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== | ==Overview== | ||
{{ | {{GGACR/CharacterLinks}} | ||
<div id="home-content" class="home-grid"> | |||
| | {{card|width=4 | ||
| | |header=Overview | ||
| | |content= A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents. | ||
A.B.A begins the round in '''Normal Mode''' (NM), in which she has neither great damage nor mobility, save for the low-profile slide {{MMC|input=236P|label=Dragging}}. A.B.A plays very defensively in this mode, using her powerful anti-airs in {{clr|1|5P}} and {{clr|3|2S}} alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature {{MMC|input=63214H|label=Bonding}} command grab, or otherwise create an opportunity to spend a bloodbag resource for {{MMC|input=63214P|label=Injecting}}. | |||
{{ | If either of these conditions are met, A.B.A enters '''Moroha Mode''' (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, {{MMC|input=6321463214S|label=Altercation}}, allowing her to get into '''Goku Moroha Mode'''. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink. | ||
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine. | |||
{{ | |||
{{ | A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle. | ||
{{ | }} | ||
{{GGACR/Infobox | |||
* | |fastestAttack= [[#5P|5P]] (3F) | ||
* | |reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F) | ||
}} | |||
{{ProsAndCons | |||
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes. | |||
|pros= | |||
* '''Moroha Mode:''' Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating {{MMC|input=623H|label=Danzai}}. | |||
** '''Moroha Normals:''' Many of A.B.A's normals in Moroha mode are best-in-class. Her {{MMC|input=2S[m]|label=2S}} and {{clr|3|f.S}} in particular are strong space control tools that lead to great damage on hit. | |||
** '''Moroha Pressure:''' A.B.A's pressure in Moroha mode is very strong as many of her normals (especially {{clr|4|2H}}) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life. | |||
** '''Moroha Endgame:''' When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an {{MMC|input=6321463214S|label=oppressive attack}} that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game. | |||
* '''Deceptive Tangibility:''' A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly. | |||
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain. | |||
* '''Normal Mode Can Survive:''' Normal Mode isn't entirely useless, as it has the excellent {{MMC|input=236P|label=Dragging}} to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs. | |||
|cons= | |||
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode. | |||
* '''Health Drain:''' During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare. | |||
* '''Limited Unique Resource:''' A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it. | |||
* '''Knockdown Vulnerability:''' If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs. | |||
}} | |||
</div> | </div> | ||
==Unique Mechanics== | |||
==={{InvisibleText|Mode Switch}}=== | |||
{{card|width=4 | |||
|header=Mode Switch | |||
|content=A.B.A starts every round in her Normal mode. | |||
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br> | |||
The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha. | |||
}} | |||
=={{InvisibleText|Blood Packs}}== | |||
{{card|width=4 | |||
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]] | |||
|content=A.B.A starts each round with a limited resource known as Blood Packs. | |||
Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral. | |||
}} | |||
=={{InvisibleText|Starter Guide}}== | |||
{{StarterBlurb}} | |||
=={{InvisibleText|Moroha Mode Movement Stat Changes}}== | |||
{{card|width=4 | |||
|header=Moroha Mode Movement Stat Changes | |||
|content= | |||
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[/Frame Data#Movement Stats|full frame data page]]. | |||
{{#cargo_query:tables=ggacrCharacters | |||
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed | |||
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)") | |||
|format=table | |||
|order by=Air Dashes, Mode | |||
}} | |||
}} | |||
{{FrameChartKey}} | |||
==Normal Mode Normals== | |||
===<big>{{clr|1|5P}}</big>=== | |||
{{GGACR Move Card | |||
|input=5P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 3 | |||
|active = 2 | |||
|recovery = 7 | |||
}} | |||
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab. | |||
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs. | |||
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun) | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|2|5K}}</big>=== | |||
{{GGACR Move Card | |||
|input=5K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 5 | |||
|recovery = 6 | |||
}} | |||
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|3|c.S}}</big>=== | |||
{{GGACR Move Card | |||
|input=c.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 12 | |||
}} | |||
Proximity normal. Rather important for combos leading to keygrab or rekkas. | |||
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|3|f.S}}</big>=== | |||
{{GGACR Move Card | |||
|input=f.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 3 | |||
|recovery = 14 | |||
}} | |||
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}. | |||
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|4|5H}}</big>=== | |||
{{GGACR Move Card | |||
|input=5H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 7 | |||
|recovery = 27 | |||
}} | |||
A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this. | |||
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent. | |||
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | |||
{{GGACR Move Card | |||
|input=5D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 25 | |||
|active = 4 | |||
|recovery = 15 | |||
}} | |||
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab. | |||
}} | |||
===<big>{{clr|1|6P}}</big>=== | |||
{{GGACR Move Card | |||
|input=6P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 8 | |||
|recovery = 10 | |||
|offset = 3 | |||
|inactive = 5 | |||
}} | |||
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}} | |||
}} | |||
===<big>{{clr|4|6H}}</big>=== | |||
{{GGACR Move Card | |||
|input=6H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 18 | |||
|active = 9 | |||
|recovery = 25 | |||
}} | |||
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. | |||
Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to | |||
{{clr|2|236K}} to remain somewhat safer. Don't whiff this. | |||
}} | |||
===<big>{{clr|1|2P}}</big>=== | |||
{{GGACR Move Card | |||
|input=2P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 2 | |||
|recovery = 6 | |||
}} | |||
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|2|2K}}</big>=== | |||
{{GGACR Move Card | |||
|input=2K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 4 | |||
|recovery = 10 | |||
}} | |||
A low poke with ok range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|3|2S}}</big>=== | |||
{{GGACR Move Card | |||
|input=2S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 6 | |||
|recovery = 13 | |||
}} | |||
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward. | |||
Essentially an air KD on CH, so you often can combo into keygrab from trades. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===<big>{{clr|4|2H}}</big>=== | |||
{{GGACR Move Card | |||
|input=2H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 15 | |||
|recovery = 10 | |||
|offset = 8 | |||
|inactive = 3 | |||
}} | |||
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably. | |||
}} | |||
===<big>{{clr|5|2D}}</big>=== | |||
{{GGACR Move Card | |||
|input=2D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 3 | |||
|recovery = 15 | |||
}} | |||
Pretty typical. You'll usually end ground strings with this into keygrab. | |||
}} | |||
===<big>{{clr|1|j.P}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 14 | |||
}} | |||
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
}} | |||
===<big>{{clr|2|j.K}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 8 | |||
|recovery = 12 | |||
}} | |||
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
}} | |||
===<big>{{clr|3|j.S}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 8 | |||
|recovery = 11 | |||
}} | |||
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox. | |||
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}} | |||
}} | |||
===<big>{{clr|4|j.H}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 1 | |||
}} | |||
One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox. | |||
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward. | |||
}} | |||
===<big>{{clr|5|j.D}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 16 | |||
|active = 4 | |||
|recovery = 13 | |||
|specialRecovery = 5 | |||
}} | |||
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits. | |||
}} | |||
==Moroha Mode Normals== | |||
===<big>{{clr|1|5P}}</big>=== | |||
{{GGACR Move Card | |||
|input=5P[m],5P[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 3 | |||
|active = 2 | |||
|recovery = 7 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 3 | |||
|active = 2 | |||
|recovery = 6 | |||
}} | |||
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas. | |||
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus. | |||
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun) | |||
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. | |||
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[/Strategy#5P_Rebeat|here]] | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself) | |||
}} | |||
===<big>{{clr|2|5K}}</big>=== | |||
{{GGACR Move Card | |||
|input=5K[m],5K[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 5 | |||
|recovery = 6 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 5 | |||
|recovery = 4 | |||
}} | |||
As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as {{clr|3|f.S}} or {{clr|5|2D}}. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or {{keyword|low profile}} options | |||
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any normal, including itself) | |||
}} | |||
===<big>{{clr|3|c.S}}</big>=== | |||
{{GGACR Move Card | |||
|input=c.S[m],c.S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 3 | |||
|recovery = 14 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 9 | |||
}} | |||
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure. | |||
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}). | |||
During GM, it's even more useful - Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|3|f.S}}</big>=== | |||
{{GGACR Move Card | |||
|input=f.S[m],f.S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 2 | |||
|inactive2 = 2 | |||
|active3 = 2 | |||
|recovery = 16 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 2 | |||
|inactive2 = 2 | |||
|active3 = 2 | |||
|recovery = 12 | |||
}} | |||
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game. | |||
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode. | |||
In GM, it's startup is 7F, completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter. On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}}) | |||
}} | |||
===<big>{{clr|4|5H}}</big>=== | |||
{{GGACR Move Card | |||
|input=5H[m],5H[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 5 | |||
|inactive2 = 6 | |||
|active3 = 2 | |||
|recovery = 12 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 4 | |||
|inactive2 = 4 | |||
|active3 = 2 | |||
|recovery = 11 | |||
}} | |||
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain. | |||
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block. | |||
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed | |||
In GM, it's a tad faster (11F), it's still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery | |||
Morhoa [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | |||
{{GGACR Move Card | |||
|input=5D[m],5D[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 24 | |||
|active = 4 | |||
|recovery = 15 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 22 | |||
|active = 4 | |||
|recovery = 15 | |||
}} | |||
A frame faster than the Normal mode version (and even faster in GM) and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing. | |||
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks! | |||
}} | |||
===<big>{{clr|1|6P}}</big>=== | |||
{{GGACR Move Card | |||
|input=6P[m],6P[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 6 | |||
|recovery = 17 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 2 | |||
|active2 = 3 | |||
|recovery = 12 | |||
}} | |||
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|4|6H}}</big>=== | |||
{{GGACR Move Card | |||
|input=6H[m] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 14 | |||
|recovery = 30 | |||
}} | |||
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely. | |||
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options. | |||
Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: none | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|1|2P}}</big>=== | |||
{{GGACR Move Card | |||
|input=2P[m],2P[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 2 | |||
|recovery = 6 | |||
}} | |||
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Morha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself) | |||
}} | |||
===<big>{{clr|2|2K}}</big>=== | |||
{{GGACR Move Card | |||
|input=2K[m],2K[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 4 | |||
|recovery = 10 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 10 | |||
}} | |||
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|3|2S}}</big>=== | |||
{{GGACR Move Card | |||
|input=2S[m],2S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 6 | |||
|recovery = 18 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 6 | |||
|recovery = 9 | |||
}} | |||
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself) | |||
}} | |||
===<big>{{clr|4|2H}}</big>=== | |||
{{GGACR Move Card | |||
|input=2H[m],2H[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 17 | |||
|active = 14 | |||
|recovery = 6 | |||
|frcStart = 20 | |||
|frcEnd = 22 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 17 | |||
|active = 3 | |||
|active2= 11 | |||
|recovery = 6 | |||
|frcStart = 20 | |||
|frcEnd = 22 | |||
}} | |||
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time. | |||
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|5|2D}}</big>=== | |||
{{GGACR Move Card | |||
|input=2D[m],2D[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 2 | |||
|recovery = 23 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 2 | |||
|recovery = 23 | |||
}} | |||
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. | |||
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki. | |||
In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|1|j.P}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.P[m],j.P[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 4 | |||
|recovery = 14 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 4 | |||
|active = 4 | |||
|recovery = 4 | |||
}} | |||
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground. | |||
In GM, it's 1F faster, making it impossible to IB>Throw when self gatlinged | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself) | |||
}} | |||
===<big>{{clr|2|j.K}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.K[m],j.K[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 8 | |||
|recovery = 12 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 4 | |||
|active = 8 | |||
|recovery = 12 | |||
}} | |||
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself) | |||
}} | }} | ||
{{ | |||
| | ===<big>{{clr|3|j.S}}</big>=== | ||
| | {{GGACR Move Card | ||
| | |input=j.S[m],j.S[gm] | ||
| | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
{{ | |startup = 10 | ||
|active = 5 | |||
{{ | |recovery = 12 | ||
{{ | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
< | |startup = 10 | ||
|active = 4 | |||
|recovery = 2 | |||
}} | |||
</ | Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups. | ||
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|4|j.H}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.H[m],j.H[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 6 | |||
|recovery = 20 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 6 | |||
|recovery = 20 | |||
}} | |||
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral. | |||
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move. | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal) | |||
}} | |||
===<big>{{clr|5|j.D}}</big>=== | |||
{{GGACR Move Card | |||
|input=j.D[m],j.D[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 4 | |||
|recovery = 13 | |||
|specialRecovery = 5 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 4 | |||
|recovery = 10 | |||
|specialRecovery = 5 | |||
}} | |||
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options. | |||
Bear in mind that unlike her other GM air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this | |||
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none | |||
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: none | |||
}} | |||
==Universal Mechanics== | |||
===<big>Ground Throw</big>=== | |||
{{GGACR Move Card | |||
|input=Ground Throw,Ground Throw[m] | |||
|description= | |||
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner. | |||
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary | |||
---- | |||
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. | |||
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower. | |||
}} | |||
===<big>Air Throw</big>=== | |||
{{GGACR Move Card | |||
|input=Air Throw,Air Throw[m] | |||
|description= | |||
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch. | |||
}} | |||
===<big>Dead Angle Attack</big>=== | |||
{{GGACR Move Card | |||
|input=DAA,DAA[m] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 7 | |||
|recovery = 29 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 2 | |||
|inactive2 = 2 | |||
|active3 = 2 | |||
|recovery = 20 | |||
}} | |||
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner. | |||
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH. | |||
---- | |||
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. | |||
You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo. | |||
}} | |||
===<big>Blue Burst</big>=== | |||
{{GGACR_Move_Card | |||
|input=D+X | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 17 | |||
|active = 6 | |||
|recovery = 24 | |||
|specialRecovery = 3 | |||
}} | |||
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. | |||
}} | |||
==Normal Mode Specials== | |||
===<big>Deletion</big>=== | |||
{{InputBadge|{{clr|3|236S}}}} | |||
{{GGACR Move Card | |||
|input=236S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 2 | |||
|recovery = 17 | |||
}} | |||
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible. | |||
At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly. | |||
}} | |||
===<big>Ruin</big>=== | |||
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}} | |||
{{GGACR Move Card | |||
|input=236S > 46S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 19 | |||
}} | |||
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash. | |||
}} | |||
===<big>Condemnation</big>=== | |||
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}} | |||
{{GGACR Move Card | |||
|input=236S > 46S > 63214S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 3 | |||
|recovery = 31 | |||
|frcStart = 14 | |||
|frcEnd = 15 | |||
}} | |||
The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab]. | |||
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight. | |||
The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this. | |||
}} | |||
===<big>Bonding</big>=== | |||
{{InputBadge|{{clr|4|63214H}} (Air OK)}} | |||
{{GGACR Move Card | |||
|input=63214H,j.63214H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 12 | |||
|recovery = 30 | |||
}} | |||
Keygrab. The most important move in your arsenal. | |||
Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode. | |||
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe. | |||
}} | |||
===<big>Dragging</big>=== | |||
{{InputBadge|{{clr|1|236P}}}} | |||
{{GGACR Move Card | |||
|input=236P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 28 | |||
|frcStart = 11 | |||
|frcEnd = 13 | |||
}} | |||
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over. | |||
Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit. | |||
}} | |||
===<big>Retribution</big>=== | |||
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}} | |||
{{GGACR Move Card | |||
|input=236K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 22 | |||
|active = 3 | |||
|recovery = 20 | |||
|frcStart = 28 | |||
|frcEnd = 30 | |||
}} | |||
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}). | |||
}} | |||
===<big>Avoidance</big>=== | |||
{{InputBadge|{{clr|4|236H}}}} | |||
{{GGACR Move Card | |||
|input=236H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 35 | |||
|isProjectile = true | |||
|recovery = 6 | |||
|frcStart = 23 | |||
|frcEnd = 24 | |||
}} | |||
A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha. | |||
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs. | |||
}} | |||
===<big>Injecting</big>=== | |||
{{InputBadge|{{clr|1|63214P}}}} | |||
{{GGACR Move Card | |||
|input=63214P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 38 | |||
}} | |||
Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation. | |||
This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead. | |||
}} | |||
==Moroha Mode Specials== | |||
===<big>Deletion</big>=== | |||
{{InputBadge|{{clr|3|236S}}}} | |||
{{GGACR Move Card | |||
|input=236S[m],236S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 2 | |||
|recovery = 17 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 2 | |||
|recovery = 17 | |||
|frcStart = 10 | |||
|frcEnd = 13 | |||
}} | |||
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar. | |||
}} | |||
===<big>Ruin</big>=== | |||
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}} | |||
{{GGACR Move Card | |||
|input=236S > 46S[m],236S > 46S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 19 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 3 | |||
|recovery = 19 | |||
|frcStart = 5 | |||
|frcEnd = 8 | |||
}} | |||
2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka. | |||
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit. | |||
---- | |||
GM Version is largely identical aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}. | |||
}} | |||
===<big>Condemnation</big>=== | |||
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}} | |||
{{GGACR Move Card | |||
|input=236S > 46S > 63214S[m],236S > 46S > 63214S[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 3 | |||
|recovery = 28 | |||
|frcStart = 14 | |||
|frcEnd = 15 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 3 | |||
|recovery = 23 | |||
|frcStart = 14 | |||
|frcEnd = 17 | |||
}} | |||
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. | |||
---- | |||
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges | |||
}} | |||
===<big>Bonding</big>=== | |||
{{InputBadge|{{clr|4|63214H}} (Air OK)}} | |||
{{GGACR Move Card | |||
|input=63214H[m],j.63214H[m] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 12 | |||
|recovery = 30 | |||
}} | |||
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry. | |||
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab. | |||
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd. | |||
}} | |||
===<big>Engorgement</big>=== | |||
{{InputBadge|{{clr|4|421H}}}} | |||
{{GGACR Move Card | |||
|input=421H,421H[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 21 | |||
|active = 11 | |||
|recovery = 14 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 20 | |||
|active = 11 | |||
|recovery = 10 | |||
}} | |||
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards. | |||
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible | |||
}} | |||
===<big>Judgment</big>=== | |||
{{InputBadge|{{clr|4|623H}}}} | |||
{{GGACR Move Card | |||
|input=623H,623H[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 18 | |||
|active = 6 | |||
|inactive2 = 20 | |||
|active3 = 3 | |||
|recovery = 25 | |||
}} | |||
Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst! | |||
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death. | |||
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option. | |||
It becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai | |||
}} | |||
===<big>Eradication</big>=== | |||
{{InputBadge|{{clr|3|j.41236S}}}} | |||
{{GGACR Move Card | |||
|input=j.41236S,j.41236S[gm] | |||
|description= | |||
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt. | |||
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure. | |||
Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time. | |||
}} | |||
===<big>Blunder</big>=== | |||
{{InputBadge|{{clr|2|41236K}}}} or {{InputBadge|{{clr|3|46S}} > {{clr|2|236K}}}} | |||
{{GGACR Move Card | |||
|input=41236K, 41236K[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 28 | |||
|active = 1 | |||
|recovery = 29 | |||
}} | |||
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}} | |||
Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}} | |||
}} | |||
===<big>Displacement</big>=== | |||
{{InputBadge|{{clr|1|63214P}}}} | |||
{{GGACR Move Card | |||
|input=63214P[m] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 40 | |||
|frcStart = 10 | |||
|frcEnd = 13 | |||
}} | |||
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable. | |||
}} | |||
===<big>Suka Motion</big>=== | |||
{{InputBadge|Moroha Gauge reaches 0}} | |||
{{GGACR Move Card | |||
|input=Suka Motion | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 52 | |||
}} | |||
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round. | |||
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she: | |||
# Is in the middle of an attack animation | |||
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha) | |||
# Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing) | |||
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely. | |||
}} | |||
==Force Breaks== | |||
===<big>FB Dragging</big>=== | |||
{{InputBadge|{{clr|5|236D}} during Normal Mode}} | |||
{{GGACR Move Card | |||
|input=236D | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 26 | |||
|frcStart = 9 | |||
|frcEnd = 23 | |||
}} | |||
The '''best''' move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends. | |||
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good. | |||
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance. | |||
}} | |||
===<big>FB Avoidance</big>=== | |||
{{InputBadge|{{clr|5|236D}} during Moroha or Goku Moroha Mode}} | |||
{{GGACR Move Card | |||
|input=236D[m] | |||
|description= | |||
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility. However, it's better to save that meter for GM activation most of the time. <br> | |||
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. | |||
}} | |||
===<big>FB Judgment</big>=== | |||
{{InputBadge|{{clr|5|623D}} during Moroha or Goku Moroha Mode}} | |||
{{GGACR Move Card | |||
|input=623D,623D[gm] | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 18 | |||
|active = 6 | |||
|inactive2 = 20 | |||
|active3 = 3 | |||
|recovery = 25 | |||
}} | |||
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene. | |||
Even better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some. | |||
}} | |||
==Overdrives== | |||
===<big>Evidence: Concealment</big>=== | |||
{{InputBadge|{{clr|4|632146H}} during Normal Mode}} | |||
{{GGACR Move Card | |||
|input=632146H,632146H > 236H,632146H > 236H > 236H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 19 | |||
|active = 6 | |||
|recovery = 34 | |||
|frcStart = 19 | |||
|frcEnd = 22 | |||
}} | |||
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes. | |||
Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab. | |||
---- | |||
It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26. | |||
}} | |||
===<big>Evidence: Destruction</big>=== | |||
{{InputBadge|{{clr|1|j.632146P}}}} | |||
{{GGACR Move Card | |||
|input=j.632146P,j.632146P[m],j.632146P > 214K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = | |||
|active = | |||
|recovery = | |||
}} | |||
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. | |||
---- | |||
During Moroha and Goku Moroha Mode, it no longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter. | |||
---- | |||
The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means. | |||
}} | }} | ||
===<big>Altercation</big>=== | |||
{{InputBadge|{{clr|3|6321463214S}} during Moroha Mode}} | |||
{{GGACR Move Card | |||
|input=6321463214S | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 17 | |||
|active = 3 | |||
|recovery = 27 | |||
}} | }} | ||
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter. | |||
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear. | |||
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery. | |||
}} | }} | ||
==Instant Kill== | |||
===<big>Darkness of Ignorance</big>=== | |||
{{InputBadge|During IK Mode: {{clr|4|236236H}}}} | |||
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|startup = 36 | |||
|active = 5 | |||
|recovery = 40 | |||
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Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts. | |||
}} | |||
==Colors== | |||
{{GGACRColors|Character=A.B.A}} | |||
==Navigation== | |||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | |||
{{GGACR/Navigation}} | |||
[[Category:Unga]] | |||
Latest revision as of 04:20, 23 April 2024
Overview
A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.
A.B.A begins the round in Normal Mode (NM), in which she has neither great damage nor mobility, save for the low-profile slide DraggingFile:Shtkn sandbox Icon.png sandbox puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.
- Moroha Mode: Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating DanzaiError: Table MoveData_Shtkn not found..
- Moroha Normals: Many of A.B.A's normals in Moroha mode are best-in-class. Her 2SError: Table MoveData_Shtkn not found.and f.S in particular are strong space control tools that lead to great damage on hit.
- Moroha Pressure: A.B.A's pressure in Moroha mode is very strong as many of her normals (especially 2H) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life.
- Moroha Endgame: When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an oppressive attackError: Table MoveData_Shtkn not found.that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game.
- Moroha Normals: Many of A.B.A's normals in Moroha mode are best-in-class. Her 2S
- Deceptive Tangibility: A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly.
- Tanky: A.B.A has a high defense modifier and stun resist, and she can self-heal with BloodpackError: Table MoveData_Shtkn not found., KeygrabError: Table MoveData_Shtkn not found., or when activating Goku MorohaError: Table MoveData_Shtkn not found.to make up for her health drain.
- Normal Mode Can Survive: Normal Mode isn't entirely useless, as it has the excellent DraggingError: Table MoveData_Shtkn not found.to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs.
- Normal Mode: ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode.
- Health Drain: During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare.
- Limited Unique Resource: A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it.
- Knockdown Vulnerability: If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.
Unique Mechanics
A.B.A starts every round in her Normal mode.
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.
A.B.A starts each round with a limited resource known as Blood Packs.
Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the full frame data page.
Mode | Backdash | Air Dashes | Initial Dash Speed | Forwards Jump Speed | Forwards Air Dash Speed |
---|---|---|---|---|---|
A.B.A | 17F (1~8F Strike Invuln) | 1 | 7.0 | 5.5 | 10.0 |
A.B.A (Moroha) | 16F (1~8F Strike Invuln) | 1 | 11.0 | 5.5 | 16.0 |
A.B.A (Goku Moroha) | 20F (1~8F Strike Invuln) | 2 | 14.0 | 5.9 | 16.0 |
Normal Mode Normals
5P
While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into 2D > keygrab.
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either 5K, 2K, 2D or 6H, to prevent jump-outs.
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
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A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.
Gatling Options: 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D
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Proximity normal. Rather important for combos leading to keygrab or rekkas.
Interestingly enough, you can do a reverse gatling cancel on block into 2P to remain more plus.
Gatling Options: 2P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
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Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after c.S.
Being safe on block means you can try to go for big frame traps like 5H, 2H, 6H, or even an IAD j.H pressure reset.
Gatling Options: 5H, 2H, 6H, 5D, 2D
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A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel 2D to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.
Gatling Options: 6H, 5D, 2D
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Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
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A relatively fast two-hitting 6P. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.
Gatling Options: 2S
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A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.
Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to 236K to remain somewhat safer. Don't whiff this.
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2F slower than 5P, but more far-reaching and plus on block. Standard crouching jab.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
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A low poke with ok range. Leads to either rekkas or 2D > Keygrab on hit.
Gatling Options: c.S, 2S, 5H, 2H, 6H, 2D
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Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.
Essentially an air KD on CH, so you often can combo into keygrab from trades.
Gatling Options: 2H, 5D, 2D
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1st hit launches the opponent, which leads to easy combos ending with keygrab. Although 2H is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.
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Pretty typical. You'll usually end ground strings with this into keygrab.
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Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > j.P as rather safe roundstart option. On hit, you can confirm into (JC) j.P > keygrab.
Gatling Options: j.P, j.K, j.S, j.H, j.D
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Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD j.S j.P j.K) into a short air combo ending with keygrab.
Gatling Options: j.P, j.S, j.H, j.D
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Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.
Gatling Options: j.P, j.H
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One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.
Generally safe enough on standing block that you can cancel it to 5P to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.
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Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.
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5P
While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into MM c.S > 2H > etc, or f.S > rekkas.
On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
5P reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > f.S > 5P > whiff cancel f.S > 5P > whiff cancel etc, which is an airtight blockstring if done correctly.
On block, you can mix the opponent up with tick throws, or extend your pressure into S or H normals for frame traps/remaining plus. A more detailed explanation on this can be found here
Moroha Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Goku Moroha Gatling Options: (any other normal, including itself)
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As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as f.S or 2D. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. options
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.
Moroha Gatling Options: 6P, 5K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Goku Moroha Gatling Options: (any normal, including itself)
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A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation (6321463214S).
During GM, it's even more useful - Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with 2K and 2D and overheads with flipkickMoroha Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Goku Moroha Gatling Options: (any other normal)
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With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.
In GM, it's startup is 7F, completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM f.S good, combined with all the juicy GM buffs ABA receives. Your party starter. On hit/block, it leads nicely to 5H, which you can reverse chain back into f.S again, or go for a pressure reset with 5P whiff cancels.
Moroha Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D
Goku Moroha Gatling Options: (any other normal except c.S)
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Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.
There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed
In GM, it's a tad faster (11F), it's still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to rebeat Canceling into a normal on a up-the-alphabet, or weaker button direction. into 5P on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery
Morhoa Gatling Options: 2S, 2H, 6H, 5D, 2D
Goku Moroha Gatling Options: (any other normal)
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A frame faster than the Normal mode version (and even faster in GM) and fairly safe for a 5D at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.
- Interestingly, you can cancel this into AltercationError: Table MoveData_Shtkn not found., to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!
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In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.
Moroha Gatling Options: 2S, 6H
Goku Moroha Gatling Options: (any other normal)
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No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.
Moroha Gatling Options: none
Goku Moroha Gatling Options: (any other normal)
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Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.
Moroha Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Goku Morha Gatling Options: (any other normal, including itself)
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Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.
Moroha Gatling Options: 6P, c.S, f.S, 2S, 6H, 5D, 2D
Goku Moroha Gatling Options: (any other normal)
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A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.
Moroha Gatling Options: 5D, 2D
Goku Moroha Gatling Options: (any other normal, including itself)
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One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.
Moroha Gatling Options: 2S
Goku Moroha Gatling Options: (any other normal)
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In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.
In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring
Moroha Gatling Options: none
Goku Moroha Gatling Options: (any other normal)
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Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.
In GM, it's 1F faster, making it impossible to IB>Throw when self gatlinged
Moroha Gatling Options: j.P, j.K, j.S, j.H, j.D
Goku Moroha Gatling Options: (any other normal, including itself)
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Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.
Moroha Gatling Options: j.P, j.S, j.D
Goku Moroha Gatling Options: (any other normal, including itself)
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Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.
Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.
Moroha Gatling Options: j.P, j.K, j.H, j.D
Goku Moroha Gatling Options: (any other normal)
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j.H
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.
Moroha Gatling Options: none
Goku Moroha Gatling Options: (any other normal)
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Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.
Bear in mind that unlike her other GM air normals this cannot reverse gatling to other jump normals, but a cancel into OrbMoroha Gatling Options: none
Goku Moroha Gatling Options: none
No results
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Ground Throw
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.
6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.
6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S, but even 5H and 6H are surprisingly good at catching jump-outs and backdashes, though are much slower.
No results
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Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
No results
No resultsDead Angle Attack
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited.
You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
No results
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A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.
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Deletion
236S
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case 2D > keygrab isn't possible.
At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.
No results
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236S > 46S
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.
No results
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46S > 63214S
The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with c.S/f.S/2S > keygrab, or 2K c.S > keygrab (on mids/heavies only), though both of this are rather tight.
The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.
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63214H (Air OK)
Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
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236P
Vitally useful. Being an evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.
Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after 5H on CH/block or 6H on hit.
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236K or 46S > 236K
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into 5K/c.S > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka (63214S).
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236H
A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.
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63214P
Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.
This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.
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Deletion
236S
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
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236S > 46S
2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.
You can also immediately cancel it to GM activation 6321463214S, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.
GM Version is largely identical aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into Keygrab
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46S > 63214S
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges
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Bonding
63214H (Air OK)
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
- On block, can cancel to AltercationError: Table MoveData_Shtkn not found., or be RC'd.
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421H
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK OrbNo results
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623H
Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
It becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai
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Eradication
j.41236S
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.
Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.
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41236K or 46S > 236K
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63214P
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
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Moroha Gauge reaches 0
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
- Is in the middle of an attack animation
- Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
- Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.
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Force Breaks
FB Dragging
236D during Normal Mode
The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
- Doesn't work out of dash normally, but can be done with a Negative Edge D held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.
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236D during Moroha or Goku Moroha Mode
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that Faultless Defense This keyword does not have an entry in the Glossary this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility. However, it's better to save that meter for GM activation most of the time.
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.
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623D during Moroha or Goku Moroha Mode
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.
Even better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some.
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Evidence: Concealment
632146H during Normal Mode
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.
Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.
It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.
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j.632146P
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after f.S.
During Moroha and Goku Moroha Mode, it no longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.
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6321463214S during Moroha Mode
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. 6P > 5H > 6P > 5H > etc). Let them know fear.
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even slashback This keyword does not have an entry in the Glossaryed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.
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Darkness of Ignorance
During IK Mode: 236236H
Standard IK. Rather useful after CH NM 6H punish attempts.
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.