EX A.B.A is an intriguing spin on her standard counterpart, forgoing her Normal and Goku Moroha modes entirely to be in a permanent Moroha state. This leads to an inherently strong character on paper although she comes with her own odd quirks such as a mostly weaker rekka series, taking less self-damage, only one hit on her 5H and some different normals. Her highlight moves are likely her new version of Injection (214D), serving to restore health even BEYOND self-damage giving her a strong potential turtle/comeback game and an 100% super that can enable ToDs or extremely high damage even off weird hits like airthrows. May be good for people who just don't want to deal with standard A.B.A's management or want a different approach to it.
Pros | Cons |
|
|
EX A.B.A | |
---|---|
Defense: | x0.89 |
Guts: | 0 |
Weight: | Heavyweight (x0.98) |
Stun Resistance: | 80 |
Prejump: | 4F |
Backdash: | 16F (1~>8F invuln) |
Wakeup Time: | 66F (Face Up)/ 52F (Face Down) |
Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | Mid | 7 | 3 | 14 | -7 |
Your new friend, unfortunately you trade your 3F 5P for this but it sports very nice range and forward movement, serving as a good poke with a good gatling table, making for strong frametraps with it's quick blockstun.
- No self-damage on block. (Tested)
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
14 | Mid | 7 | 5 | 6 | +1 |
A decent, fast plus on block kick. Unchanged from standard A.B.A's 5K.
Gatling Options: 6P, 5K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
6 | 7 | 2 | 12 | 12 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
33 | Mid | 9 | 3 | 14 | 0 | 7~22F Foot |
A great pressure starter/extender that cranks up their guardbar rather well. This normal sports a monstrous hitbox along with foot invuln during startup and active frames. 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. Identical to standard Moroha c.S.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14 | 6 | 4 | 17 | 16 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24×2 | Mid | 9 | 2(2)2 | 16 | -1 |
With its amazing range and disjointed hitboxes, f.S is a staple for your neutral, and is also a beefy poke to start your pressure game. Possiblity for strong roundstarts due to EX starting with this normal.
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 2H. Identical to standard Moroha f.S.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14×2 | 6×2 | 4 | 17 | 16 |
- 1st hit causes very little pushback
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
42 | Mid | 11 | 5(6)2 | 5 | +1 |
Reverted to it's AC+ state, unfortunately removing any vacuum hit pressure (but you still get good framedata and a wide cancel window to work with) and killing some combo extensions, but actually serving better as a poke due to faster startup, a nice stagger counterhit and having stronger framedata overall. Don't sleep on this move.
Gatling Options: 2S, 2H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20 | 11 | 5 | 19 | 18 |
- Staggers on CH (max 49F)
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
17 | High | 17 | 4 | 10 | 0 |
A big deal and one of this characters highlights, EX A.B.A has an absurd 5D, with alot of cancel options into it due to being a 5D, extremely fast 17f startup with easy Impossible Dust followups (with normals like c.S even being able to combo into it) and being 0 on normal block, potentially allowing for resets. Could possibly even be thrown out as a counterpoke in some situations due to it's fast startup and huge counterhit state, buying time for heals. Absurd.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 20 | 3 | Launch 48 | 14 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
23×2 | Mid | 10 | 3,3 | 17 | -6 | 1~9 Upper Body 10~12F Above Knees |
Gatling Options: 2S, 6H
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 10×2 | 7×2 | 3 | 14 | 14 |
- Jump cancel on 2nd hit only
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
47 | High | 14 | 3 | 27 | -11 |
Your opponents new nightmare. Blazing fast overhead that can be cancelled into from a good majority of normals (notably 2K). Low reward on normal hit as it forces knockdown but even harder to block than 5D and can be FRCed to be plus, use this to keep them scared. Very minus however, so very high risk without meter.
- Absolutely terrifying counterhit with a huge groundbounce, allowing for a simple followup anywhere and obscene corner damage by going straight into orbloops or even giving you enough time to use Injection while still keeping good oki. May be more useful as a frametrap than an overhead.
- Knocks down on both ground and airhit, allowing for KDs off far ground pokes with enough time to meaty, although the knockdown is rather short.
- Can even be FRCed before startup, giving you a short slide boost and allowing for weird things like tick throw off a further blocked 5P.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
15 | 6 | 5 | Down | 36 |
- FRC timing 11~17F
- Slams down opponent on air hit
- Groundbounces on CH
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
9 | Mid | 5 | 2 | 6 | +2 |
- No self-damage on block. (Tested)
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 3 | 8 | 1 | 10 | 10 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
13 | Low | 6 | 4 | 10 | -2 |
Gatling Options: 6P, 2K, c.S, f.S, 2S, 6H, 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
70% | 5 | 7 | 2 | 12 | 12 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
33 | Mid | 12 | 6 | 18 | -7 |
Gatling Options: 5D, 2D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14 | 8 | 4 | 17 | 23 |
- Floats on CH (untechable for 46F)
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28×2 | Mid | 17 | 3,11 | 6 | +2 | 13~18F Throw |
Gatling Options: 2S
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20×2 | 6, 14 | 5 | Crouch 20, Launch | 18, 25 + GBounce |
- FRC timing 20~22F
- Jump cancel on 2nd hit only
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
37 | Low | 12 | 2 | 23 | -6 |
Still the same absurd normal as standard Moroha's 2D, but unfortunately no longer yields any real rewards after in damage without meter or a counterhit.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
15 | 6 | 5 | Down | 18 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
13 | High/Air | 5 | 4 | 14 |
Gatling Options: j.P, j.K, j.S, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
3 | 8 | 1 | 10 | 10 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | High/Air | 5 | 8 | 12 |
Gatling Options: j.P, j.S, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | Launch 28 | 14 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
33 | High/Air | 10 | 5 | 12 |
Gatling Options: j.P, j.K, j.H, j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
90% | 11 | 6 | 4 | 17 | 16 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | High/Air | 12 | 6 | 20 |
Gatling Options: j.D
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
15 | 6 | 5 | 19 | 18 |
- Slams down opponent on air hit
- Slides on CH (untechable for 100F, slides for 30F)
j.D
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | 45 pixels |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6 | Down + GBounce |
- Sends opponent on opposite side of throw direction
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
57 | 88 pixels |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
Forced 50% | 6 | Down |
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 10 | 2(2)2 | 20 | -12 | 1~15F All 16~27F Throw |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
50% | 10 | 7 | 3 | Launch 28 + WBounce | 14 + WBounce |
- Max 1 hit
Blue Burst
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
0 | All | 17 | 6 | 24+3 after landing | -12 | 1~31F Strike |
Like her standard version, EX A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
25% | 6 | 20 | 2 | Launch | 20 |
- Untech time does not change on CH
- Hitstop is one-sided like projectiles
Special Moves
Avoidance
236P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
11 | All | 35 | 18 | Total 40 | +18 |
An unusual but welcoming addition, standard NM A.B.A's bloodball is given to EX A.B.A, giving her a simple projectile oki option and potential very plus pressure reset. Also mixes well with FRC and her run, strengthening her approaches.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
0 | 7 | 2 | 12 | 12 |
- FRC timing 23~24F
- Attack is guaranteed to activate after 23F
Deletion
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | Mid | 11 | 2 | 15 | -3 |
What would be a great poke with godlike returns bogged down by the weakness of it's followups, EX A.B.A's first rekka has it's recovery shortened from standard A.B.A's, making it a much less punishable -3 instead of -5 on normal block. Unfortunately you don't get much returns from it unless you're in range for the followups which is right in their face, which at that point you really shouldn't be hitting rekka on a blockstring anyway. Still good for controlling space and could be a nice blockstring ender at range, though.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
10 | 7 | 3 | 14 | 14 |
- Can cancel into followup on 18F on hit or block
Ruin
236S > 46S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | Low | 7 | 3 | 21 | -10 |
Pretty horrible followup, swapping her standard animation and hitbox (which is now her 5P) for standard's Normal Mode f.S along with having a weaker stagger. Already bad on it's own but made worse by the fact it keeps AC+ f.S lack of forward movement, killing airhit rekka, rekka loops entirely and pretty much most of your reward off rekka period unless you are directly in their face in which case it will combo. Also more minus than the standard version of Ruin but is a low and has the odd property of being able to whiffcancel into Condemnation, so you might be able to pull some weird tricks with meter.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
8 | 7 | 3 | Stagger 35 | 14 |
- Can cancel into followup from 17F onwards
Condemnation
46S > 63214S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40, 13 | High | 13 | 7,7 | 28 | -16 |
Not as bad as the prior one, taking standard Moroha's 6H animation leading to it having far range but use is limited due to Ruin being not so good. Technically not safe on block, but might be better at far range due to pushback. Both hits are overhead and it has crazy untech on hit, so there is potential for good followup combos off this or using time to heal assuming you get a really close grounded hit.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
15×2 | 6×2 | 5 | 19, Launch | 18, 80 |
Blunder
41236K or 46S > 236K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50 | Air | 27 | 1 | 29 | 11~24F Lower Body 25~30F Foot 11~30F Throw |
Flipkick. Can still be cancelled into as Rekka 3. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. A little weakened by no Goku cancel but still useful.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
80% | 20 | 6 | 5 | Launch | 40 + GBounce |
- Staggers when blocked high (max 55F)
- Does not count as hit when blocked high, deals no damage or self damage
Bonding
63214H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
63214H | 0, 5×4~7 [5] | All [110 pixels] | 13 [9] | 3(2)26~38 [1] | 38 | -30 | |
63214H > 6H | 1, 30 | All | 1 | 1(19)5 | 49 | -35 |
EX A.B.A keygrab, a near entirely different move from it's standard counterpart, does not switch modes at all but keeps the grab/hitgrab properties with a wallbounce followup. Generally not great due to followup not connecting on air hit and the followup wallbounce being techable pretty fast besides CH, but linking off it in the corner is possible.
- If keygrab is done in a blockstring, followup can be cancelled into and will frametrap even 3F normals for a massive counterhit with huge damage potential. Might sound bad but the followup has the strange property of being RCable on whiff so you can beat things like DP or backdash on reaction, or continue your pressure if they sit still. It also can do things like forward profile through Ky's Vapor Thrust if you're close range.
- Keygrab part can be mashed with HS, does more hits and a little more damage/GB+ and also can tag extended hurtboxes, bringing them to you.
- If done around midscreen followup will be a true long range knockdown instead of wallbounce and buy you time to heal.
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
63214H | 3×5~8 | 8, 0×4~7 [6] | 1 | 10 | 10 | |
63214H > 6H | 20×2 | 6×2 | 5 | Stagger 35, Launch | 18, 63 + WStick 60 |
63214H:
- Data in [] is for throw part
- 1 less maximum hit if thrown
- Can cancel into followup 19F onwards during active frames
63214H > 6H:
Judgement
623H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25, 35 | Mid | 18 | 6(20)3 | 25 | -9 | 1~20F Throw 1~24F Armor |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
100%, Forced 70% | 14, 20 | 6×2 | 4, 5 | Launch | 30, 40 + GBounce |
- Armor absorb one non-super hit for half damage
- 2nd hit disables opponent's burst on hit
Engorgement
421H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
48 | Mid | 21 | 11 | 14 | -6 |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
85% | 20 | 6 | 5 | Launch | 34 |
- ABA is airborne from 12~31F
- ABA is in CH state from 1~38F
- Auto Jump Install
Eradication
j.41236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
38(58) | All | 16(17) | 6(5) | Until landing+12 |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
0 | 10(2) | 4 | 17 | 26(36) |
- FRC timing 22~23F
- Data in () is for rear orb
- Attack is guaranteed to activate after 10F
Force Breaks
FB Avoidance
236D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18, 22 | All | 51 | 3(6)3 | Total 38 | 7~11F, 20~22F Above Knees 12~19F Upper Body |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
0 | 7×2 | 2 | 12 | 12 |
- FRC timing 23~24F
- Attack is guaranteed to activate after 23F
FB Judgement
623D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25, 35 | Mid | 18 | 6(20)3 | 25 | -11 | 1~20F Throw 1~24F Armor |
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
14×2 | 6×2 | 4 | Launch | 30, 70 + GBounce |
- 2nd hit removes OTG status from opponent on hit
- Armor absorbs non-super attacks for half damage
Injecting
214D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
46 | Total 64 | 45~48F All 49F Strike |
EX Bloodpack. One of EX A.B.A's most interesting moves. Unlike her standard counterpart this does not actually switch modes and there is no resource tied to it, nor does it rely on self damage. This means you can spend 25% to heal 92 points of health no matter how it was inflicted to you, an absolute game changer provided you find the space to pull one off as the animation is a bit lengthy.
- Carries some invul frames like standard bloodpack, likely no practical use but could possibly go through things.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
- Restores 92 health
Overdrives
Evidence: Destruction
j.632146P
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
j.632146P | 26×4 | Mid | 9+3 | 24 | Until landing+11 | 1~14F All | |
j.632146P > 214K | 26×4 | High, High/Air×3 | 2+5 | 38 | Until landing+11 | 1~8F All |
Version | Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|---|
j.632146P | 20×4 | 6×4 | 5 | Launch | 34 | |
j.632146P > 214K | 15×4 | 6×4 | 5 | Launch | 24 |
j.632146P:
- Can cancel into Followup from 41F until landing
- Max 4 hits
j.632146P > 214K:
- Max 4 hits
Evidence: Eradication
34123646H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
140×2 | Mid | 15+7 | 17,12 | 30 | -8 | 1~44F All 45~End Strike |
Carried over from Isuka and probably one of the most recognizable aspects of EX A.B.A. Spends 100% and reduces your health to a single pixel (however if you can find the space to get 25% back after, you can heal yourself) but with both hits is one of the highest damaging moves in the game, allowing huge damage into stuns or outright ToDs off quick stray hits especially with a little guardbar crank. Obviously insane risk if you land yourself in a situation where it doesn't end the round or misses, but is also completely invuln for some time then still strike invul for the rest so may be unorthodox to punish. Not necessary considering in most situations you would have to hold onto your meter for this when it's likely better spent towards other moves, but absolutely lethal.
- Essentially a replacement for her standard Instant Kill which does not exist on this character, this also means you can Slashback with PKSH macro.
Proration | Guard Bar+ | Guard Bar- | Level | Ground Hitstun | Air Hitstun |
---|---|---|---|---|---|
20×2 | 6×2 | 5 | Launch 28 | 18 |
- Requires 100% tension
- Sets A.B.A's health to 1
- 1st hit is active for 4 frames during 2nd hit actives
Combos
Unfortunately a lot of your combo versatility is lost due to your different rekka followups, rekka 2 needing to be really close range to combo killing any range confirms and not airhitting at all and keeping what would otherwise be a pretty decent rekka 3 off the table for this purpose. Generally probably best to stick to butt loops and corner orb loops.