484:
|versioned=input
|versioned=input
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|recovery=26|input=214K}}
|description= A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going.
|description= A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going.


Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]].
Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found [[/Frame_Data#On-Block_Cancel_Data|here]].


* Distance traveled greatly increases in Jealous Rage
* Distance traveled greatly increases in Jealous Rage
Line 428: Line 498:
|versioned=input
|versioned=input
|frameChart=
|frameChart=
|description=A safe, low-crushing hopkick to compliment the low-profile of {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} that changes wildly depending on A.B.A's current stance.
{{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''236K'''}}
{{#invoke:GGST-FrameChart|drawFrameData|input=JR 236K|title='''JR 236K'''}}
|description=A safe, low-crushing hopkick to complement the low-profile of {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} that changes wildly depending on A.B.A's current stance.


In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit.  
In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit.  
Line 435: Line 507:
* Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo
* Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo
* Is completely safe and highly active while moving forward in ''both'' modes, so it can be plus with good spacing.  
* Is completely safe and highly active while moving forward in ''both'' modes, so it can be plus with good spacing.  
* A.B.A is airborne during this move, meaning you can Fast Roman Cancel it on block and get an instant overhead with {{clr|K|j.K}} or go low with {{clr|K|2K}}.
* A.B.A is airborne during this move, meaning you can Roman Cancel it for all sorts of things like an instant overhead/low mixup or a momentum boost in neutral with aeiral {{MMC|chara=A.B.A|input=214H|label=keygrab}}.
----
----
; Jealous Rage
; Jealous Rage
In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential.
In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential.


* Hits overhead when in Jealous Rage, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}.
* Hits overhead  
* The high-profile component of this attack gets turned up to 11, even being able to high profile {{Character Label|Ky|label=Ky's}} far slash.
* Launches the opponent on hit, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}.
* The high-profile component of this attack becomes even more pronounced in Jealous Rage, even being able to go over moves like {{Character Label|Ky|label=Ky's}} {{clr|S|f.S}}.
* Can be Roman Cancelled on block to give a double overhead with {{clr|K|j.K}}
* Can be Roman Cancelled on block to give a double overhead with {{clr|K|j.K}}
}}
}}
Line 451: Line 524:
|versioned=input
|versioned=input
|frameChart=
|frameChart=
|description= A forward advancing mid that serves as the start of A.B.A's {{keyword|rekka}}. A largely unremarkable attack by itself that is primarily used as a gateway into {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}}, though it is worth noting that it's fairly quick and safe, giving it utility as an uncommittal blockstring ender. It becomes much safer in Jealous Rage as well as much more reliable of a combo tool.
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236S
}}
|description= A forward advancing mid that serves as the start of A.B.A's {{keyword|rekka}}.
 
{{clr|S|236S}} is an invaluable part of A.B.A's midrange. Its startup and range lie in between the stubby but fast {{clr|S|f.S}} and the massive but slow {{clr|H|5H}}, making it extremely useful as a poke and a whiff punish. On hit, it has a very easy confirm into {{clr|S|236S}}~{{clr|S|6S}}, granting a hard knockdown and a good chunk of Jealousy Gauge. Its great frame advantage and momentum also allow her to start pressure against respectful opponents.
 
As a combo tool it's very consistent in both modes, as it will only whiff in some air combos and at max {{clr|H|5H}} range in normal mode.
 
Since the input for the followup is a forward motion, this move is very easy to kara cancel into her supers, which lets her get strong enders with {{MMC|chara=A.B.A|input=632146H|label={{clr|H|632146H}}}} or start intense pressure with {{MMC|chara=A.B.A|input=632146K|label={{clr|K|632146K}}}}.


* Distance increases in Jealous Rage
* Distance increases in Jealous Rage
Line 464: Line 546:
|versioned=input
|versioned=input
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236S~6S
}}
|description=
|description=
The followup to {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, A.B.A's {{keyword|rekka}}. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} and still push some okizeme.
The followup to {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, A.B.A's {{keyword|rekka}}. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} and still push some okizeme.
Line 469: Line 554:
While its property as a low might give it some use as a {{keyword|knowledge check}} or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}.
While its property as a low might give it some use as a {{keyword|knowledge check}} or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}.


* In Normal Mode, gives 25% Jealousy Meter on hit, half that on block
* In Normal Mode, increases Jealousy Gauge by 30 points (25%) on hit, and half that on block
* Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}}, then run up and do a meaty {{clr|S|f.S}}.
* Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}}, then run up and do a meaty {{clr|S|f.S}}.
* Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme
* Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme
Line 480: Line 565:
|input=214S
|input=214S
|versioned=input
|versioned=input
|frameChart=
|frameChart=auto
|description=
|description=
A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, but she will be invulnerable for the remainder of the move's duration.
A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, and A.B.A is placed in a 33 frame invulnerable recovery animation.


By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe.
By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe.
Line 497: Line 582:
|input=623H
|input=623H
|versioned=input
|versioned=input
|frameChart=
|frameChart=auto
|description=
|description=
''Commonly referred to as "Danzai."''


A.B.A performs a high-damage, plus-on block, Guard Crushing, ''and'' armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and {{keyword|okizeme}}/{{keyword|meaty}} tool.  
A.B.A performs a high-damage, plus-on block, Guard Crushing, ''and'' armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and {{keyword|okizeme}}/{{keyword|meaty}} tool.  
Line 505: Line 589:
It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including {{keyword|DP}}s such as {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=623S|label=Vapor Thrust}} and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP).
It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including {{keyword|DP}}s such as {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=623S|label=Vapor Thrust}} and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP).


The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of the character's strongest assets.   
The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of A.B.A's strongest assets.   
 
<small>''Note: Commonly referred to as "Danzai" by the community due to existing nomenclature from older games.''</small>


* Not a true reversal; armor is not frame 1
* Not a true reversal; armor is not frame 1
*Cannot clash with any attack
* Since it is armored, A.B.A can be grabbed out of the animation
* Since it is armored, A.B.A can be grabbed out of the animation
* Grants a hard knockdown on ground hit, launches for full combos on air hit
* Grants a hard knockdown on ground hit, launches for full combos on air hit
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|input=JR Deactivation
|input=JR Deactivation
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input    = JR Deactivation
|startup  = 1
|startupIsFirstActive = off
}}
|description=
|description=
When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which '''A.B.A can only Block'''.
When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which '''A.B.A can only Block'''.


When this happens, she retains none of the Gauge like she would from {{MMC|input=63224P|label=Changing and Swaying}}. Howevever, it comes with significantly less risk.
When this happens, she retains none of the Gauge like she would from {{MMC|input=63214P|label=Changing and Swaying}}. Howevever, it comes with significantly less risk.


* Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne.
* Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne.
* If A.B.A was knocked down, this automatically happens frame one after wakeup.
* If A.B.A was knocked down, this automatically happens frame one after wakeup.
* If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage.
* If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage.
* If A.B.A Roman Cancels while her Jealousy Gauge is empty, this move will essentially cause her to do a frame-perfect FRC (fast Roman Cancel). This will result in the Roman Cancel costing nearly half of its usual cost, making Roman Cancel > immediate keygrab a surprisingly meter-efficient tactic for maintaining momentum.
* During the recovery when ABA can only block, she cannot be thrown.
* During the recovery when ABA can only block, she cannot be thrown.
}}
}}


==Overdrives==
==Overdrives==
===<big>The Law is Key, Key is King.</big>===
===<big>The Law is Key, Key is King</big>===
{{InputBadge|{{clr|H|632146H}}}}
{{InputBadge|{{clr|H|632146H}}}}
{{GGST Move Card
{{GGST Move Card
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|versioned=input
|versioned=input
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input    = 632146H
}}
|description=
|description=
A short ranged reversal super that changes significantly depending on A.B.A's current stance.
A short ranged reversal super that changes significantly depending on A.B.A's current stance.
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When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode.
When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode.


The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} fully charged Clean Hit {{MMC|game=GGST|chara=Goldlewis Dickinson|input=1080P|label=Down with the System}} or {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, only losing to {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} and {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=632146H|label=Zansetsu}}.
The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} fully charged Clean Hit {{MMC|game=GGST|chara=Goldlewis Dickinson|input=1080P|label=Down with the System}} or {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, only losing to {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} and {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=632146H|label=Zansetsu}}. However, due to its uniquely favorable damage scaling in combos, the most powerful cinematic version of this move outperforms all other overdrives in the game in terms of damage when used to end a combo. The "cashout" hits of the Jealous Rage version of the attack can only be reduced to 80% of their total damage before character specific damage modifiers and guts, as opposed to the 20% minimum that all other supers can be reduced to.


* Fully invincible during startup.
* Fully invincible during startup.
* Switches to opposite state on hit
* Switches to opposite state on hit
* Does not switch states if cinematic is not activated (eg. only 1 hit, otg, etc)
* If in normal mode, grants ~25% Jealousy Gauge on hit  
* If in normal mode, grants ~25% Jealousy Gauge on hit  
* If in Jealous Rage, empties the Jealousy Gauge for more damage
* If in Jealous Rage, empties the Jealousy Gauge after 3 initial strikes (50, 25x2) for more damage with 80% minscaling:
**100%-76% Jealousy Gauge: 20x3, 40
**75-51% Jealousy Gauge: 20x4
**26-50% Jealousy Gauge: 20x3
**0-25% Jealousy Gauge: 20x2
}}
}}


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|versioned=input
|versioned=input
|frameChart=
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input    = 632146K
|recovery = 60
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input    = JR 632146K
|recovery = 21
}}
|description=
|description=
A projectile super in which A.B.A opens a door from beneath the opponent, causing a tentacle to come out. The super is guaranteed to come out once the flash happens, giving it some use in dicey situations.
A projectile super that erupts from the floor underneath the opponent's position. A potent fireball punish due to hitting anywhere on the screen relatively quickly. Gives A.B.A enough time to safely enter Install and start to approach on a successful hit, but gives little reward if it is blocked or A.B.A has no Jealousy Gauge remaining.
 
* While the startup post-superflash is relatively long, the projectile is guaranteed to come out after the superflash even if A.B.A is hit.
* Becomes roughly -14~16 on block when jump blocked on reaction to the superflash.
 
----
; Jealous Rage
The Jealous Rage version has 2 additional hits, deals more damage, and becomes significantly more plus on block. Remains a fireball punish as well as becoming an incredibly powerful neutral skip, but this use is severely limited by the long startup post-superflash.
 
Normally, this super allows A.B.A  to approach and do mixup even from fullscreen, whether it hits or is blocked. However, while this move is extremely advantageous when blocked on the ground, it is significantly less plus when blocked in the air. Because of the long startup post-superflash, this move can almost always be jump blocked on reaction, reducing the advantage on block from +49 down to roughly +17~19. This, in addition to the extra pushback from being blocked in the air, almost completely denies any followup pressure.


The Jealous Rage version has 2 additional hits, deals more damage, and becomes more plus on block.
While the post-superflash startup holds this back as a neutral skip, it is actually a good thing in other circumstances. This move cannot usually be comboed from without a Roman Cancel, but if A.B.A is hit after the superflash she becomes fully actionable far earlier than usual, opening up the possibility for extremely damaging trade combos.


* Hits anywhere on the screen relatively quickly, making it a strong {{keyword|fireball}} and whiff punish
* The Jealousy Gauge does not drain while A.B.A is performing this move.
}}
}}



Latest revision as of 02:23, 24 April 2024

Overview

Overview

A.B.A is a rushdown/brawler who is defined by her polarized stances. She spends the game switching back and forth between being a slow, weak, pitiful excuse of a character and an offensive powerhouse with scary damage and oppressive moves. Managing these stances; when to switch between them, how you switch between them, and what you do in them are the skills one must have to master this character.

A.B.A starts each round in Normal Mode, in which she has pathetic mobility with miserable walk/dash speeds (though this is somewhat compensated by her 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. command dashGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage-) as well as underwhelming offense. Plainly put, A.B.A is not very good in normal mode, and as such her gameplan involves building her Jealousy Gauge with her S and HS normals, Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage-, and moves like Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 so she can eventually get in and safely switch into...

...Jealous Rage, an install A move, usually a super, which changes the properties of the character themself, usually for the better. state and A.B.A's signature feature which improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility on par with the fastest characters in the game, greatly improved S and HS normals, enhanced special moves, the new all-around excellent special move Judgement and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become significantly better. Plainly put, A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.

All this being said, her overbearing strengths come with weaknesses. As mentioned, A.B.A is very sluggish and weak in normal mode, making it difficult for her to get in and start her game plan. When the Jealousy Gauge runs out, she is forced to go into a canned animation not unlike  Nagoriyuki's Blood Rage DeactivationGGST Nagoriyuki Deactivation.pngGuardN/AStartup1+(59 Flash)Recovery0AdvantageN/A which leaves her at a disadvantage that the opponent can play around. Once A.B.A is out of Jealousy Gauge it can be very difficult for her to stage a comeback as she has no means of building Gauge without interacting with the opponent in some way, leaving her prone to getting zoned and camped out by characters like  Axl or  Asuka R#. While she does have some decent defensive tools like a 4-frame 2PGGST A.B.A 2P.pngGuardAllStartup4Recovery10Advantage-2, Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage-, and Judgement and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4, she lacks a true reversal outside of her slow reversal superGGST A.B.A 632146H 1.pngGuardAllStartup7+3Recovery59Advantage-.

All in all, A.B.A is a temperamental and volatile character with some euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck as a low-tier carrying around a 300-pound key. But if you play your cards right, you can unlock one of the scariest characters in all of Guilty Gear -Strive-.
A.B.A
GGST A.B.A Portrait.png
Damage Received Mod
×0.95
Guts Rating
2
Prejump
4F
Backdash
24F Duration
1-6F Invuln
1-15F Airborne
Unique Movement Options
Haul and Heed
Fastest Attack
2PGGST A.B.A 2P.pngGuardAllStartup4Recovery10Advantage-2 (4F)
Reversals
The Law is Key, Key is King (10F)
 A.B.A is a volatile stance character who starts off slow and weak and wants to find a way into her powerful install state so she can dominate the match with her versatile neutral and oppressive offense.
Pick if you like Avoid if you dislike
  • Powering up over time to overwhelm your opponent with enhanced offense and high speed.
  • A clear win condition with many means of access.
  • A variety of defensive tools, including a fast reversal, a parry, and evasive moves.
  • Effective space control with powerful anti airs and large buttons.
  • Some tools not being available at all times.
  • Limited time in your advantage state, with having to "earn" it again when it passes.
  • An extreme lack of mobility outside of Jealous Rage.
  • A large portion of your moveset having different properties depending on the state of the match.
  • A "feast or famine" playstyle, forcing you to play well to survive in Normal Mode.

Jealous Rage

Unique Mechanic: Jealous Rage
A.B.A's Jealousy Gauge.

A.B.A starts the round in Normal Mode or NM with 60 out of 120 Jealousy Points. Jealous Rage is an install A move, usually a super, which changes the properties of the character themself, usually for the better. state in which A.B.A is greatly powered up for a short period of time as the Gauge gradually drains over time. The benefits include:

  • A slight damage buff to all moves.
  • Greatly improved S and HS normals.
  • The ability to use the extremely powerful Judgment and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4 (623H).
  • New properties on existing special moves (for example, Haul and HeedGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage- (214K) travels a greater distance).
  • Immensely improved movement, replacing her pseudo-step dash A dash that is a short jump or "step" forward with a finite distance, as opposed to a run. with a run on par with  Chipp Zanuff.

The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage- (214S). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A is forced out of Jealous Rage via a screen-freezing animationGGST A.B.A JR Deactivation.pngGuardStartup1+(59 Flash)Recovery10Advantage- and returns to Normal Mode.

A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- (63214P), Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 (214H) and The Law is Key, Key is King.GGST A.B.A 632146H 1.pngGuardAllStartup7+3Recovery59Advantage- (632146H). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is key to playing A.B.A well.

Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.

Pseudo-Stepdash

Unique Mechanic: Pseudo-Stepdash

When in Normal Mode, A.B.A has a unique kind of dash that is like a mix between a normal run and a step dash A dash that is a short jump or "step" forward with a finite distance, as opposed to a run., where holding down the dash input will cause her to repeatedly move forward in short bursts, as opposed to a continuous run or a single burst of speed. Possibly as a result of this unique run behavior, unlike every other character who can dash, A.B.A's forward dash during NM doesn't halt when inputting backward directions. This allows her to move forward while simultaneously blocking incoming attacks, making dash-blocking trivially easy for NM A.B.A.

Normal Moves

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

5P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P 20 All 5 3 8 -1
JR 5P 23 All 5 3 8 -1
Total: 15

A standard 5F jab. 2P is generally preferable for abare due to its better speed, but 5P has slightly better range and is still faster than A.B.A's K normals. It can also serve as a fast anti-air in situations where A.B.A multitude of other anti-airs would be too slow.

  • Whiffs on crouchers, including big body characters like  Potemkin

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

5K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K 25 All 6 5 10 -3
JR 5K 31 All 6 5 10 -3
Total: 20

A fairly standard 5K. Serves as an excellent poke that's fast, combos into a hard knockdown with 2D, and can stuff out some lows.

  • Can be used as a slower but longer-ranged abare poke
  • A.B.A's leg goes relatively high, letting this move beat out some low pokes
  • Retracts her leg hurtbox quickly after the active frames, making it somewhat difficult to whiff punish
  • Jump and dash-cancellable

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

c.S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S 38 All 7 6 10 +1
JR c.S 43 All 7 6 10 +1
Total: 22

A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, has your widest variety of gatlings, etc.

  • Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
  • Spikes airborne opponents down into a ground bounce
  • Jump and dash cancellable

Jealous Rage

In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like c.S > 2S for a high launch or c.S into air normals like j.S or j.H for extended air combos.

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

f.S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S 29 All 10 3 14 -3
JR f.S 35 All 9 3 16 -5
Total: 26
Total: 27

Short-range poke and stagger pressure tool.

f.S is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery. While this makes it a pretty miserable poke/counterpoke in mid-range neutral, this move is only -3 on block with effective cancels such as 2H, 5H, 214H, 236S, and 236K, making it a strong tool for stagger pressure in the corner.

Though it is difficult to threaten throw without using the fairly reactable 214K, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape.

  • Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block

Jealous Rage

Jealous Rage f.S trades some on-block frame advantage for excellent startup, great range, and an absurd disjoint, turning into a more traditional f.S that excels as a poke/counterpoke in neutral.

Both versions combo into their respective mode's version of 2H, allowing A.B.A to extend her combos into 214H or 236S in normal mode and 623H in Jealous Rage.

Gatling Options: 5H, 2H

5H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H 39 All 15 3 31 -15
JR 5H 53 All 11 8 15 -5
Total: 48
Total: 33

Enormous long-range poke for controlling space and fishing for counter hits. Just don't whiff it.

5H has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's 5H in size. This makes it NM A.B.A's best neutral tool by far, as it gives her the range to help her contend with the rest of the cast, though its slow speed means it should be used carefully.

At almost all spacings, A.B.A can combo into 236S to build Jealousy Gauge, or 236K to advance while scoring a soft knockdown. On counter-hit, she can cancel into 214K, 236K, or 236S and link c.S, 5K, or 2K for longer extensions. On block, she can cancel into 236K for a gapless blockstring that is only -1 on block, allowing her to play a rock-paper-scissors game with her 4 frame 2P and 6 frame K normals, or simply stay safe.

Though its irregular pushback makes 5H somewhat safe on block when cancelled into 63214P, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure.

The lengthy whiff recovery and high hitbox make this move very vulnerable to low-profile slides like Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14].

  • Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
  • High attack level makes this one of A.B.A's better buttons for safely cancelling into Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- on block
  • Builds good RISC on block
  • Moves A.B.A slightly forward from her starting position after recovery

Jealous Rage

In Jealous Rage, this move deals substantially more damage and loses the incredibly long whiff animation from the normal version. Has greatly reduced pushback on block and removes the gap when used as a gatling from f.S. It's also very safe on block.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Dust Attack 45 High 20 4 25 -15 none
Charged Dust Attack 56 High 28 4 25 -10 none
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike. Has pretty poor range.

When in Jealous Rage, this move is almost entirely outclassed by Intertwine and TiltGGST A.B.A JR 236K.pngGuardHighStartup18Recovery15Advantage-2, which is faster, grants full combos on hit without using meter, and is safe on block.


Charged Dust
  • Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
    • Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).

Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P 19 All 4 2 10 -2
JR 2P 21 All 4 2 10 -2
Total: 15

Fastest but smallest abare button.

A short-ranged jab that is one frame faster than the standard 5-frames for abare moves, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 at close range, giving A.B.A an easy route into Jealous Rage.

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

2K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K 22 Low 6 5 9 -2
JR 2K 26 Low 6 5 9 -2
Total: 19

Fast low poke that sees use in most aspects of A.B.A's play, such as neutral, mixups, combos, and punishing.

Has very good range for a 2K, making it a solid poke. It's also A.B.A's fastest low, making it useful for high/low mixups in conjunction with her j.H F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage.

Though 2K itself does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash 2K a terrifying, low-commitment poke that leads to high damage.

  • Works as a longer range abare tool
  • Useful for opening up the opponents and confirming into a knockdown with the 2K > 2D gatling, though this will drop at max range due to 2K's pushback.

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

2S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S 33 All 7 6 20 -12
JR 2S 44 All 9 6 17 -9
Total: 32
Total: 31

An unorthodox move that's similar in function to  Jack-O's 2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke 2S buttons tend to be. It also sees some use in some of NM A.B.A's combos.

  • Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block

Jealous Rage

In Jealous Rage, this move gets an even bigger hitbox with a better disjoint. This makes it an even stronger anti-air that even catches some moves that are notoriously hard to anti-air like  Millia's Kapel.

  • Has an even larger anti-crossup hitbox than the NM version

Gatling Options: 5H, 2H

2H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H 19,19 All 14 3(3)3 25 -11
JR 2H 20,31 Low, Low 16 2,3 25 -9
Total: 47
Total: 45

An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2.

  • Each hit increases Jealousy Gauge by 6 points (5%) on hit, and half that on block

Jealous Rage

In Jealous Rage, this move's forward movement is reduced, but now hits low, making it a strong mixup tool with high reward on hit.

2D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D 29 Low 10 6 17 -9
JR 2D 36 Low 12 6 20 -9
Total: 32
Total: 37

Universal sweep that gives a hard knockdown.

  • A.B.A's longest range low poke.
  • Gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2
  • Gapless blockstring when cancelled into from 5K or 2K

Jealous Rage

In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same.

  • Is no longer a gapless blockstring from A.B.A's kicks, instead having a 1 frame gap

6P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P 29 All 11 6 20 -12 1-2 Upper Body/3-16 Above Knees
JR 6P 34 All 11 6 20 -12 1-2 Upper Body/3-16 Above Knees
Total: 36

Fairly standard 6P, good for anti-airs with its far-reaching hitbox. Works in tandem with 214K as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance.

  • Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
  • Invulnerable above the knees from the startup until the beginning of recovery.
  • Launches away on air hit, but leaves standing on ground hit.
  • Hard knockdown on air Counter Hit.

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 49 All 17 6 25 -12
JR 6H 62 All 17 6 25 -12
Total: 47

A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from c.S and K buttons. Ground bounces on hit.

  • Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
  • Unlike a lot of 6Hs, this move can naturally combo from c.S without a counter-hit
  • A.B.A's strongest free option for breaking the wall

Jealous Rage

In Jealous Rage, this move gets a larger hitbox and deals more damage, but otherwise serves the same purpose as high damage combo fodder, albiet it's much more consistent than the NM version due to the larger hitbox and JR A.B.A's faster movement speed.

j.P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P 17 High 5 4 14
JR j.P 22 High 5 4 14
Total: 22

j.K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K 22 High 6 8 12
JR j.K 28 High 6 8 12
Total: 25

j.S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S 28 High 7 4 16 -1 (IAD)
JR j.S 36 High 8 6 18 +3 (IAD)
Total: 26
Total: 31

A passable jump-in normal that hits crossup.

  • Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block

Jealous Rage

In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air.

Gatling Options: j.H, j.D

j.H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H 34 High 16 4 13 +9 (IAD)
JR j.H 48 High 11 4 18 +6 (IAD)
Total: 32
Total: 32

A slow air poke, and not much else. It comes out so slowly and hits at such an awkward angle that it's only really useful as an air-to-air, and even then you're probably better off using j.P or j.K.

  • Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block

Jealous Rage

In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with j.D. The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo. Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier.

Gatling Options: j.D

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D 38 All 17 Until Landing Until Landing + 6 +5 (IAD)
JR j.D 48 High 11 4 13 +6 (IAD)
Total: 22
Total: 27
(NoteThe red line indicates that the move has become active, but has a variable active window.)

A falling cross-up normal akin to  Bedman's j.DGGST Bedman jD.pngGuardHighStartup17Recovery21 after LandingAdvantage-11.

This move's frame advantage depends on A.B.A's height upon use, becoming less plus the higher it is performed. It is also less advantaged the higher A.B.A is when it hits, making it less advantageous against tall characters and standing opponents, especially when hitting them directly above their center. However, even when done from max double jump height, it is usually even at worst and at least slightly plus. In practice, A.B.A can almost always frametrap and combo with 2P after j.D even when hitting high, and is usually plus enough to use 2K.

This move will also quickly alter A.B.A's air velocity, allowing her to fake out jump-ins. Combined with having virtually no minimum height requirement, this can make it a decent, surprisingly fast movement option and throw punish.

  • Despite variability in frame advantage in most other situations, j.D is very consistently +5 on block against a standing opponent from an IAD regardless of character height
  • Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block

Jealous Rage

In Jealous Rage, this changes completely to something more like  Sol's j.DGGST Sol Badguy jD.pngGuardHighStartup9Recovery17Advantage+4 (IAD), a large thrust that launches opponents and causes a wall-bounce. An important pickup from moves like j.S and j.H.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 none
Total: 42
  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • A.B.A is in Counter Hit state during recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

A.B.A smacks the enemy to the ground. Doesn't give amazing okizeme midscreen, but does its job otherwise.

  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • A.B.A is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is lowest at the peak of a normal jump and highest at lowest and highest possible heights (+47 to +49).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All (Guard Crush) 20~31 3 20 +13
236[D] 50 All (Guard Crush) 32 3 20 +17
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

Special Moves

Bonding and Dissolving

214H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H 10,20,30 All (Guard Crush) 12 4 30 +2
JR 214H 10,20,30 All (Guard Crush) 12 4 30 +2
Total: 45

A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage.

On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits.

Unlike the ground version, the air version does not guard crush, and given that the recovery lasts until landing it is often punishable on block without a setup.

Note: May also be referred to as "keygrab" by the community due to existing nomenclature from older games, despite being a pure strike in this game.

  • Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)
  • Increases Jealousy Gauge by 30 points (25%) on hit, if blocked in normal mode increases Jealousy Gauge by 15 points (12.5%)
  • Guard Crushes on block
  • Can only hit the enemy player themself, meaning this move will completely ignore moves and other non-player entities with hurtboxes like Eddie,  Zato-1's Oppose,  Happy Chaos' Scapegoat, or  Jack-O's Servants.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214H 50% 2 None KD +31 1500 2500 500×2 150
JR 214H 50% 2 None KD +31 1500 2500 500×2 150

214H:

  • Enters Jealous Rage on first hit, even if Roman Cancelled.
  • Gains 3000 (25%) Jealousy Gauge on hit, 1500 (12.5%) on block
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15


JR 214H:

  • Exits Jealous Rage briefly after first hit, even if Roman Cancelled.
  • Gains 3000 (25%) Jealousy Gauge on hit, and none on block.

Changing and Swaying

63214P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
63214P Total 29
JR 63214P Total 29
Total: 29

Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 or in situations like neutral or after a knockdown from moves like Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 or 2D.

A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances part way through the move, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully.

Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode 5H, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found here.

  • Moroha activates on frame 19.
  • Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar)
  • When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 to exit out of long-lasting rages.

Haul and Heed

214K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K Total 26 1-2 Upper Body/3-18 Above Knees/19-23 Upper Body
JR 214K Total 26 1-2 Upper Body/3-18 Above Knees/19-23 Upper Body
Total: 26

A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going.

Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found here.

  • Distance traveled greatly increases in Jealous Rage

Intertwine and Tilt

236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 34 All 17 6 12 -1 7-10 Below Waist/11-16 Below Head/17-22 Below Waist
JR 236K 40 High 18 6 15 -2 5-17 Below Head
236K
Total: 34
JR 236K
Total: 38

A safe, low-crushing hopkick to complement the low-profile of Haul and HeedGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage- that changes wildly depending on A.B.A's current stance.

In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit.

  • High-profiles most low-hitting attacks
  • Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo
  • Is completely safe and highly active while moving forward in both modes, so it can be plus with good spacing.
  • A.B.A is airborne during this move, meaning you can Roman Cancel it for all sorts of things like an instant overhead/low mixup or a momentum boost in neutral with aeiral keygrabGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2.

Jealous Rage

In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential.

  • Hits overhead
  • Launches the opponent on hit, which can be followed up with 5K or c.S.
  • The high-profile component of this attack becomes even more pronounced in Jealous Rage, even being able to go over moves like  Ky's f.S.
  • Can be Roman Cancelled on block to give a double overhead with j.K

Menace and Groan

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 25 All 12 3 16 -5
JR 236S 30 All 12 3 16 -2
Total: 30

A forward advancing mid that serves as the start of A.B.A's rekka A series of special attacks that are only available after the first one is performed..

236S is an invaluable part of A.B.A's midrange. Its startup and range lie in between the stubby but fast f.S and the massive but slow 5H, making it extremely useful as a poke and a whiff punish. On hit, it has a very easy confirm into 236S~6S, granting a hard knockdown and a good chunk of Jealousy Gauge. Its great frame advantage and momentum also allow her to start pressure against respectful opponents.

As a combo tool it's very consistent in both modes, as it will only whiff in some air combos and at max 5H range in normal mode.

Since the input for the followup is a forward motion, this move is very easy to kara cancel into her supers, which lets her get strong enders with 632146HGGST A.B.A 632146H 1.pngGuardAllStartup7+3Recovery59Advantage- or start intense pressure with 632146KGGST A.B.A 632146K.pngGuardAll (Guard Crush)Startup7+7RecoveryTotal 83Advantage+6.

  • Distance increases in Jealous Rage
  • Can be used after a backdash to bait short range moves.
  • Hit confirms into Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15

Restriction and Constraint

6S during Menace and Groan

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S~6S 38 Low 11 3 31 -15
JR 236S~6S 52 Low 11 3 31 -15
Total: 44

The followup to Menace and GroanGGST A.B.A 236S.pngGuardAllStartup12Recovery16Advantage-5, A.B.A's rekka A series of special attacks that are only available after the first one is performed.. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- and still push some okizeme.

While its property as a low might give it some use as a knowledge check A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved. or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from Menace and GroanGGST A.B.A 236S.pngGuardAllStartup12Recovery16Advantage-5.

  • In Normal Mode, increases Jealousy Gauge by 30 points (25%) on hit, and half that on block
  • Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage-, then run up and do a meaty f.S.
  • Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme

Frenzy and Astonishment

214S in Normal Mode

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 7 16 15 7-22F Guard Point
Total: 37

A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, and A.B.A is placed in a 33 frame invulnerable recovery animation.

By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe.

Using this move is key to gaining momentum and building Jealousy Gauge against opponents who would otherwise be able to easily zone against A.B.A.

  • Counter Hit recovery
  • Unusable in Jealous Rage

Judgment and Sentiment

623H during Jealous Rage

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623H 30, 70 All (Guard Crush) 17 6(20)3 25 +4 9-45 Guard Point
Total: 70

A.B.A performs a high-damage, plus-on block, Guard Crushing, and armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups./meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. tool.

It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s such as  Ky's Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP).

The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of A.B.A's strongest assets.

Note: Commonly referred to as "Danzai" by the community due to existing nomenclature from older games.

  • Not a true reversal; armor is not frame 1
  • Cannot clash with any attack
  • Since it is armored, A.B.A can be grabbed out of the animation
  • Grants a hard knockdown on ground hit, launches for full combos on air hit

Jealous Rage Deactivation

Automatically after Jealousy Gauge empties

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1+(59 Flash) 10 1F All
2-11F Block
Total: 11

When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which A.B.A can only Block.

When this happens, she retains none of the Gauge like she would from Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage-. Howevever, it comes with significantly less risk.

  • Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne.
  • If A.B.A was knocked down, this automatically happens frame one after wakeup.
  • If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage.
  • If A.B.A Roman Cancels while her Jealousy Gauge is empty, this move will essentially cause her to do a frame-perfect FRC (fast Roman Cancel). This will result in the Roman Cancel costing nearly half of its usual cost, making Roman Cancel > immediate keygrab a surprisingly meter-efficient tactic for maintaining momentum.
  • During the recovery when ABA can only block, she cannot be thrown.

Overdrives

The Law is Key, Key is King

632146H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H 30,70 All 7+3 4(64)8 59
JR 632146H 50, 25x2, (40~100 across 2-4 hits) All 7+3 4(64)8 59
Total: 144

A short ranged reversal super that changes significantly depending on A.B.A's current stance.

In normal mode, it does decent damage, grants about 25% Jealousy Gauge on hit, and switches A.B.A into Jealous Rage.

When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode.

The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like  Goldlewis' fully charged Clean Hit Down with the SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33 or  Potemkin's Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A, only losing to  Sol's Heavy Mob CemeteryGGST Sol Badguy 214214H.pngGuardGround ThrowStartup13+7Recovery49Advantage- and  Nagoriyuki's ZansetsuGGST Nagoriyuki Zansetsu2.pngGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66. However, due to its uniquely favorable damage scaling in combos, the most powerful cinematic version of this move outperforms all other overdrives in the game in terms of damage when used to end a combo. The "cashout" hits of the Jealous Rage version of the attack can only be reduced to 80% of their total damage before character specific damage modifiers and guts, as opposed to the 20% minimum that all other supers can be reduced to.

  • Fully invincible during startup.
  • Switches to opposite state on hit
  • Does not switch states if cinematic is not activated (eg. only 1 hit, otg, etc)
  • If in normal mode, grants ~25% Jealousy Gauge on hit
  • If in Jealous Rage, empties the Jealousy Gauge after 3 initial strikes (50, 25x2) for more damage with 80% minscaling:
    • 100%-76% Jealousy Gauge: 20x3, 40
    • 75-51% Jealousy Gauge: 20x4
    • 26-50% Jealousy Gauge: 20x3
    • 0-25% Jealousy Gauge: 20x2

Keeper of the Key

632146K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146K 60 All (Guard Crush) 7+7 10 Total 83 +6
JR 632146K 30,30,60 All (Guard Crush) 7+7 6(15)6(16)6 Total 83 +49
Total: 83
Total: 83

A projectile super that erupts from the floor underneath the opponent's position. A potent fireball punish due to hitting anywhere on the screen relatively quickly. Gives A.B.A enough time to safely enter Install and start to approach on a successful hit, but gives little reward if it is blocked or A.B.A has no Jealousy Gauge remaining.

  • While the startup post-superflash is relatively long, the projectile is guaranteed to come out after the superflash even if A.B.A is hit.
  • Becomes roughly -14~16 on block when jump blocked on reaction to the superflash.

Jealous Rage

The Jealous Rage version has 2 additional hits, deals more damage, and becomes significantly more plus on block. Remains a fireball punish as well as becoming an incredibly powerful neutral skip, but this use is severely limited by the long startup post-superflash.

Normally, this super allows A.B.A to approach and do mixup even from fullscreen, whether it hits or is blocked. However, while this move is extremely advantageous when blocked on the ground, it is significantly less plus when blocked in the air. Because of the long startup post-superflash, this move can almost always be jump blocked on reaction, reducing the advantage on block from +49 down to roughly +17~19. This, in addition to the extra pushback from being blocked in the air, almost completely denies any followup pressure.

While the post-superflash startup holds this back as a neutral skip, it is actually a good thing in other circumstances. This move cannot usually be comboed from without a Roman Cancel, but if A.B.A is hit after the superflash she becomes fully actionable far earlier than usual, opening up the possibility for extremely damaging trade combos.

  • The Jealousy Gauge does not drain while A.B.A is performing this move.

Colors

GGST A.B.A color 1.png
GGST A.B.A color 2.png
GGST A.B.A color 3.png
GGST A.B.A color 4.png
GGST A.B.A color 5.png
GGST A.B.A color 6.png
Color 1
Color 2 A.B.A's color scheme from the XX games
Color 3
Color 4
Color 5
Color 6
GGST A.B.A color 7.png
GGST A.B.A color 8.png
GGST A.B.A color 9.png
GGST A.B.A color 10.png
GGST A.B.A color 11.png
GGST A.B.A color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST A.B.A color 13.png
GGST A.B.A color 14.png
GGST A.B.A color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in Season Pass 3
Colors 14 and 15 are included in Season Pass 3
Colors 7-11 are included in Additional Colors Pack #3
Color 12 is included in Additional Color Pack #3

Navigation

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