GGACR/A.B.A

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Overview

Overview

A.B.A is a pure Risk/Reward character who thrives on duality. She starts in Normal Mode (NM), in which she has neither great damage nor mobility, save for DraggingGGAC ABA kenin.pngGuard:
-
Startup:
-
Recovery:
Total 28
Advantage:
-
. By landing her command throw/hitgrab BondingGGAC ABA ketsugou.pngGuard:
All(65 pixels)
Startup:
13(4)
Recovery:
30
Advantage:
-32
, or spending resources to perform InjectingGGAC ABA shousei.pngGuard:
-
Startup:
-
Recovery:
Total 38
Advantage:
-
, she enters Moroha Mode (lit. Double-Edge Mode). While in Moroha, A.B.A gains a massive increase in the damage of her attacks, her overall speed, her pressure and ability to crank the guard bar, 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 of the game, AltercationGGAC ABA henshitsu.pngGuard:
Mid
Startup:
15+2
Recovery:
13
Advantage:
+5
, allowing her to get into Goku Moroha Mode. With incredible running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.

This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with Suka MotionGGAC ABA sukaMotion.pngGuard:
-
Startup:
-
Recovery:
Total 52
Advantage:
-
, a lengthy stance that makes her susceptible to eating a full combo or getting Instant Killed, more than any other character. She can avoid this vulnerability and regain some 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, ABA 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. Learn to love her double-edged playstyle.
Lore:A homunculus who spent most of her developing years literally trapped in the darkness, she fights with a sentient giant key named Paracelcus (with whom A.B.A is infatuated) voiced by Mori, the creator of BlazBlue.
Voice:Mika Takimoto
Playstyle
A.B.A puts a strong emphasis on balancing risk/reward to manage between her slow and unremarkable Normal Mode, and incredibly oppresive, but life draining (Goku) Moroha Mode.
Pros Cons
  • Strong Anti-airs: ABA has access to strong AAs in all modes with great reward on hit, forcing the opponent to approach more carefully.
  • Deceptive Tangibility: Being one of a few characters in this game that has janky hurtboxes, ABA often makes the opponent drop their crucial combos and/or knockdowns.
  • Great Installs: Normal Moroha mode gives ABA high mobility, oppressive pressure, decent mixups, strong pokes and great damage, not to mention access to Danzai and GM. On top of that, her Install super, Goku Moroha, is one of the best supers in the entire game, with even the activation itself being an oppressive attack, alongside the massive boost in offensive capabilities and life refill it leaves you with.
  • Tanky: In spite of her health drain mechanic in MM/GM, she's able to tank a quite a few punches thanks to her high defensive stats.
  • Snowball Potential: Even in Normal Mode FB DraggingGGAC ABA kenin.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 26
    Advantage:
    -
    allows her to escape almost any offense and turn the tables. During installs she gains extremely oppressive frame-trap based offense which leads into very damaging and hard to burst combos.
  • Normal Mode: Starting in a rather slow and not very flexible mode, ABA often has to rely on roundstart RPS in certain MUs to gain actual momentum.
  • Double-edged Modes: Carelessly mashing buttons in MM (and especially in GMM) can drain ABA's own life away very fast, which potentially leads to deaths by abare.
  • Limited Unique Resource: Bad management of bloodpacks can potentially lock her out from being able to enter GMM, or revert back to NM safely.
  • Knockdown Vulnerability: If ABA exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.

Moroha Modes

A.B.A starts every round in her Normal mode. A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (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.

Blood Packs GGACR ABA BloodPack.png

A.B.A starts each round with a limited resource known as Blood Packs. Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.

GGACR A.B.A Nameplate.png
GGAC ABA Portrait.png
Defense:0.89
Guts:0
Weight:Heavyweight (x0.98)
Stun Resistance:80
Prejump:4F
Backdash:Normal: 17F (1~>8F invuln)
Moroha: 16F (1~>8F invuln)
Goku Moroha: 20f (1~>8F invuln)
Forward dash:Normal: 21F
Wakeup :66F (Face Up)/ 52F (Face Down)
Unique Movement Options:Normal: No Run
Goku Moroha: 2 Air Dashes
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (3F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623H (18F/12F)
623D (18F/12F)
236D (Dodge 26F)

Guilty Bits Character Intro

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
GGACR ABA Normal Icon.png   Normal
GGACR ABA Moroha Icon.png   Moroha
GGACR ABA Goku Moroha Icon.png   Goku Moroha

Normal Moves

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
8 Mid 3 2 7 +1 2~4F Upper Body 1

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, 2D or 6H, to prevent jump-outs.

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

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 Mid 13 7 27 -15 - 5

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

5D

6P

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
53 Mid 18 9 25 -15 - 5

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.

Additional Frame Data: Untechable for 35F on normal hit and 80F on CH (Wall stick for 25 frames)

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 High/Air 15 Until landing 0 - - 4

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.

Additional Frame Data: Causes very little knockback/pushback.

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Special Moves

Deletion

236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20 Mid 12 2 17 -5 - 3

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.

Additional Frame Data: Can cancel into followup from 21F onwards on hit or block.

Ruin

236S > 46S

Condemnation

46S > 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 Mid 14 3 31 -15 - 5

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.

Additional Frame Data: FRC timing 14~15F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.

Bonding

63214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
63214H 0,10 [1,9] All(65 pixels) 13(4) 12(1) 30 -32 - 1
j.63214H 0,30 [1,30] All 10 3 Until landing - - 1

Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.

This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in brackets is for the throw portion
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
  • Knocks down opponent on hit
  • ABA is in CH state during the move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

Dragging

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 28 - 1~2F Above Knees
3~25F Above Feet
-

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.

Additional Frame Data: FRC timing 11~13F.

Retribution

236K or 46S > 236K

Avoidance

236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
11 All 35 18 Total 40 +18 - 2

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.

Additional Frame Data: FRC timing 23~24F. Attack is guaranteed to activate after 23F.

Injecting

63214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 38 - 19~22F All
23F Throw
-

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.

Additional Frame Data: Consumes a blood pack on 20F and changes ABA to Moroha mode.

Force Breaks

FB Dragging

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 26 - 1~End All -

The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, 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.

Additional Frame Data: Can pass through opponent from 3F until end of move. FRC timing 9~23F.

Overdrives

Evidence: Concealment

632146H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
1st hit
632146H
68 Mid 9+10 6 34 -14 1~14F All
6~22F Above Feet, Throw
14~42F Low Profile
5
2nd hit
632146H > 236H
68 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5
3rd hit
236H > 236H
108 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5

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.

Additional Frame Data: Floats opponent on hit (untechable for 58F). Forced prorate 50%. FRC timing 19~22F after super flash. Can cancel into 2nd hit 10~43F.


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.

Additional Frame Data: FRC timing 26~29F; Can cancel into 3rd hit 1~26F.

Evidence: Destruction

j.632146P

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

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 20 Mid 15 5(6)2 12 ±0 - 5, 3

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

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

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

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

Additional Frame Data: Untechable for 28F on the second hit

5D

6P

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38×2 Mid 15 7,7 30 -18 - 5

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.

Additional Frame Data: Untechable for 23F

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28×2 Mid 17 3,11 6 +2 13~18F Throw 5

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

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

Gatling Options: 2S

Additional Frame Data: 1st hit forces crouching state on ground hit. 2nd hit ground bounces (untechable for 35F). FRC timing 20~22F.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
37 Low 12 2 23 -6 - 5

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.

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
33 High/Air 10 5 12 - - 4

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

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

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

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 12 6 20 - - 5

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

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

Gatling Options: j.D

Additional Frame Data: Initial prorate 80%. Slides opponent on CH (untechable for 100F, slides for 30F).

j.D

Universal Mechanics


Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 45 pixels - - - - - -

Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H. A crucial part of A.B.A's offensive gameplan.

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

Additional Frame Data: Causes ground bounce and knockdown. Forced prorate 50%.

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 10 2(2)2 20 -12 1~15F All
16~27F Throw
3

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.

Additional Frame Data: Wallbounces on hit, untechable for 28F on grounded hit and 14F for air hit

Special Moves


Deletion

236S

Ruin

236S > 46S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 6 3 19 -8 - 3

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.

Additional Frame Data: Staggers on hit (max 30F). Untechable for 35F on air hit. Can cancel into followup from 8F onwards.

Condemnation

46S > 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
42 Mid 14 3 28 -12 - 5

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.

Additional Frame Data: FRC timing 14~15F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.

Bonding

63214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
63214H 0,10 [1,9] All(65 pixels) 13(4) 12(1) 30 -32 - 1
j.63214H 0,30 [1,30] All 10 3 Until landing - - 1

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.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in brackets is for the throw portion
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
  • Knocks down opponent on hit
  • ABA is in CH state during the move
  • Opponent's burst is disabled on hit
  • On block, can cancel to AltercationGGAC ABA henshitsu.pngGuard:
    Mid
    Startup:
    15+2
    Recovery:
    13
    Advantage:
    +5
    , or be RC'd

Engorgement

421H

Judgment

623H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25,35 Mid 18 6(20)3 25 -9 1~20F Throw
1~24F Armor
4,5

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.

Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 40F). 2nd hit has forced prorate 70%. 2nd hit disables opponent's burst on hit.

Displacement

63214P

Blunder

41236K or 46S > 236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Air 28 1 29 - 11~24F Lower Body
25~30F Foot
11~30F Throw
5

Flipkick. Throw-invuln overhead that causes stagger if blocked standing, so essentially a ground unblockable. Launches the opponent on hit (higher on CH).

Best used with 50 meter to cancel into GM activation [flipkick > GM activation > etc]. Notably, if the opponent chooses to immediately burst the GM activation after flipkick, their burst WILL whiff and you get a juicy punish.

Additional Frame Data: Staggers opponent when blocked high (max 55F). Groundbounces opponent on hit (untechable for 50F).

Eradication

j.41236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38(58) All 16(17) 6(5) Until landing+12 - - 4

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.

Additional Frame Data: FRC timing 22~23F. Attack is guaranteed to activate after 10F. Untechable for 26F (for rear orb: 36F).

Suka Motion

Moroha Gauge reaches 0

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 52 - - -

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

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

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

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

Force Breaks


FB Avoidance

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18,10×5 All 51 3(6)3 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body
2

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

Additional Frame Data: .FRC timing 23~24F. Attack is guaranteed to activate after 23F.

FB Judgment

623D

Overdrives


Evidence: Destruction

j.632146P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Attack
j.632146P
26×4 Mid 9+3 24 Until landing+11 - 1~14F All 5
Followup
j.632146P > 214K
26×4 High, High/Air×3 2+5 38 Until landing+11 - 1~8F All 5

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.

Additional Frame Data: Floats opponent on hit (untechable for 34F).


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.

Altercation

6321463214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10 Mid 15+2 3 13 +5 1~15F All 5

Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to Goku Moroha mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from anything grounded (normals/specials, except EngorgementGGAC ABA houshoku.pngGuard:
Mid
Startup:
21
Recovery:
14
Advantage:
-6
), rendering Moroha ABA a constant threat whenever she has 50 meter.

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

Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.

Additional Frame Data: Staggers opponent on ground hit (max 32F). Wallbounces opponent on air hit (untechable for 50F).Puts ABA in GM mode and refills Moroha gauge back to 100%. Heals back 80% of the self-inflicted damage during Moroha mode.

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

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
11 Mid 3 2 6 +2 2~4F Upper Body 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 > 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.

Gatling Options: (any other normal, including itself)

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 20 Mid 11 4(4)2 11 +1 - 5, 3

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

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

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

Gatling Options: (any other normal)

Additional Frame Data: Untechable for 28F on the second hit

5D

6P

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38×2 Mid 11 7,7 24 -12 - 5

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

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

Gatling Options: (any other normal)


Additional Frame Data: Untechable for 23F

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28×2 Mid 17 3,11 6 +2 13~18F Throw 5

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

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

Gatling Options: (any other normal)

Additional Frame Data: 1st hit forces crouching state on ground hit. 2nd hit forces ground bounce (untechable for 35F). FRC timing 20~22F.

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
33 High/Air 10 4 2 - - 4

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

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

Gatling Options: (any other normal)

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 9 6 20 - - 5

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

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

Gatling Options: (any other normal)

Additional Frame Data: Initial prorate 80%. Slides opponent on CH (untechable for 100F, slides for 30F).

j.D

Universal Mechanics


Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
DAA[m] Mid 10 2(2)2 20 -12 1~15F All
16~27F Throw
3

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.

Additional Frame Data: Wallbounces on hit, untechable for 28F on grounded hit and 14F for air hit

Special Moves


Deletion

236S

Ruin

236S > 46S

Condemnation

46S > 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
42 Mid 14 3 23 -7 - 5

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.

Additional Frame Data: FRC timing 14~17F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.

Bonding

63214H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
63214H 0,10 [1,9] All(65 pixels) 13(4) 12(1) 30 -32 - 1
j.63214H 0,30 [1,30] All 10 3 Until landing - - 1

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.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Data in brackets is for the throw portion
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
  • Knocks down opponent on hit
  • ABA is in CH state during the move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block

Engorgement

421H

Judgment

623H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25,35 Mid 12 4(14)2 21 -4 1~13F Throw
1~16F Armor
4,5

Danzai. Having throw invuln and single hyper armor for the first hit, 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. Do note that the super 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.

Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 40F). 2nd hit has forced prorate 70%. 2nd hit disables opponent's burst on hit. FRC timing 12~14F.

Displacement

63214P

Blunder

41236K or 46S > 236K

Eradication

j.41236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38(58) All 12(13) 6(5) Until landing+12 - - 4

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.

Additional Frame Data: FRC timing 15~18F. Attack is guaranteed to activate after 6F. Untechable for 26F (for rear orb: 36F).

Suka Motion

Moroha Gauge reaches 0

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - Total 52 - - -

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

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

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

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

Force Breaks


FB Avoidance

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18,10×5 All 51 3(6)3 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body
2

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

Additional Frame Data: .FRC timing 23~24F. Attack is guaranteed to activate after 23F.

FB Judgment

623D

Overdrives


Evidence: Destruction

j.632146P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Attack
j.632146P
26×4 Mid 9+3 24 Until landing+11 - 1~14F All 5
Followup
j.632146P > 214K
26×4 High, High/Air×3 2+5 38 Until landing+11 - 1~8F All 5

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.

Additional Frame Data: Floats opponent on hit (untechable for 34F).


The follow up travels backwards and hits overhead again. Even more gimmicky than NM version.

Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

Colors

GGACR A.B.A normal p.png
GGACR A.B.A normal k.png
GGACR A.B.A normal s.png
GGACR A.B.A normal h.png
GGACR A.B.A normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR A.B.A ex p.png
GGACR A.B.A ex k.png
GGACR A.B.A ex s.png
GGACR A.B.A ex h.png
GGACR A.B.A ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR A.B.A slash p.png
GGACR A.B.A slash k.png
GGACR A.B.A slash s.png
GGACR A.B.A slash h.png
AC A.B.A normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR A.B.A reload p.png
GGACR A.B.A reload k.png
GGACR A.B.A reload s.png
GGACR A.B.A reload h.png
AC A.B.A normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR A.B.A slash d.png
GGACR A.B.A reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available 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.

External References

Navigation

A.B.A
Ambox notice.png To edit frame data, edit values in GGACR/A.B.A/Data.